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April 4th, 2005, 03:40 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Interested in a Homeworld Mod?
Never played Homeworld 2, but you do technically have no homeworld for the duration of the game in Homeworld 1, right? 
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April 4th, 2005, 04:31 PM
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Sergeant
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Join Date: Jan 2005
Location: Los Angeles, California
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Re: Interested in a Homeworld Mod?
right.
__________________
Rudy Huxtable
Cosby Kid and Proprietor
The Won-Ton Violence Take-Out Hut
Eagles may soar, but weasels don't get sucked into jet intakes.
A Se+ GdY $ Fr! C+ Csc Sf Ai AuO M+ Mp* S Ss- RNSDH Pw- Fq Nd- RP+ G+++ Mm+ Bb++
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April 12th, 2005, 06:07 AM
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Major General
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Join Date: Jan 2005
Location: In your mind.
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Re: Interested in a Homeworld Mod?
If anyone got further than me in HW2 (currently at Thaddis Sabbah (mission 12) where the damned Vaygr Battlecruisers keep creaming my Dreadnaught in some inexplicable way) and spotted new ships/technologies, please let me know?
I looked into the Homeworld2 Forums some time ago, and I saw a mention of some object called "Sajuuk", if anyone can provide info about it/him, it would certainly be appreciated. Couldnt login to the HW2 forum though, bloody thing wont accept Hotmail as an email provider.....
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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April 12th, 2005, 07:29 AM
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Private
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Join Date: Feb 2005
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Re: Interested in a Homeworld Mod?
Okay a bit of plot spoiling
Sajuuk is really just a dreadnaught on steroids, it's armor is almost twice that of the mothership and it's beamcannon is the most powerfull in the game, it can slice a vaygr cruiser in 3 hits (if the armor isn't upgraded) the only problem I can remember with it is that it can't target fighters.
It's what you and Makaan is searching for throughout the game
For the ultimate spoiling try
http://well-of-souls.com/homeworld/hws/
You can find information about all HW 1, HW 2 and Cataclysm ships here, as well as a few outtakes, some HW 2 ships are a bit vaguely detailed though, I think it's made before the official release of HW 2, there's also a lot about the plot
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April 12th, 2005, 02:09 PM
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Sergeant
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Join Date: Jan 2005
Location: Los Angeles, California
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Re: Interested in a Homeworld Mod?
Good call on this webpage, Akula. I've got some great shots for ships thanks to it.
I've also decided that in addition to the traditional shipsets, I'm going to make a few kiith specific sets. They'll probably use the same graphics as either the Taiidan or the Kushan, but the AI will be different. I'm sorry I don't have artistic skill or I'd draw a few ships myself  Maybe I can beg AT to join in?
Okay kids:
Homeworld Mod: .01 % completed
__________________
Rudy Huxtable
Cosby Kid and Proprietor
The Won-Ton Violence Take-Out Hut
Eagles may soar, but weasels don't get sucked into jet intakes.
A Se+ GdY $ Fr! C+ Csc Sf Ai AuO M+ Mp* S Ss- RNSDH Pw- Fq Nd- RP+ G+++ Mm+ Bb++
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April 18th, 2005, 07:07 AM
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Major General
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Join Date: Jan 2005
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Re: Interested in a Homeworld Mod?
Whoops, sorry, forgot to mention that. I'm reworking all shields and armor to make a division between anti-strike craft (i.e. fighters and corvettes) and anti-warship (i.e. frigates and capital ships) weapons. Anti-strike craft weapons will have a moderate amount of damage, but their damage suffers when they're used against frigates and capital ships. Anti-warship weapons have low to moderate damage, but an attack bonus versus larger ships.
It's like this:
Strike craft has tough armor, while all warship components generate shields. Weapons will generate less shields than, say, fighter bays, so a heavy warship will be easier to destroy than a ship of the same size but crammed full of fighter bays. Colony ships will be virtually impossible to destroy; there is only one colony module type component available, and it generates 1M(!) shields, which is enormous.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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April 5th, 2005, 05:44 AM
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Major General
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Join Date: Jan 2005
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Re: Interested in a Homeworld Mod?
This is similar to the Homeworld2 backstory - the third of the three Hyperspace Cores has been found by a militaristic nomadic race called the Vaygr, and their leader Makaan is conquering system after system. ( WARNING: If you read on you will get a major spoiler!)
The Mothership and its fleet fights off several Vaygr attacks before they find a device called the "Oracle" which is apparently an ancient "Progenitor" device, made by the people of Sajuuk. The Oracle takes over the Hyperspace core and takes the mothership to the wreckage of an unbelievably huge Progenitor ship (you see a film where the Mothership, being 2.5km in height, is shown in comparison to the Progenitor ship. My first reaction was "OMFG that thing is HUGE!") where you must find an ancient super-warship - a Dreadnaught (no, this is spelled correctly) - called the "Gatekeeper of Sajuuk". You discover that the Progenitors were an extra-galactical race (Ocampa Caretaker, anyone?) and that their relics aren't as passive as you might think (or want). They've still got AI controlled warships, Movers, Drones and most notably Keepers, who are undestroyable uber-warships. At first you (both as a Hiigaran and as a player) think the Dreadnaught will give you superior firepower and that you will win easily, but it turns out there is a second Dreadnaught in the posession of the Vaygr. I have not yet reached the point where I encounter it, but it was said in a cutscene movie. I am currently at mission 12 of 15, Thaddis Sabbah. Any tactical advice would be appreciated 
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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