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EvilleJedi

SWR Staff - Executive
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Everything posted by EvilleJedi

  1. make sure you didn't delete too much it's very particular about {} and ,
  2. data\scripts\building and research\hiigaran\build.lua search for hgn_imperator_destroyer and delete the entire section it is in from { to }, save and then make sure you have overrideBigFile in your path { Type = Ship, ThingToBuild = "hgn_imperator_destroyer", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 75, DisplayedName = "Imperator Destroyer", Description = "Designation: Star Destroyer \n".. "Length: 1600 \n".. "Manufacturer: KDY \n".. "Weapons: \n".. "Systems: \n".. "Description: \n".. "Squadsize: \n".. "Strong: \n".. "Weak: \n".. "requirements: \n", },
  3. you need to get a big extractor, check in tanis shipyards on the relic forums
  4. scroll lock prints screen to the bin/screenshots directory, for video you need fraps or gamecam or soemthign simular
  5. change the build.lua for the alliance in the scripts/ folder
  6. a few quick words on balance, ship to ship I am looking at some specific ratios and tweaking some of the shield effects to behave better. for example if you send gunships vs an ISD it won't matter how many you have or how long they survive they simply won't be cost effective, but if you combine the gunships with some bombers and a frigate with ion cannons then they will work better. This is really complicated by the fact that weapons do damage over time, not per projectile like in HW2, which makes it very difficult to get small ships to survive against big ships (the big ship unloads ALL of its damage from every gun on one target, in HW2 it will fire one or two guns on small ships unless focus fire is used) between the rebels and imperials, at the capital ship level it will be pretty cut and dry without the use of abilities, an MC80 will be about 66% of an ISD II, so you need to build a support fleet around it or bring in another cruiser. The complexity in balancing this is that the MC80 will have a lot more shielding and defensive abilities than the ISD, and the ISD will have a lot more firepower and offensive abilities. I need to look into how long I want a capital ship duel to actually last. especially with multiple large ships on the map concentrating fire.
  7. abilities like that are limited to how many posts you have, so participate in the topics and you will receive greater powers
  8. feel free to modify the released files for your own purposes (you will need to extract them from the big files and then you can use notepad) but let me know if you plan to release them for others.
  9. the death star or any planet destroying weapon for that matter REQUIRES significant code changes from the developer which we may not get until an expansion pack yes to the starwarsized planets.
  10. I think avatar upload is set to having at least 100 posts, just to cut down on spam, cause I hate excessive spam (so don't spam just to get an avatar, it wouldn't be worth me banning you for spamming )
  11. they are available on the files section of this website in zip files called IMP.zip, REB.zip etc
  12. it's a guess fro mthe description Afaik no official image for the corellian dreadnaught
  13. turrets are omitted primarily because the game doesn't support rotating turrets, it was a lot of savings in mesh and time to import so Ijust left them off, if anyone wants to I'll nake the xsi available.
  14. This is shaping up to be a great Mod. I haven't experienced any CTDs or game stopping bugs, but there are a few minor suggestions I'd like to make. Minor bugs 1. The Venator is mislabelled as an Impstar 1. Sadly this had me convinced it was a Victory 2 and I spent ages looking for the venator Tongue 2. The Shield bubbles are the shape of the old Sins ships rather than of the new models. At least for the Venator - I haven't seen any of the other ships under heavy enough fire that I notices the shields. 3. The Golan III is on it's side. Suggestions. 1. The larger gravity wells are nice for epic battles etc, but right now they seem a bit too large. On several maps, they overlap badly, and it's almost impossible to fit the whole gravity well on the screen at once. I'd suggest reducing them to maybe 66%-75% of their current size. Keeps them big, but makes them a bit more manageable. 2. Some of the ships seems to move awful fast. I know a star destroyer is a fairly quick ship, but I shouldn't be seeing them powersliding through a grav well at those speeds. 3. The Victory, frankly, sucks the big one. After watching a Victory get spanked by a couple of Acclamator 2's, I'm convinced that the Victory doesn't deserve one of the precious capital ship slots. Make it a frigate instead and keep the capital ship slots for ISD's and up - maybe the Praetor or something. 4. The free capital ship at the start needs work. Right now you'd be silly to take anything other than an ISD II as your freebie. And if you include any of the SSD's, everyone is going to take one of those as their free ship. 5. Resource production needs increased to match the costs of the new ships. As it stands, the Golan III represents such a huge investment you're better off with a fleet. 6. I may be wrong on this one, but the Dreadnought seems awful weak. I always thought the selling point of the dreadnought was it's incredible toughness and heavy weapons, with the downside of requiring masses of crew. At the moment, it can barely scratch an Acclamator, and has much less hitpoints. I'm not sure that it's weapons need upgraded, but it should be a much tougher ship than it is now. 7. Victorys and ISDs all carry a full invasion force. Why don't they have the colonize ability? 8. The strike craft complements seem a little small. The ISD should carry 6 squadrons (1 Int, 3 Ftr, 2 Bmbr) rather than 3. 9. Shields seem to regenerate incredibly fast. Probably at bit too fast. I think the regen rates, especially on the cruisers and cap ships, need toned down a bit. I'm really looking forward to the full release of this mod. Keep up the great work. 1. noted, will be fixed soon (actually venator will be on a republic faction) 2. was explained with the release, haven't had time to fix it and no one is helping me on it. 3. WHY DOES EVERYONE THINK THAT THIS IS A PROBLEM, IT IS ALIGNED TO THE PLANET SO IT CAN SHOOT AT ITS TARGETS LIKE IT SHOULD BE JUST BECAUE DUMB SHIT GAMES HAVE TO an UP! 1. maps will be adjusted and the zoom distance will be fixed, making the grav wells smaller defeats the purpose of the mod really which is to make tactical battles something more than just 'all ships in a grav well clusterfuck together' 2. yes it should be(and faster), I will be toning down the acceleration, but the speed is fine (and useful too) 3. Victroy will get adjusted it has the wrong damage rate 4. free capital ships are being eliminated 5. resource rates will get bumped a bit, but use trade ports and refineries. 6. dreadnaught is bugged and will be fixed 7. as noted on release abilities have not been added. 8. I turned them down because the ame got laggy in big games really quick, the AI fills those slots continously. 9. the regen rates will get tweaked, but high regen is the benefit of a large ship (rather than just having a bajillion HP)
  15. I have my 7900GT running 1920x1200 but I have to edit the config file in the bin/player directory
  16. also make sure you put quotes around it "c:\\homeworld2\data\" - mod etc
  17. hmm I think no ship can capture asteroids, next thing o nthe list to fix I'll play with the zoom settings to fix a slew of problems with it.
  18. taking a look at what is posted (for X3 on SW anyway) it looks like your stuff is a lot higher poly than mine, but I would be interested in further dicussion.
  19. 3d studio max
  20. EvilleJedi

    mod release

    so the may 31st date is for a bug fix to the test release and adds a few new things (not many) it is intended to be more of the 'initial public' release (as stated on mod db it will only have the imperial side anyway) I have to push it back a few days for personal reasons.
  21. I'm in the same boat, I may have less than 10 minutes to actually check and play each day because of a very busy work schedule (and no way of getting around work firewall either)
  22. please make sure you report ONE issue per bug post. If you put more than one issue in a bug report in mantis it is pretty much useless because I can't track them properly.
  23. iron clad is fixing that issue, I won't be changing the ship list except to add to it (and venator will move to republic when it is created)
  24. use the acclamator I
  25. can you please submit these to mantis?

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