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dojoyoda_warlords

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Everything posted by dojoyoda_warlords

  1. I unpacked the fixes.big file, went into the 'building and research' folder, opened the Vaygr folder (that's the empire) and then opened the build.lua file. In there, I copied the code for the Executor and then pasted below it. I then changed the 'thing to build' to the eclipse (grab the name from it's folder in the 'ship' directory) and then changed the build priority number so that it was higher that the Executor (so that it appears below it in the build menu in the game). I saved it, and then repacked the fixes.big. This really put my skills to the limit (read 'i know nothing about coding') and took about an hour before I figured out which file i needed to change. It's funny - I manage to get the damn thing in there, but I can't figure out how to post an image of the battle. Below is what I had. Can someone point out where I messed up? (I've removed the end brackets from 'img' and '/img' so you can read it) "img]http://D:\Homeworld2\Bin\SCREENSHOTS\ss00059.jpg[/img"
  2. Just finished mucking around with the Eclipse. I put two Imperials with the large-no-fighters unit cap against it. 50 star destroyers and god knows how many smaller ships later, the Eclipse came out the other side. God, the superlaser is funny. But the small ships CAN damage it. I drove 'Big E' right in between the two AI and they formed a loose 3/4 sphere around it, dropping everything but the kitchen sink at it (guess it's not EPIII - hope someone gets this) A massive salvo of torps and missiles took 1/5 of the SSD but then Big E cruised out, nailing a dozen craft on the way. (I tried to insert a picture but I can't make it work ??? ???)
  3. This could almost be called a test battle to see just how strong the providence cruiser is. I gave the move and attack order once and let the battle fold out in its own fashion. CIS (me) 5 Providence Cruisers Empire (CPU) 2 ISD II's 2 ISD I's 3 Venators 7 Enforcer class cruisers 3 dreadnaughts 3 Star Galleons 3 Tie defender squadrons 6 Skipray blast boat squadrons I hyped to a position just outside where the Empire's Nav Buoy was and then cruised towards their position on sublight. My ships were in the standard line abreast formation. Needless to say, the ISD II's opened fire first. A quick scan of my ships revealed minimal damage. The rest of the imperial fleet opened up about the same time my Providence's rode into range. I wish i a had a screen shot - missile trails in the Cron Drift look cool. Anyway, all 5 Providence cruisers concentrated their fire on the closest ISD II. Their initial torpedo salvo took off half its hit points. The second salvo killed it. A quick (and incredulous) survey of the CIS revealed that 1 cruiser had lost a quarter of its hit points from the combined pounding of the other ISD II and one of the ISD I's. The other ships all were still in the green, with minimal point loss. 1 minute later, the second ISD II bought the farm in roughly the same fashion as its brother. 4 Providence cruisers were concentrating on the Imperial capitals, while the 5th had decided to go after the 7 enforcer cruisers and 3 star galleons. Admittedly, I didn't see the Star Galleons buy it. But I know they died in the following 2 minutes because when I checked back on cruiser 5, they weren't there anymore. The ISD I's lasted even less time that the II's as the CIS cruisers were now in close, where PDS has no time to knock down proton torpedoes. The providence ion cannon and turbolasers were making short work of the Defenders and Blast boats too. One providence cruiser had lost two thirds of its hit points, another had lost half, the rest somewhere between a quarter and a fifth. But all five had started to recover. At this point, the Empire had lost 2 ISD II's, 2 ISD I's, 3 Star Galleons, 3 Tie Defender squadrons, 3 Skipray blast boat squads, and 3 Enforcer class cruisers.... The Venators had unfortunately gone into that weird state where they constant turn on their axis but don't go anywhere (Usually happens when a crowd of ships get bought and hyper into the same area). The CIS ships annihilated them in 4 volleys of torps and turbo. Another 2 enforcers had been wasted by cruiser 5 too. The entrance of the 3 dreadnaughts to the battle was just plain funny. The first two died and the third was badly damaged in the first volley. It was disabled and dispatched by turbos about 15 seconds later. In the final 30 seconds or so, the last 2 enforcers made a desperate effort to run. Cruiser 5 nailed one, and the other changed course towards the rest of the fleet. Clearly an intelligent move........ At the end of the battle, all 5 Providence cruisers had either fully recovered or were back to 3/4 strength. The aforementioned Imperial Fleet had an appointment with the scrap heap. The entire battle lasted about 9 minutes, as I had to wait for the empire's Nav Buoy to explode before being declared the winner. So, 20 capital ships and 9 fighter and light corvette squads were fuck-sticked by 5 relics from the clone wars. Interesting. Comments?
  4. Speaking of Mon Calamari shielding... I know this must be getting really annoying now Eville but an MC80 against a pair ISD II's (haven't tested the I's) was disabled at an incredible rate. I'm talking 10 seconds. It didn't start to happen until the II's got to mid/close range. In a pound for pound match the Mon Cal gets pummelled in an incredibly satisfying fashion, but Mon Cals are built (even the 80's) with an inordinate amount of backup systems, making them very difficult to disable. It seems funny, especially since ISD II's only have 20 ion cannon. I wonder how quickly a pair of ISD I's would do it...... Anyone else seen this?
  5. The burner on my piece of shit died today. I mean literally today. I've still got a DVD-Rom. Besides, burning DVD's take longer.
  6. Slight change. I have the full version of fraps, and now all I need is a 1GB USB disk to transfer it to Mac and I'm flying.....there's never $50 around when you need it:). I'm pissing off to FNQ (Far North Queensland or Fucking Nowhere Quickly - take your pick) for a 2 week holiday but I will definately throw stuff together when I get back. I'm having too much fun with fraps to do otherwise.
  7. Just gave the CW.big a whirl. Wow. The Providence certainly opens a can of whoopass on the Venator.
  8. If I could get the latest version to work on the Mac, I would say yes immediately. I could edit something in the next day or so with Final Cut Studio. Alas, I am a moron....no not even a moron....when it comes to adding mods to Homeworld 2 on the mac. On a PC.......i lack the editing software. WHY DO MAC'S HAVE TO BE SO FREAKING DIFFICULT!?!?!?!?!?!
  9. So the VSD I will have open wings, the VSD II will have no wings and added superstructure, and VSD III will be the same as the II but with three engines. Is that right?
  10. The latest version hasn't got all the ships in yet, as many of them are being redesigned/upgraded so that your computer doesn't melt from ships having destroyable turrets.
  11. I believe the phrase Freek is looking for is 'stirring the pot'..........The corellian frigate?! (i've been stirred. It's 4.48am local time. I'm well pissed, just back from town and still able to type coherently...do not ask how long it took me to type this post ) (at christhegreat) The Imp Star Deuce, according to some information, trades shield strength and hull integrity for speed and firepower. It packs nearly 3 times the punch of its predecessor, has faster sublight speeds (?) and a better hyperdrive. Having said that, I don't know where I got that idea from.....lets go find out. EDIT: Nothing conclusive from Wikipedia or the Star Wars Technical Commmentaries. Conclusion: The ISD II has to have at least ONE weakness. Otherwise it wouldn't be a true imperial vessel..... It's now 5.01am.
  12. Maybe someone should pop down to langley and ask if we could borrow a Cray or 3 for the weekend. Then we somehow hook up 50 players to the one game. Should be easily manageable.........................
  13. I have always been a fan Imperial I and II Star Destroyers. For me, they're the signature ship of star wars. A star destroyer is what took the collective breath of the world away in the first scene of Star Wars is 1977. Now, the take the literal breath away from all opposition in Warlords. What more could you want.
  14. "My God Jim! I'm a Doctor, not some fictional character on Television!!!.........." I love the way that message boards stray from their topic.
  15. True, but then who ever accused the empire of being smart? Looking at it, a Star Destroyer has two things going for it: 1) It looks really cool 2) It's design literally screams 'I HAVE HUNDREDS OF VUNERABLE POINTS!!! PLEASE EXPLOIT ME!!!!" ....well maybe not quite that bad but you get the point.
  16. wouldn't it be nice? Two 8800's against my current clunker would be like a race between a jet and a monocycle being ridden by a one legged man. *sighs* money, money, money........
  17. Processor: Pentium IV 2GHZ Memory: 2GB Video card: Radeon 9600XT video memory: 256mb resolution played at: 1024 x 768 Antialiasing level: off ansiotropic level: off I bought this sucker in 2000, did some minor upgrading. It's a real dinosaur now. Hopefully buying a new system next year....bring on SLI.....
  18. I like the way most ships move now. I like the fact that the SD's and Mon Cals don't twist and turn to try and bring their guns onto the fighters. That's why you build Lancer-Class frigates. As far as heavy ship to ship combat, having them stay at range is fine. Personally, I manually move my Star Destroyers closer so that they use all of their weapons. In fact, my only real qualm is that the larger capitals should be able to more effectively engage multiple targets. For example, My ISD has a Mon Cal off to starboard, and a dreadnaught and two frigates to port. The starboard weapons are doing the business on the Mon Cal, but the portside batteries are only giving a light smattering to the Dread and Frigates. Sometimes, the main port batteries wouldn't fire at all and would remain locked facing forward, as if trying to turn to starboard.... I'm not sure if this a limitation of the engine or whether more coding is required. At the end of it though, I like the way this version is shaping up. Perhaps when more capital ships are added, there might be cause for some different movement scripts. EDIT: perhaps if the Mon Cals were more manueverable than the ISD's, so that they close in and try get out of the Imp's main gunsights.........but then, it's more fun to do that manually sometimes........unless of course it's a huge battle........damn I hate seeing both sides of an argument!!!!!!!!!!!!!!
  19. How did the A-Wing fly into the bridge? I'll let Admiral Piett and the bridge crew answer that...... (A-wings launch concussion missiles, and destroy one of the shield generators/sensor domes on the bridge structure) Crew Pit Officer: Sir! We've lost our bridge deflector shield! Admiral Piett: Intensify the forward batteries! I don't want anything to get through! (A-wing begins its final flight towards the bridge, and is spotted by Piett and other officer. Piett turns back to the crew pit) Admiral Piett: INTESIFY FORWARD FIREPOWER!!!!!!! (A-wing pilot yells as he loses control of his fighter) Bridge Officer: TOO LATE!!!!! NOOOOOOOOOOOOOO!!!!!!!! (A-Wing crashes through the bridge viewport Simply put, Freek, the Executor had lost its bridge deflector shields and was then vunerable to physical impact. Had the shields been there, it wouldn't have happened. However......... (At Komo val) - I don't think that asteroid nailed the Star Destroyer tower in ESB cos it was moving slowly. I think it destroyed it because it was the same size as the bridge. It wouldn't matter what speed it was moving at.
  20. For the battle of Sluis Van, and this is only a starting estimation: For the imperials - 5 ISD Mk II's 35 squadrons of fighters (20 fighters - 10 squads that can come out of a freighter/small disarmed capital ship in the ship yard, 8 bombers, 5 interceptors, 2 advanced or defenders) 25 assault transports (substituting the mole miners and their zero-g troopers) for capturing ships 10-15 stike cruisers/frigates. For the New Republic - 20 disabled Star cruisers of varying types (the capital ships converted to bulk freighters) as the capture targets 1 Golan III 2 Golan II's 3 of those cool new platforms in the latest release with no weapons on them to make up the ship yard. 35-40 frigates and assorted escort capital ships 10 Assault frigates 20 squadrons of fighters (10 x-wings, 4 a-wings, 3 y-wings, 3 b-wings) 5 squads of escort transports This might be a little ambitious to start with, given what happens in the book.
  21. maybe some of the scenarios from other SW games, e.g. Tie Fighter or X-Wing Alliance? There's a couple of good battles worth re-creating, from the final stage of the Enemies of the Empire campaign in tie-fighter, to the retrieval of the Death Star II plans in X-Wing Alliance. Other than that, you've got some of the skrmishes in the EU - The battle of Sluis Van Shipyards (Heir to the empire) The capturing of the Dark Force Dreadnaughts (Dark Force Rising) The Mount Tantiss Campaign (The Last Command) The (numerous) battles over coruscant from EP III through to the new jedi order. Same goes for the battles over Yavin Four The Battles over Borealiis (Rogue Squadron books and NJO) There's heaps to choose from. I'd be happy to see any of it. Is there any chance of grabbing that 'Duel' format from the PDS crew?
  22. I think corvettes have a number of good uses. Apart from being able to destroy (or at least hold up) fighters, I've found the corvette to be useful as a fire-absorbing wall. En masse, they keep the enemy busy while the larger ships get into position. If they get into the middle of an enemy (an AI oppenent), it can cause them to break formation and scatter to try and get clear shots. And yes, there is that sentimental value...."Did you hear that? They just shut down the main reactor! We'll be destroyed for sure! This is madness!"
  23. I'm having problems with the launcher. I'm new to playing games on a mac so its all a little confusing. I got a copy of 'do-it-yourself' launcher but I need some help getting the coding right. Since I'm a complete pleb, this is proving difficult. I even tried unpacking all of the big files on the PC and recompiling them as one big to use through Mod Runner. No success. Essentially what I need is a copy of a launcher script that highlights WHERE you add in the .big file names so that it runs correctly, and has the shipicons.lua removed. it's easy on a PC, but Mac's, for all their greatness with work software, really suck balls when it comes to modding games.
  24. It's another call out to Mac Users. As a former/current PC man, I need some help writing a launcher script (as in I don't know how to:) for the latest version on the Mac. I've got 4.5 on there but its simply not as good as the current micro-release. If someone can help, please reply. I went to macologist and tried to get Mod Runner 1.8, and 2.0 but the download links are shot. This is our most desperate hour. Help me Mac Users. You are my only hope.

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