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<rss version="2.0"><channel><title>Features/ships/updates Latest Topics</title><link>https://swrebellion.net/forum/149-featuresshipsupdates/</link><description>Features/ships/updates Latest Topics</description><language>en</language><item><title>Imp.zip Reb.zip Pir.zip missing?</title><link>https://swrebellion.net/topic/9165-impzip-rebzip-pirzip-missing/</link><description><![CDATA[<p>I was planning on redownloading the ship mesh zips, but they appear to be gone, any news on this?</p><p> </p><p>re-posting this since my previous post on the same topic got lost when the server went down...</p>]]></description><guid isPermaLink="false">9165</guid><pubDate>Sat, 16 Jul 2011 16:23:19 +0000</pubDate></item><item><title>Ship model edit pics</title><link>https://swrebellion.net/topic/9128-ship-model-edit-pics/</link><description><![CDATA[<p>Been tinkering on ships from .6 link is to an album with wip for a Victory mk2 model</p><p> </p><p><a href="http://www.dropbox.com/gallery/3697428/1/SW?h=494e7d" rel="external nofollow">http://www.dropbox.com/gallery/3697428/1/SW?h=494e7d</a></p><p> </p><p>Model is built from the mk1. Other then EAW their is no "cannon" mk2 models. Trouble with that mesh is that it is just a scaled down version of the ISD mesh with like 8 extra polies. Tech entries indicate that other then different gun loadouts the main difference in the 2 classes is the drives; but it gives no indication of an exact number of drive units. Too that end I changed the truster texture and added 4 more of the smaller thrusters already on the model to represent the more powerful drives. I also lowered the wing flanges to clear the broadside arcs and added broadside guns. C&amp;C please</p>]]></description><guid isPermaLink="false">9128</guid><pubDate>Sat, 09 Apr 2011 04:00:43 +0000</pubDate></item><item><title>Gun locations</title><link>https://swrebellion.net/topic/9086-gun-locations/</link><description>Hi all I am new here and looking to convert the kick ass ships from here to Armada 2 and I am having trouble finding and placeing all the gun turrets for each model. My CDHodED preveiw is not working properly for all these models. Is there any other way to find the exact intended locations? Also do all the ships have the newer nicer turrets?</description><guid isPermaLink="false">9086</guid><pubDate>Tue, 08 Feb 2011 19:04:12 +0000</pubDate></item><item><title>Kotor era mod</title><link>https://swrebellion.net/topic/8363-kotor-era-mod/</link><description><![CDATA[<p>If I spent a little bit of time making a stand along kotor era mod would anyone play it?</p><p> </p><p>it would be pretty much sith vs republic with the mandos on the sith side</p><p> </p><p>I love the era and the ships in the new kotor comics are nice</p>]]></description><guid isPermaLink="false">8363</guid><pubDate>Sun, 18 Feb 2007 04:35:21 +0000</pubDate></item><item><title>Department of Redundancy Department</title><link>https://swrebellion.net/topic/8781-department-of-redundancy-department/</link><description><![CDATA[<p>OK, I've been playing Warlords for Homeworld 2 for a couple of days, and on a technical level, I'm very impressed.  On a game-design level...  not so much.  One problem immediately leaps out at me: redundancy.  The CIS have both a "Recusant destroyer" and a "Recusant patrol destroyer."  They cost exactly the same, 36,000 RU.  What's the difference?  I don't know.  I don't care, to be perfectly honest.  Whatever role these two ships are supposed to fill, pick the one that fills it best and discard the other.  Likewise with the Imperator I and Imperator II Star Destroyers, the Acclamator I and Acclamator II frigates, the Victory I and Victory II Star Destroyers, et tedious cetera.  Memorizing lists of statistics for ships that just aren't that different is not fun.  It's not just ships with the same names, either.  The ANH-RoTJ Empire has eight or ten different kinds of fighters where three will suffice.  What's the difference between a TIE Defender and a TIE Sentinel?  Again, I neither know nor care, nor does it make any difference.  The Empire <em>needs</em> three fighters - no more, no less.  It needs the TIE fighter (quick, cheap scout), the TIE interceptor (anti-fighter and anti-corvette fighter), and the TIE bomber (anti-starship fighter).  These are the iconic fighters that everyone immediately recognizes as "Imperial."  Redundancy in unit design only serves to dilute the identity of each faction: focus on iconic units that are instantly recognizable, discard units from relatively obscure sources (yes, I know the TIE Fighter game still has fans; I happen to be one of them, but TIE Defenders and assault gunboats are simply superfluous in this mod).</p><p> </p><p>My strong recommendation is to confine yourselves to ships that appear in the movies, to make each ship both flavorful and useful in its role, and to discard ships that add nothing of substance to the mod.  Yes, Star Wars has a profusion of cool and cool-looking ships, and it is sorely tempting to cram as many of them in as possible, but more ships don't necessarily make a better game.</p>]]></description><guid isPermaLink="false">8781</guid><pubDate>Wed, 15 Jul 2009 03:31:39 +0000</pubDate></item><item><title>Mandator Model</title><link>https://swrebellion.net/topic/8805-mandator-model/</link><description>Hi,is it possibel to get the Mandator Model from the Mod anywhere ?</description><guid isPermaLink="false">8805</guid><pubDate>Thu, 13 Aug 2009 10:30:25 +0000</pubDate></item><item><title>Missing ships?</title><link>https://swrebellion.net/topic/8694-missing-ships/</link><description>Its been a while since I played the game, but when i downloaded the newest version, I noticed that the Torpedo Sphere and World Devastators are missing. Were they taken out of the game?</description><guid isPermaLink="false">8694</guid><pubDate>Thu, 19 Mar 2009 22:03:04 +0000</pubDate></item><item><title>SSD Sovereign</title><link>https://swrebellion.net/topic/8642-ssd-sovereign/</link><description><![CDATA[<p>Just installed the updated version of the mod (I was running the 0.45 versions) and I came across the removal of the SSD Sovereign. Since this is my favourite vessel, I'd like to know if there is a mean to put this model and wargear into the updated version of Warlords. Please send me an answer.</p><p>In any case Great Work!</p><p> </p><p>M.</p>]]></description><guid isPermaLink="false">8642</guid><pubDate>Mon, 05 Jan 2009 15:51:06 +0000</pubDate></item><item><title>Ship Availability</title><link>https://swrebellion.net/topic/8631-ship-availability/</link><description><![CDATA[<p>EJ,</p><p> </p><p>   Is the Bothan Cruiser, Hapan Battle Dragon, and Hapan Nova crusier available in the latest version in the vs. mode?  If not in the vs. then were?  Thanks.</p>]]></description><guid isPermaLink="false">8631</guid><pubDate>Wed, 24 Dec 2008 02:03:54 +0000</pubDate></item><item><title>I noticed somthing.</title><link>https://swrebellion.net/topic/8632-i-noticed-somthing/</link><description><![CDATA[<p>EJ the TF lander your making in the gallery has two engines mounted one atop the other.</p><p> </p><p>BUT in the movies and all the games I've seen it has them side by side.</p><p>just wondering if this is for looks or rather just a mistake.</p>]]></description><guid isPermaLink="false">8632</guid><pubDate>Wed, 24 Dec 2008 21:39:35 +0000</pubDate></item><item><title>Update of Normal Warlords?</title><link>https://swrebellion.net/topic/8601-update-of-normal-warlords/</link><description><![CDATA[<p>Hey EJ, I know you were on vacation for a while and your computer got was a bit glitched when you got back, but any estimate on an update for normal HW2 Warlords? Just wondering I know your busy with Sins and all.</p><p> </p><p> </p><p> </p><p>-Fall</p>]]></description><guid isPermaLink="false">8601</guid><pubDate>Mon, 20 Oct 2008 02:20:13 +0000</pubDate></item><item><title>repacking files into .BIG files?</title><link>https://swrebellion.net/topic/8585-repacking-files-into-big-files/</link><description>Ok I have RDN tools and spooks Relic Archive tool, and am now able to access and edit the various components of .big files.&#xA0; Now could someone please explain to me how I use any of the above tools to repack.... say a couple ship, level, and weapon files back into the .big files?&#xA0;</description><guid isPermaLink="false">8585</guid><pubDate>Sat, 23 Aug 2008 19:36:57 +0000</pubDate></item><item><title>World Devastator and other super ships</title><link>https://swrebellion.net/topic/8588-world-devastator-and-other-super-ships/</link><description><![CDATA[<p>i have a question, how long does it take to build a world devastator and other super ships like the Armada class ship. the reason i'm asking is because it take solong for them to build, that i end up finishing the skirmish before they are a 1/3 completed, usally ends with me dieing. </p><p> </p><p>i really want to see what they do and stuff, and the only ship i've been able to get is the SSD Executer.</p>]]></description><guid isPermaLink="false">8588</guid><pubDate>Thu, 28 Aug 2008 20:07:24 +0000</pubDate></item><item><title>weapons/balance-issue questions</title><link>https://swrebellion.net/topic/8582-weaponsbalance-issue-questions/</link><description><![CDATA[<p>I have been digging around in the .big files (quite a delight <img alt=":D" src="https://swrebellion.net/uploads/emoticons/icon_biggrin.gif.aedcd2b6ecc779cf52c2c68a0a447176.gif" loading="lazy">) and have run into a few interesting things  Here are a couple questions.</p><p> </p><p>1.  I noticed that the ships (I only have closely looked at the Imp 1,2 and a few others) don't have even close to the actual number of weapons as they were actually equipped with. The Imp 1 for example while stated as having 60 heavy turbolaser cannons in addition to its primary mounts.  However the in game ship has maybe 40 weapons emplacements total!</p><p> </p><p>2. This pertains to the above question.  Is the smaller number of weapons a engine restriction or due to balancing issues?  Or is there a ratio of stated weapons/in game weapons OR am I just missing 50 odd weaps in the coding somewhere <img alt=":P" src="https://swrebellion.net/uploads/emoticons/icon_razz.gif.de14df23ef87c928992d34b311e47262.gif" loading="lazy">?</p><p> </p><p>3. I have discovered the reason for the ISD1's prowess for disabling ships in its 2 dual heavy ion cannons....now here's the question.  The ISD1 and ISD2 have roughly the same number of weapon mounts...however the ISD2's are of considerably lighter calliber.  Isn't this a little counter intuitive?  After all the ISD2 supposedly boasted a tremendous jump in killing power (which imo it doesn't have currently) and was far more formidable than its predecessor.  (I say this due to the ISD2's reputation as an opponent to be feared all the way to the Vong wars).  </p><p> </p><p>4. Now as far as the coding goes... I've been looking at both the ion cannon and turbo's....  could you be so gracious as to explain some of the values and what the variables to me?  Taking the turbolaser 12d as an example we have </p><pre class="ipsCode">StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","TurboLaser_10D","Normal",15000,27000,0,0,0,0,1,1,1,20,0,0,1,1,20,20,1,"Normal",0,0,0)

AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",15000,30000,"")

setPenetration(NewWeaponType,0,1,
{TurretArmour=0.1,})

setAccuracy(NewWeaponType,0,
{SuperCapital=0.9999,},
{Hero_Large=0.01,},
{Cruiser=0.9999,},
{Destroyer=0.9999,},
{BigCapitalShip=0.9999,},
{Heavy_Frigate=0.9999,},
{Frigate=0.9,},
{SmallCapitalShip=0.9,},
{Heavy_Corvette=0.5,},
{Utility=0.5,},
{Mothership=0.9999,},
{Chimera=0.9999,},
{Heavy_Utility=0.9999,},
{Planet=1,},
{SubSystem=0.1,},
{Emplacement=0.1,})

setAngles(NewWeaponType,5,-100,100,-5,90)

setMiscValues(NewWeaponType,4,3.5)

</pre><div></div><p></p><p> </p><p> now as far as I've seen the only values that really change would be these highlighted below StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","TurboLaser_10D","Normal",<span style="color:#FF0000;">15000</span>,<span style="color:#FFFF00;">27000</span>,0,0,0,0,1,1,1,<span style="color:#FFFF00;">20</span>,0,0,1,1,<span style="color:#FF0000;">20,20</span>,1,"Normal",0,0,0)</p><p> </p><p>AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",<span style="color:#008000;">15000,30000</span>,"")</p><p> </p><p>setPenetration(NewWeaponType,0,1,</p><p>{TurretArmour=0.1,})</p><p> </p><p>setAccuracy(NewWeaponType,0,</p><p>{SuperCapital=0.9999,},</p><p>{Hero_Large=0.01,},</p><p>{Cruiser=0.9999,},</p><p>{Destroyer=0.9999,},</p><p>{BigCapitalShip=0.9999,},</p><p>{Heavy_Frigate=0.9999,},</p><p>{Frigate=0.9,},</p><p>{SmallCapitalShip=0.9,},</p><p>{Heavy_Corvette=0.5,},</p><p>{Utility=0.5,},</p><p>{Mothership=0.9999,},</p><p>{Chimera=0.9999,},</p><p>{Heavy_Utility=0.9999,},</p><p>{Planet=1,},</p><p>{SubSystem=0.1,},</p><p>{Emplacement=0.1,})</p><p> </p><p>setAngles(NewWeaponType,5,-100,100,-5,90)</p><p> </p><p>setMiscValues(NewWeaponType,<span style="color:#0000FF;">4,3.5</span>)</p><p> </p><p>  Having said that which of the above deals with range, health damage, emp damage etc?  I assume it isn't the damage normal as both values are zero for the ion cannons.  A breakdown of the values above would be Awesome <img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"></p><p> </p><p>Well I think that's all I can come up with atm.  Thnx.</p>]]></description><guid isPermaLink="false">8582</guid><pubDate>Fri, 22 Aug 2008 00:38:21 +0000</pubDate></item><item><title>I need help!</title><link>https://swrebellion.net/topic/8367-i-need-help/</link><description><![CDATA[<p>I will be starting a large project at work that will occupy most of my time</p><p> </p><p>This means that for at least the next 3-4 months I will be unable to work on the mod</p><p> </p><p>I am looking for a few people that are capable of editing code to clean up the mod, things like the unit descriptions, unit and weapon stats, work on other parts of the mod that are not complete (maps, gametypes, vong) and possibly complete the conversions from 0.45 units into the new weapons format (this will require usage of maya) tools will be provided and I will have the staff board open to anyone that joins</p><p> </p><p>what I would like to do is reintroduce eras and all of the units that were in 0.45, I will still update models, but a lot of the conversion work is script editing and tweaking</p><p> </p><p>I will be pushing to complete my commitments to the IA2 team so I will probably be able to do most of the CW ships before I run out of time(as well as the quick and dirty kotor mod because that is simple)</p><p> </p><p>if I don't get anyone then the mod is pretty much frozen, I doubt I will have a lot of initiative to pick it up again  (partly because I have another project I want to work on, see secret project #1).</p>]]></description><guid isPermaLink="false">8367</guid><pubDate>Wed, 21 Feb 2007 03:34:43 +0000</pubDate></item><item><title>3d models available?</title><link>https://swrebellion.net/topic/8564-3d-models-available/</link><description><![CDATA[<p>I was searching through the forums over on theforce.net and I came across a topic where Eville was offering to put up his models from Warlords as a download to whoever wanted them. The post is about 3 years old. Were the models ever made available? Where could I get them.</p><p> </p><p>Thanks</p><p> </p><p>Oh and here was the original post</p><p><a href="http://boards.theforce.net/scifi_3d_forum/b10013/22647437/p1/?9" rel="external nofollow">http://boards.theforce.net/scifi_3d_forum/b10013/22647437/p1/?9</a></p>]]></description><guid isPermaLink="false">8564</guid><pubDate>Thu, 19 Jun 2008 18:14:22 +0000</pubDate></item><item><title>homeworld 2 release ?</title><link>https://swrebellion.net/topic/8575-homeworld-2-release/</link><description><![CDATA[<p>hello</p><p> </p><p>i have the old version of Warlords, of HW 2 i love starwars and this mod !!!  <img alt=":D" src="https://swrebellion.net/uploads/emoticons/icon_biggrin.gif.aedcd2b6ecc779cf52c2c68a0a447176.gif" loading="lazy"></p><p> </p><p>but the site spoke only of the SOGE release,  HW version is it abandoned ? ???</p><p>I am waiting for a long time since the HW 2 update. i prefer HW 2 ( i have the old version, "LATEST VERSION" in this site ) </p><p> </p><p>thank you for your exellent work and sorry for my very bad english ! <img alt=";)" src="https://swrebellion.net/uploads/emoticons/icon_wink.gif.c964a10f5f96a749bc3260f747690844.gif" loading="lazy"></p>]]></description><guid isPermaLink="false">8575</guid><pubDate>Fri, 08 Aug 2008 10:20:04 +0000</pubDate></item><item><title>Removing ships</title><link>https://swrebellion.net/topic/8571-removing-ships/</link><description>That's right i want to remove some ships from the build list especially the ISD from the alliance. It really bugs me to see it in hands of the rebels even if it is canon(i don't know).So can someone help me?</description><guid isPermaLink="false">8571</guid><pubDate>Sun, 06 Jul 2008 23:52:27 +0000</pubDate></item><item><title>Nebula, Defender and endurance</title><link>https://swrebellion.net/topic/8297-nebula-defender-and-endurance/</link><description><![CDATA[<p>posting some work in progress that hasn't hit the gallery yet</p><p> </p><p><span>http://warlords.swrebellion.com/junk/work/defenderdestroyer.jpg</span></p><p><span>http://warlords.swrebellion.com/junk/work/defenderdestroyer2.jpg</span></p><p><span>http://warlords.swrebellion.com/junk/work/endurance.jpg</span></p><p><span>http://warlords.swrebellion.com/junk/nebula.jpg</span></p>]]></description><guid isPermaLink="false">8297</guid><pubDate>Wed, 22 Nov 2006 05:09:18 +0000</pubDate></item><item><title>How to Implement Transport Ship Game Type into the Game</title><link>https://swrebellion.net/topic/8530-how-to-implement-transport-ship-game-type-into-the-game/</link><description>If you want a new game strategy, I was thinking you could use the space stations that were available in v.45.&#xA0; You could make it so the rebels/empire has to protect the station from pirates/rebels/empire until it is evacuated.&#xA0; This would make it possible for the player to have a reason to build the different types of transport vessels.&#xA0; You can have a counter that tells you how many people have been evacuated and have a nav bouy a distance away for the transports to go to so they can hyperspace out of the area.&#xA0; The protector person would be given more RU units in the begining so they can build transports and escort ships while the aggressor is placed far away and given a small amount to start with but can build mining ships for getting RU units.&#xA0; Or you can have each side have a set amount of RUs in the begining and can hyperspace all their units in with nav bouys and have a set amount of transport craft to use to evacuate the base.&#xA0; To win you will have to have 75% of your transports reach the nav bouy or a time limit to have the space station survive. Ships like the SSDs and ESDs would not be playable due to that fact they could take out a whole entire fleet by themselves.&#xA0; By doing this it allows you to have a reason to use the corvette, transport and shuttle crafts and add a different strategy to the game.&#xA0; Thanks&#xA0;</description><guid isPermaLink="false">8530</guid><pubDate>Wed, 23 Apr 2008 06:59:06 +0000</pubDate></item><item><title>Missing Ships from ealier versions</title><link>https://swrebellion.net/topic/8521-missing-ships-from-ealier-versions/</link><description>i just downloaded the new warlords mod and... after some reading and tweaking... got it running on my new vista.&#xA0; &#xA0; &#xA0; last time i played warlords was quite a while ago....&#xA0; &#xA0; &#xA0; but i noticed a lot of ships are missing from the new mod.&#xA0; &#xA0;  most noticable my favorite ship, the Allegiance Star Destroyer and others like the ISD III with cloaking.&#xA0;  if there is anyway to get this ships in the game please inform me how.</description><guid isPermaLink="false">8521</guid><pubDate>Sat, 08 Mar 2008 12:26:40 +0000</pubDate></item><item><title>Saboath Ships?</title><link>https://swrebellion.net/topic/8485-saboath-ships/</link><description><![CDATA[<p>I couldn't find them in the ship index. They're cannon and some are pretty cool.</p><p> </p><p><a href="http://starwars.wikia.com/wiki/Sabaoth_Destroyer" rel="external nofollow">http://starwars.wikia.com/wiki/Sabaoth_Destroyer</a></p><p><a href="http://starwars.wikia.com/wiki/Sabaoth_Starfighter" rel="external nofollow">http://starwars.wikia.com/wiki/Sabaoth_Starfighter</a></p><p><a href="http://starwars.wikia.com/wiki/Sabaoth_Defender" rel="external nofollow">http://starwars.wikia.com/wiki/Sabaoth_Defender</a></p><p> </p><p>There are a lot of forgotten ships from the Starfighter games.</p>]]></description><guid isPermaLink="false">8485</guid><pubDate>Sat, 05 Jan 2008 06:57:37 +0000</pubDate></item><item><title>Now Concept</title><link>https://swrebellion.net/topic/8517-now-concept/</link><description>New concept for the mon cal shipyard looks great! Anything on the Kotor mod?</description><guid isPermaLink="false">8517</guid><pubDate>Fri, 29 Feb 2008 01:43:09 +0000</pubDate></item><item><title>Next ships to add to the mod</title><link>https://swrebellion.net/topic/8279-next-ships-to-add-to-the-mod/</link><description><![CDATA[<p>anything and everything is up for grabs here in terms of what will make the next release</p><p> </p><p>currently I am planning the clone wars era vessels next</p><p> </p><p>however single ship suggestions are welcome</p>]]></description><guid isPermaLink="false">8279</guid><pubDate>Mon, 30 Oct 2006 23:36:17 +0000</pubDate></item><item><title>A proposal, if it isn't too difficult.</title><link>https://swrebellion.net/topic/8494-a-proposal-if-it-isnt-too-difficult/</link><description>How hard would it be to make some of the ships upgradeable with modules? A great many SW ships are described as modular and often upgraded, the most notable being the Correlian ships. This would allow a certain level of customizstion and add a little more variety without extra ships.</description><guid isPermaLink="false">8494</guid><pubDate>Tue, 22 Jan 2008 19:56:55 +0000</pubDate></item></channel></rss>
