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Everything posted by BobTheGreat
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Nexus: New SW mod looking for meshes
BobTheGreat replied to BobTheGreat's topic in Mods General Discussion
wow, that looks nice. we'd love to use it. my contact info is here http://www.nexusthegame.com/forum/viewtopic.php?p=27314#27314 please get in touch with me, and I can pass it on to our scriptor. Thanks. oh, and post up if you want me to add your contact info to the list. -
Nexus: New SW mod looking for meshes
BobTheGreat replied to BobTheGreat's topic in Mods General Discussion
come on over http://www.nexusthegame.com/forum/viewtopic.php?t=2359 right now, we just need a couple of simple models for our scriptor to work with and get in-game. -
Nexus: New SW mod looking for meshes
BobTheGreat replied to BobTheGreat's topic in Mods General Discussion
still looking. What about that awesome ISD model that was being used in SW:NR and SW:W? anyone know who made it? -
Nexus: New SW mod looking for meshes
BobTheGreat replied to BobTheGreat's topic in Mods General Discussion
ah, crap. sorry, I didn't realize I was in the wrong the forum. I have the Warlords forum bookmarked, and didn't realize it. Thanks for the move. Any help would be welcome. Most of us are sort of playing it by ear with this. Contact me if anyone would like to donate a model for us to do a proof-of-concept with, or would like to help out with anything else. AIM - JBobTheGreat email - joel@bobthegreat.com -
I'm helping to get a SW mod off the ground for Nexus: The Jupiter Incident. --> http://www.nexusthegame.com The game shows a lot of potential, and I think it would make an awesome engine to play in the SW universe. Go here for a few more details about the mod -> http://www.nexusthegame.com/forum/viewtopic.php?t=2359&postdays=0&postorder=asc&start=0 So, here's the deal. we're trying to get this mod moving as quickly as we can; as such, if we can get any donated meshes or textures, this would help us out a bunch. There are a lot of excellent textured models in Warlords, and I know there are some very experienced modelers here. Is there anyone who would like to donate a model or two to help us out? It would be credited, of course. Also, if anyone feels like getting involved with a new mod, we could always use the help!
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Anyone starting a SW mod for Nexus?
BobTheGreat replied to BobTheGreat's topic in Mods General Discussion
10 per side? I musta missed that. hmm, that would need a workaround. I almost missed the release too. it wasn't publicized very much. -
Anyone starting a SW mod for Nexus?
BobTheGreat replied to BobTheGreat's topic in Mods General Discussion
come talk to some of the guys on the Nexus boards. Mithis released a scripting tutorial and a bunch of mod tools with the game. I know there's still a lot of undocumented stuff though. but people are unraveling it slowly. -
Anyone starting a SW mod for Nexus?
BobTheGreat replied to BobTheGreat's topic in Mods General Discussion
for anyone interested, there are a couple of people interested over on the Nexus forums. Any help would be very welcome. http://www.nexusthegame.com/forum/viewtopic.php?t=2359 -
Anyone starting a SW mod for Nexus?
BobTheGreat replied to BobTheGreat's topic in Mods General Discussion
well, there certainly is a learning curve to it. and, you're right, it's a lot more complex and gives you much finer control than HW or HW2. I know Mithis released a mod package that shipped with the US version and is on the nexus site for download. I haven't messed with it, but supposedly, it has tools for importing models, a readme on how to design them, and how to use their scripting engine, and some model viewers and stuff. -
http://www.nexusthegame.com formerly known as Imperium Galactica III. Badass graphics engine, and a close to true physics engine that I think would suit SW capital ship combat extremely well. It can deal with extremely large ships (a model in one of the missions is actually a moon), uses fighters very well, it has a realistic galactic scale, and an absolutely stunning engine. Also, none of that pesky resource gathering. If someone were to mod this correctly, it could very well be Rebellion II. Currently, you don't have the ability to choose what system your ships go to, as it is all mission based, but if that could be dealt with, it would open up the game a lot. The only problem I can think of for a SW mod in particular is that the nexus mod community has yet to figure out how to get more than 23 hard points onto a ship, which obviously, is pitifully low compared to some of the more powerful SW ships. Maybe this could be gotten around by messing with rates of fire, or something like that (back from the SWNR days). Just wondered if anyone else has found this gem of a game, and started a mod team for it. I think it has a ton of potential.
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never mind. it's only docking with the escort carrier that's broken. the rest of the ships seem to work fine.
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Both A and B are taken care of. they are set to 'stay docked' and they are freshly built ships with nothing docked to them. might just be something from installing 0.40 on top of an old version.
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Awesome! great improvement! I only noticed one issue, besides the lack of ship icons. docking doesn't work on any ships. The fighters just get into formation with the ship and stay there. I'll try uninstalling HW2 and reinstalling it and see if it's still there.
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I tend to use strike groups of two or three ISD's or a Titan and a pair of ISD's or Allegiences as my heavy hitters. I usually escort each strike group with 2-3VSD, 4-6 Strike Cruisers, 6-8 Lancer's or Carrack Cruisers, and maybe 12-14 Correlian Heavy Gunships. In addition, several squads of Blastboats, TIE Interceptors, and TIE Defenders will tag along, either docked or guarding the other ships. So, each group ends up being around 30-35 capital ships plus fighters, and three strike groups is usually plenty to squash the AI's (pending good tactics). I may also use smaller specialized groups (10-14 lancer's and some heavy gunships as fighter hunters) or build strike groups around smaller cap ships like Strike Cruisers or VSD's. I agree with most of your ship reviews, but I think almost all of them have a place (some are redundant, but still useful). The T/I and the Blastboat are awesome. I've even noticed that the T/I will rack up just as many kills as the T/D's, though they die quicker. Lancer's are very effective in packs. You have to be careful to keep them away from capital ships, but in formation they will set up a crossfire that just rips fighter squadrens to shreds. In small numbers or in cap ship engagements, they're kinda useless, but they're awesome when you need to kill an entire wing of fighters. The Carrack Cruisers are kind of the same way. They're quick and can dish out some firepower, especially in groups, but they're not very durable. I use them more as anti-corvette and escort ships than front line warships. Correlian Heavy Gunships are nice. they're durable enough to survive late in the game, and can be good escorts. The ISDII and Allegience are THE ships of this game. ISDI's are nice at first, but they get outclassed pretty quickly. The ISDII's kick ass, and the Allegience of course can't help but be uber. The largest ships I've realistically built have been Titans. The super-caps are essentially overkill, since if you can muster the resources and time to build one, you've won the battle already anyway. Also, they are incredibly slow (Executer, not so much), but they can shoot pretty much all the way across the map (hell, they stretch half-way across it). Once they decide on a target, it simply ceases to be. The ships seriously are lumbering bringers of death. On a much larger map (>hyperspace arena), they could be useful as base-killers and general rampaging, but on the smaller maps they're just too cumbersome to be actually useful. Ships I've noticed aren't worth the money to build so far are the escort shuttle, dreadnaught, enforcer, and the T/F. I'll use them once in a while if I get attacked between research stages, but they really are almost useless compared to other similar ships. My one big gripe about the classes is the ISD's. I know this has been brought up before, but the ISDI and ISDII should be complimentary to each other. The ISDIII can be the "upgraded" ISD, but I and II should work with each other. the ISDI's supposedly had some positively massive turbolasers that the ISDII lacked in favor of more rounded weaponry. Used in combination, the ISDII should be something of a heavy escort for the ISDI's, who would basically ravage a base from afar while the II's kept them safe from other cap ships.
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I think most people describing massive battles are playing at about 1.5-2 seconds/frame. That's how it is for me with any kind of capital ship combat, sometimes worse, even on low details. I think it has to do with the detail level of the models, and the sheer number of projectiles that are present. I know there is a lot of optimization that can be done, especially with the effects, and hopefully that will help it a lot. As is, I just hit pause, give my ships orders, then unpause it and watch the slideshow play out.
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What are Evillejedi's sources for ship stats?
BobTheGreat replied to pnakotus's topic in Warlords (Homeworld 2)
that's a very good point. it would force people to build both ISD-I's as heavy hitters vs capital ships and ISD-II's as heavy fleet escorts to deal with both capital and smaller ships. As it is, I tend to use VSD's or strike cruisers as my escorts, and ISD-II's for ship-killing. -
Just wanted to introduce myself. this mod looks awesome! I played SWNR for Homeworld 1 for the longest time, and loved it. This looks like it could be even better. Of course, there are issues, the biggest for me being lag, but for a beta, it's badass. Keep up the good work!
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I've noticed this too. There usually is at least one AI (or if 2player map, the only one) that will build this massive string of B-wings and Y-wings, but never attack with anything larger than a force of frigates. They will defend with destroyers and some light cruisers, but it's mostly fighters and frigates. I've started basically sending a strike force of 12 or so Lancers to keep the fighers busy, and some ISD-II's or Allegience's to take out the base and capital ships (with full fighter/corvette/frigate escorts of course). It seems to work pretty well, but if the AI would just build some heavy ships and more heavy frigates, they'd be able to cut through my escorts real quick, while not having to worry about the lancers.