[MOD] Homeworld2 Hiigaran mod [WIP early beta]

OH DANG MAN! these ROCK ! ! And the LOVE the new ships that i got from you. If you have time to Can you remake the old ones in the SAME fashion as theses new ones? That way all the ships would have the same looks? The damage points though-out the ships is great, But I feel that they are small and too many, BUT lets run with it for this mod and see how it works. It will be more work in the hull coding but I think it will look much much better in the long run. :slight_smile:

Thx Astro, compliments from a GSB modding veteran like you really mean a lot for me xD

Awesome! I will convert the turrets to separate files and try to remake the older ships. As for the shipyards I’ll need to make that one from scrach. It must be big and mighty so it would have the original homeworld feel. As for the damage textures- would it help if I packed the damage burns and beam cuts in tight clusters around the ship? It won’t look as realistic but it should be easier to script. Except for turrets I’ll do all that after I finish with Praetors fighters.

Powerful and intelligent but lazy? Seems I understand why you picked him for an avatar :stuck_out_tongue: What’s the book about?

No no keep it just like the ones i got here, I will work with it in this mod. I feel it will be the ice on this cake we are making. And do not forget the Station and Colony ships too please. I need them for the back story.

Hi Kalthaniell
I would also like to add my congratulation on creating an awesome set of turrets. I really like the detail that you have put into them.
(the Double Barrels are my favorite :slight_smile:

Ahh, now I see why your asking questions about turret mapping Lonestar,
For what its worth, if i may give you a word of advice.
With the 5th and 6th turret, Do NOT centre the graphic in the turret mapping.

Have the barrel offset from the centre axis - while it will currently look weird since the bullet will not emerge from the barrel
In theory with the next patch update, we should be able to fix it so that you can have an offset bullet, and some double bullets :slight_smile:

I highly doubt you will need my assistance, but still feel free to send me a PM if you require any help.

The offset barrels are going to be offset in the mapping. I center the middle of the turret not the barrel beside for them it would look funny. Also I have made two of the 6th turret and thinking of making a 2nd of the 5th whereas the copy would simply be flipped. That way You can have four turrets out of the two and one will have a left or right side barrel. :slight_smile: Also with the level of detail within these turrets I was hoping to use a larger than 512 mapping file. I have found this mod to be a challenge and fun at the same time. I AM IMPRESSED with how the Battlecruiser looks ingame, I have updated the 2nd post with a pic of the new turret, AND the Battlecruiser on the end. Next up is the carrier, then the destroyer and finely the frigate, I hope the update happens soon so we can get flak on it! :slight_smile:

Also I have NOT used the in-game editor for the turret placement and well i wish i had as i have turrets way too close and overlapping in the designer screen. But I have wrote the cords down and will use the in-game editor to place placement turrets and have the hardpoints move to the right location. Also I have found that the Battlecruisers MAIN bulk of guns are in the aft part. Also You missed the four flak anit-fighter turrets on the outer hull the little spines they are a turret that moves up and down in relation to the hull for anti-fighter flak.

As for race specific weapons/modules I have been thinking a Super uber carrier bay for the Carrier and a toned down one for the Battlecruiser, They will have a 99 to 100 percent stacking penalty to stop more than one per ship. They will have a ton of supplies and for the carrier repair much faster. I will also make a uber good repair for the cruisers so that they can take the pain off a little as they stand right now the homeword ships are getting owned by the core 4 races. Once flak is out I will make a flak turret for all ship classes, But the fighters will be only for a special corvette’s that I will be asking Kal to make based off the heavy corvette from homeworld. Witch will need special modules made as they will need to be crewed to help prevent fighters from using the more powerful corvette modules.

As for hull bonuses i am still trying to dail them in as I work but for the most part it looks like the homeworld ships are going to be more heavily armored and slower than the rest of the galaxy. And may not carry shielding at all or have weak shielding.

[size=200]Warning:[/size]

[size=150]Remember to be extremely cautious with the possible use
of any ARMORBOOST value stronger than 0.20.
[/size]

(I’m not saying ‘never do it’ – just to be bloody careful if you do try it)

The 0.20 to 0.30 range is where events quickly start to snowball out of control, and game balance goes right down the tubes. Due to the odd way in which GSB handles armor resistance, ship-bonus armor values do not seem to scale in a purely linear progression, making them stupidly easy to abuse. The shift from 0.24 to 0.25 ARMORBOOST, while potent, is not as powerful as the shift from (for example) 0.29 to 0.30…let alone 0.35 to 0.40!!!

This situation is multiplied with the use of large hulls containing a high count of slots onboard – standard slots, turret slots or both; it doesn’t matter which. Serious armor-tank-loving players will put an armor module into any kind of available hull slot without hesitation.

A really big hull, plus a dangerously high ARMORBOOST value, is an armor-tanking admiral’s dream. 0.30 on such a ship can easily result in practically invulnerable warships. An unkillable ship is in somewhat poor taste. :wink:

There are a tiny handful of what I’ll call “specialist” hulls that have a really weird set of built-in ship bonuses, due to having certain unusual origins and/or being intended for highly specific combat roles. In such situations as these, the possible use of super-high ARMORBOOST bonuses should be examined very carefully on a case-by-case basis. Some of these high armor bonuses on such hulls might not break the game when those hulls are used normally. Of course if a player spams them all over the map the opponent is essentially doomed, no matter what battle skills he may possess. Use great care with this; if in doubt, ask another veteran player!

If you’d like to give your race a flavor where the hulls are lightly-shielded but heavily-armored, you can retain game balance by using a sane number for the hulls’ ARMORBOOST value and also designing a racially-unique armor-repair module that will aid in regenerating your armor resistance. That’s a much better choice than going too far with the ARMORBOOST numbers. Just make certain that the new repair system also doesn’t receive insanely immense abilities, too.

Holy Cow nice mod you are working on here! The Turrets look awesome indeed. Did you create them yourself, if yes which kind of program did you use? 3d moddeling like lightwave?

Yes, I know that is a big factor in the armor business, I was only looking into maybe a 20% boost in armor. The armor repair that I have been thinking about is like the armor repair in homeworld were there is no or little of the “peacetime” or time when the ship is not getting damaged. But it will repair a set amount all the time. This WILL not be more that the current module and since these ships are turning out to be quite big I feel that with a stiff stacking penalty there will be only one per cruiser class.

The Battlecruiser alone has 16 weapons, and 12 support slots, the destroyer has 11 weapons and 10 support slots. These may seam to be a lot but there is a ton of weapons in homeworld and on there ships. The Battlecruiser is missing 4 of its close in weapons from homeworld but i am ok with that as they are flak based and we have no flak yet.

I just have to put in the Carrier, and then Frigate models I recently received into the game and await the remodel of the older ships and the new one I have requested. Then I will put out an updated patch. Since I only received a placement issue i will take it that there is no other worries about the ships, turrets or the modules themselves? Speak up now or i can not fix/change it. I have not made these wonderful items of joy, I have been the code monkey behind them. However the first damage texture WAS done by myself with paint.net. The one that made the turrets and ships is Kalthaniell and another modding group that is in my first post.

Oh yea I posted a picture of the destroyer on my 2nd post.

Thx Darkstar xD The double barreled pulsars are my personal favourite too. I only wish it was possible to use the same weapons effect in GSB which is used in Homeworld.

Eich, to make the ships and turrets I used 3d models from homeworld 2 (vanillia and mods). I didn’t modify them in 3d editor as it takes too much time and messes up the texture mappping. All the modifications were made in GIMP using layers, time and coffe. Than I desaturated the whole thing (difference in colours of each model due to lack of 3d light and making stuff appear like it was meant to look the way it looks) and repainted it from grounds up. A copule of scripted effects later and the ships and turrets are ready. There’s no advanced super pro graphics editor programm behind it. All one needs is time and clever use of gimp’s capabilities. If I have more time somewhere in the future and there would be ppl interested in it I might even do a tutorial on it.
Than again, none of it would ever be used in GSB if not for the Lonestar’s determination, energy and arduous work on coding and converting. I’m just the graphics monkey behind it :stuck_out_tongue:

I could see that being a very useful resource for GSB modders to consult. Please do consider it!

Well, if Cliff releases the custom bullet texture updates one day, u can customize the bullets, and the final graphic will be very similar if u make a good job. So, u still can achieve the homeworld weapon effect (or almost close).

But , unfortunately i dont see the custom bullet update is coming… long time passed and no news from Cliff or anything else. Im afraid we all are making custom bullets for the future but that “future” maybe will never come, lets hope i am wrong.

For this same reason, the regular bullets will not fit the double barrel turrets (or the sided ones) with the actual standard bullets, but if the update comes soon, u will be able to customize your bullets and make watever u want to fit those turrets :stuck_out_tongue:

And finally, congratulations for those turrets, they look amazing.

Quick noob question: Can ships can be made in resolution 1536x1536???

Yup :slight_smile:

I have seen images 4000x4000 . . slow the game down on old computers like mine but other than that, there is no problems

Yup, but u will not be able to compress the texture (cuz it must be multiple of 2) but yea, u can do the sprite in the size u want, as far as i know there is no limit :stuck_out_tongue:

Ok, guys I now have the Carrier inside the 2nd post on page one. All I have to do is the Frigate I got from Kal and I’ll have all fully done ships in-game and will put out an update once I get the carrier bay, and cruiser Damage control system modules finished. Look for updated link by tomorrow, it will include ALL ships done to this point.

The carrier and the battlecruiser looks amazing, good job.

Thank you, I just did the codework, Anyways I have a new picture of ALL current ships on the first page second post. Working on a hard copy of my background story now.

OMG, i was stupidly searching the pics in the second and third page and stupidly didnt thought that they were in the first page, MAN i REALLY love the hiigaran hulls!!! :smiley: :smiley: :smiley: (super fan of homeworld 2 heeere) (i still playing it sometimes!)
I have to say, didn’t expected REARM designs here, very awesome, just one thing, the “destroyer” is actually a Supercarrier A LOT bigger than a Higgy Battlecruiser, but anyways, i like it ^^

About the Angels Fall First designs, i like them, but on my opinion, they dont fit with the hiigaran designs, that just is not their style.

The only design that i dont like, or at least not so much as the others is the Escort Ship, it looks to fragile and simple, without counting the ugly command bridge shape and position (it looks like a huge fighter lol)

Heh, I think that it fits the Destroyer role well, AND yes I know that ship some how got small on me. I plan to have it JUST a little smaller that the Battlecruiser as like in Homeworld two. The escort ship does look out of place, It may be reassigned to be the gunship fighter class. Or a small frigate with simple loadout.

Also Just an update on ship hulls, I have the following hull bonuses,

[code]Fighter
Hull 100%, Armour 30%, Shields -100%, Speed 25%, and Power 25%

Bomber
Hull 100%, Armour 30%, Shield -100%, and Speed 100%

Troopship
Hull 50%, Armour 20%, Shield -75%, and Speed 50%

Frigate 1
Hull 100%, Armour 10%, and Shield -75%

Frigate 2
Hull 100%, Armour 10%, and Shield -75%

Escort
Hull 100%, Armour 15% and Shield -75%

Cruiser
Hull 100%, Armour 10%, and Shield -75%

Destroyer
Hull 100%, Armour 15%, Shield -75% and Power 15%

Battlecruiser
Hull 100%, Armour 25%, Shield -80% and Power 25%

Carrier
Hull 100%, Armour 25%, Shield -75%, Speed -25%

Capital/Mothership
Hull 200%, Armour 25%, Shield -75%, Power 25%, and Speed -75%[/code]

Now the reason I picked this is that they have superstrong hulls, very good armour’s but there shielding technology is very weak in comparison to the races in this new universe. I choose the fighter/bomber to have the largest Armour bonus as I think it would be hard to armor tank them silly, though it CAN be done. Also I might tweak the hull bonuses a little here and there until I am more happy with em. But they will be right around the posted ones.

Part of story is now up.