FAQ
FAQ
The Mod |
Current Version Issues |
Star Wars Technical Issues |
The Future |
MINI FAQthis is a FAQ mainly to answer the very repetative questions that I get annoyed with. It may seem like I’m angry, but I’m really not, I’m just trying to get a message across. Q) ships can’t hit the broadside of a barn!!!!111 Q) WHY ISN”T THERE A MAC VERSION@!@!@!#111 Q) Ships seem to fire in bursts WTF? I don’t understand!!!111 Q) You broke some anal canon rule and shattered some precious fantasy about how SW is A) this is because I made the camera able to zoom out more than 6 times what the normal game. You are just abusing a feature that I so graciously enabled A) to an extent I understand, it can be an organizational issue and if you really want to zoom in, you have to do some convuluted alt-click camera work, but this is a scale issue, and I want things icons and possibly reimplement N-lips so that they are more visible Q) fighters are too fast and look silly when moving A) really they aren’t, this is a trick played by the tactical icons, if you really want to see that it behaves right I can tell you how to modify the code to see each individual fighter at a distance, and it looks very good. The problem arises because the tactical icon is centered on the Q) the shipyard designs look crappy 1) YOU CANNOT HAVE BUILD ANIMATIONS IN HW2 the maps that are at shipyard facilities will look much more like what you are probably expecting Q) there are too many missiles research is being done to work on fixing this ISD I: 60 turbolasers, 60 ion cannons, each of which can fire lets say once every 15 seconds… this is 640 projectiles from one ship per minute. I want decently accurate weapon counts, not some potshot contest that doesn’t do shit, basically Q) firefights look like christmas A) hmm rebels are red, imperials are green, ions are blue, SORRY THAT LUCAS CHOSE THESE COLORS Q) the lasers aren’t big enough A) this is just a visibility issue, and it makes the above issues worse, heavy TL’s are already 1 km long at least, also the camera zoom plays a factor, the game removes smaller effects as you zoom out Q) capital ships die to quick (ISD II) basically some of these ships mount incredible offensive power and really can’t take it in (ISD II) famous last words “SHIPS SHOULDN’T TILT?!!!” they turn around and go BACKWARDS to try to get to the same level you just have preconcieved notions of what should happen also try playing on larger maps, you’ll thank me after a while Q) I’m going to complain about the fighter squadron size A) just stop now, there are so many game engine issues with this… Q) your models look crappy for having so many polys destroyer (or at least determine which class of SD it is) Q) OMG THE SHIELD GENERATORS ON THE STAR DESTROYER… infantry machine gun range REALLY REALLY HATE THAT) Q) WTF is an Imperator SD I thought it was an Imperial SD? |
THE MODA modification for Homeworld 2 that seeks to add Star Wars ships to Homeworld 2. Currently myself, and a few community members that have graciously contributed individual elements. Does it work with 1.0 and 1.1? Currently works with 1.1, a SCAR script prevents it from working with 1.0 I want to help! What can I do? Please contact me through evillejedi@swrebellion.com or though the mod thread on the Relic forums. What did you use to verify your Star Wars facts? The modification draws heavily from the SW RPG and from Star Wars technical commentaries. What programs are you using? Modeling: 3ds Max 5 Importing: Maya 5 Texturing: Photoshop 7, Deeppaint 3d Model conversion: deep Exploration I’ve been using CAD software for a long time and have used versions of 3d studio since the DOS days. What is the story? There is no “storyline”, it is meant to be a skirmish and multiplayer mod, Single player will be historical battles Well, what is the premise? Basically to include every naval warship in the starwars universe in a decent RTS game How does this relate to SW:NR for Homeworld 1? It doesn’t, well not exactly. I did some work for SW:NR, so some of the ships from it will be used. This seems like it will contain a lot of ships! How will it ever get done? Have to consider that beta .1 and before was released while I was working 60 hours a week in a lab doing a microprocessor design, I don’t have anywhere near the workload now. Why are you doing this? I have a few friends that would like to see this type of mod be made. Also to satisfy my own delusions of grandeur. What if (gasp) LucasArts licenses the Homeworld 2 engine and makes a Star Wars game?
I would mod that. CURRENT VERSION ISSUESTo use third-party maps (those maps not directly provided by Relic) with the Warlords modification, create a “data/leveldata/multiplayer/deathmatch” directory, and place the level file in there. The game crashes, and I want to complain. Go to the thread and complain, with a Homeworld 2 logdump (HW2.LOG ONLY!!!!) if appropriate, and comments on when the crash occured, and what you were doing EXACTLY. This will help isolate the problem. Something seems unbalanced, fix it. State what is unbalanced and why. It probably does need to be fixed. Why does the AI do weird things? I don’t know, I put that on hold to fix other things. It is not a priority at the moment, but it will be fixed in the future. STAR WARS TECHNICAL ISSUESNote: Some of the technical issues are addressed in technical commentaries. Can you destroy the ISD shield generators? I thought about it, but couldn’t come up with a really valid system that worked in the game. As far as I’m concerned, the globes are sensors and not shield generators. Star Wars shields hug the surface of a ship and are generated with small pole emitters that jut from the hull surface. It would be pretty bizarre to have massive shield generator domes so far away from the area of the ship you want to protect the most (which are the power generation areas and engines). I know it goes against established canon but it makes a heck of a lot more sense from a survivability standpoint. Another reason why sensors would make sense at that location is that it provides a fairly unobstructed line of sight to most of the surrounding space and is high enough above the engine wash to give a good idea what is behind you. Presumably, there also are extensive sensor networks along the spine (or bottom) of the ship that would be used for docking, and compensate for the shadowed area of the main sensors. For more on this, read the technical commentaries. What about hero units? I want Jedi! If the mod had a SP component then there would be heros. However, I can’t justify them being in a MP game (or rather, I don’t want to). Imagine if they were buildable somehow. That just seems corny as heck (and what would they really do? Be so uber that you would use only them?). Ion cannons Ion cannons in the mod work (build the ion platform :-p) they just have shorter range than the equivalent turbolaser. This was mainly for balance, because it made you engage your ships closer to bring more weapons to bear. I would like comments on whether I should change this. Some ships in the game do not have EMP/secondary entries and are therefore immune to ion cannon fire. (the EMP/secondary health bar seems to popup at weird times, too. Let me know if you have any information on this). Should the ion cannon range be shorter? Hyperspace Currently, the plan is to make hyperspaceing a flat rate based on the tonnage of the ship. Also, larger ships will have longer reversion times. I also plan to make a minimum jump distance, so that you can’t hop all over the place (15 km or so). The rate will be cheap enough to encourage people to use it, but expensive enough that when you want to move a fleet to attack you will have to plan for it a little (an ISD may be around 50 ru’s). Does this pricing seem reasonable? Flak explosions I have the flak explosions because they are occasionally present in the movies. My personal judgment is that Star Wars “lasers” are actually magnetically contained plasma projectiles and not just photons like a laser is. When the field breaks down, the plasma is released, and rapidly cools in the vacuum. If people think it should be different, I’m not going to argue, because if something else looks cooler and is more technically accurate, then I will use it.
these have been removed because of performance issues and they didn’t look that great anyway
What complexity of subsystems should be implemented? I know that I can implement engine, hyperdrive, bridge, power generation, sensors and shield generators. There is the possibility of hangars also. Should this level of complexity be evident only on larger ships? Or should smaller ships (like gunships) have engine subsystems (but nothing else)? THE FUTUREWhat about ion cannon hit effects? Ion cannon hit effects are possible, and it will take some FX editing and proper collison meshes. Why don’t ships have shields? The collision meshes need to be generated and tweaked. I have this great idea for a ship… The ship list has basically been frozen, and any adjustments to it will be minor. |