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This mod looked like a really neat idea (especially if it could be used with other mods such as TFS perhaps) so I decided to try it and found that yes indeed it is broken: the mothership's ion cannons seem to be the only thing working and nothing else: and the vyger flagship isn't changed at all...not even it's life!..
Would you be at all willing to try and fix it?..I would really like to try it; if only just to see what it's like...
I'm trying to figure out my own mod in how to simply make
The HW1RM mothership move in campaign mode and nothing more.
Can anybody help me out here? I just need to know where to find the ships movement stats and if the files are encrypted, how to decode.
Thanks!
Trying to build one myself haha. Changed the weapons just want to change the ships themselves.
Sooooooooo I got halfway through making the program and it works for what it is, but I realsed I had to write another 1000+ lines to make it work properly so I gave up. I'll probably give up on this too, as I don't really have time for it anymore. If anyone wants to go make something like this, go look at the homeworld modding tutorial on reddit and go from there.
Oh, right. XD
Update:
I've started developing a ship-script editing application (using my extremley basic c# skills) to try and make editing files easier. After that, I can move onto weapon files and then a working mod.
Unfortunately I couldn't get the mod to work. (The only mod on the whole workshop that works for me is my mod and FX galaxy, for some resaon.) On the whole, I've had to re-find all of my homeworld modding tools from the deepest corners of the internets, and I've now run into many compatibility issues on Windows 10 with these tools. In order to get to the basic point of making a remastered version of this existing mod, I will have to get a windows XP / 7 virtual machine up so I can carry on. This will take some time however. Meanwhile, the other day I managed to make Hgn_Interceptor squadrons really OP just via file editing, but it is harder for weapons. I'll try and keep everyone updated on what happens next. :)
I'm working on it. :)
Haha, seems cool!
I haven't done anything homeworld related for a while now (new PC), but i'm trying to get back into the swing of things. I'll definately take a look at it.
I remember trying to add 'big' (turreted) guns, but it was quite buggy so I replaced it to the point where they just fire a destoryer cannon shot, but no turret is visible. Still, sometimes they do not fire and ships have to be in a specific position because they are on an invidible turret which a low firing arc. The other option would be modding in a duplicate weapon with higher damage e.g adding another weapon the same as the mothership hull defense gun, but making it fire like a destroyer cannon. I had success in adding battlecruiser turrets to the MS, however as the are modular weapons they have to take up a module space on the mothership which means you would not be able to build one type of factory (considered each factory type goes in a specific place). This is why I removed them before publishing.
In the future I may try modding extra weapons into the game, it shouldn't be too hard as i am only editing files not creating new ones.
And...I'm not sure. Maybe at least one or two of the guns could be a big gun, as it were? Maybe as a module?(Hey, the battleship's guns are, so maybe?) Or maybe a 'Weapons Upgrade' tech that improves the damage of it's weapons, so it can keep up? One has to ask whether you want it to fend off everything or whether a big push should end this thing. Lord knows even the expert AI can't deal with a Mothership killing all it's collectors in the first 10 seconds. I'm not certain of the answer myself. Comedy option; late-game thing that switchs the guns on both sides to Keeper Turreted Ions(Both sides are salvaging Progenitor tech, after all).
I'll note that Bombers do have a purpose, despite having issues); shutting down the enemy ship's engines via Anti Sub-system Bombs so it can't run off.
What would you suggest?
Rebalancing the weapons for heavy ships / not fighters or the best of both worlds?
...Well, this'll be hilarious to see once.
The whole mod is overkill TBH.
Thank you, I will try it out.
Apart from that (and maybe a few other things) all the scripts and files are still editable using the old ways.
+SonicOverlordUK , I would llike to do that but I am not sure how. When I have the time I may foray into the unknown and try something new. ;)
My only critisism is victories with this monster feel off.
Maybe if you could unlock everything through research first.
So say:
An additional 4 or so teirs of speed and health research.
A research for all additional weapons, with each more powerful weapon's research being unlocked after the previous, weaker weapon was researched.
Just my 2 cents.