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-   -   Interested in a Homeworld Mod? (http://forum.shrapnelgames.com/showthread.php?t=23396)

RudyHuxtable April 4th, 2005 12:17 AM

Interested in a Homeworld Mod?
 
Hey guys. I've been talking about building a Homeworld related shipset, but the more I thought about it the more I wanted a Homeworld Mod! So guess what? By golly I'm going to do it.

I'm in the infancy here, but I'm just curious as to the general interest. I'd like to make something people will play http://forum.shrapnelgames.com/images/smilies/happy.gif

Races to start:

Hiigarans
Imperial
Rebellion
Bentusi
Children of Kadesh
Vaygr
Turanic Raiders

Tech trees: this will require some creative thinking and I'm open to suggestions.

-Real Homeworld Maps, including major planets and regions from the games, as well as era related starting positions (hiigarans on Kharak or Hiigara depending on the era of play)

I've got some other ideas I'd like to implement.

Thoughts/Ideas/Rants/Criticisms? Hurt me.

Combat Wombat April 4th, 2005 12:32 AM

Re: Interested in a Homeworld Mod?
 
About time someone does it. Make sure that the mother ships are the only ones that can do through warp-points and they carry the rest of the ships with them.

Mothership=Large Carrier
Ships=Fighters

EaX April 4th, 2005 12:39 AM

Re: Interested in a Homeworld Mod?
 
great idea!

i always wanted to play as the bentusi!

RudyHuxtable April 4th, 2005 12:47 AM

Re: Interested in a Homeworld Mod?
 
So all other ships would need to be considered fighters then, and the fighter bays would have to support all of those ships. What kinds of limitations would this require I wonder... ahhh I love being creative!

Explaining away warp points and the true hiigaran conflict is the only thing that's really bugging me. And I'm not extrapolating so I don't spoil it for those who've never played it. Suffice it to say that warp points don't exist in HOmeworld.

EaX April 4th, 2005 12:52 AM

Re: Interested in a Homeworld Mod?
 
Quote:


Mothership=Large Carrier
Ships=Fighters

The capital ships can make jumps too, when the mothership jumps the cap. (frigates, destroyers, etc) ships do the same. At least on HW1, i don't play HW2. And there's also carriers on HW.

douglas April 4th, 2005 12:56 AM

Re: Interested in a Homeworld Mod?
 
As I recall, the motherships are not the only ships equipped with hyperdrives in Homeworld. Only the really small stuff like fighters, scouts, and corvettes need to load onto the mothership for each hyperspace jump. Everything from frigates on up just lines up in space to look pretty when they all jump simultaneously, and they don't even do that in multiplayer where hyperspace jumps aren't limited to transitions between missions.

Fyron April 4th, 2005 03:17 AM

Re: Interested in a Homeworld Mod?
 
Quote:

Combat Wombat said:
About time someone does it. Make sure that the mother ships are the only ones that can do through warp-points and they carry the rest of the ships with them.

You'll want to check out the Highliner Mod for ideas. It already does exactly this.

Zaamon April 4th, 2005 03:44 AM

Re: Interested in a Homeworld Mod?
 
I think it sounds better if you make motherships and some capitalships able to open and close warp points. This can do by mounting these components.
Fighters and corvets should be carried by carriers. Some frigates can make they own jump points(mounts). This because Hiigarans have only one mothership. That is what i know.
I have HW, HW:C and HW2.

Frederick_d_Ohlmann April 4th, 2005 04:02 AM

Re: Interested in a Homeworld Mod?
 
You can also make the WP opening as hull abilitie

narf poit chez BOOM April 4th, 2005 04:06 AM

Re: Interested in a Homeworld Mod?
 
I've toyed with this before. One thing is that in the homeword games, planets build motherships and motherships build carriers. For this limitation I would have planets use all three materials, motherships use two and carriers use one. I'd say more, but I'm not very coherent right now.


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