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  Discovery Gaming Community The Community Real Life Discussion
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Anyone thing a Armada2 Disco mod would be pretty fun ?

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Anyone thing a Armada2 Disco mod would be pretty fun ?
Harcourt.Fenton.Mudd
05-12-2010, 04:19 AM,
#1
Unregistered
 

Older game, lotsa resources explaining how to mod it, we allready has the models existing to use.........

This COULD be done, anyone else think it'd be a pretty cool side project ?


Note: (I COULD do most of the work for this in what little spare time I have, since I cant currently get on disco I need SOMETHING to occupy my scarse speare time with, however I'd proably need someone to convert various graphical files)

Considering the graphical work is allready done,the bulk of the work would be editing/creating .odf files and adding the stats for ships/weps (and the stats could be took from teh wiki, making it even easier), with the main really hard work being to create projectiles for the guns that are generaly of the propper color and what not.
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Offline Sprolf
05-12-2010, 04:21 AM,
#2
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Posts: 3,052
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Joined: Mar 2009

Do you mean Star Trek Armada II?

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Offline Cawdor
05-12-2010, 04:21 AM, (This post was last modified: 05-12-2010, 04:23 AM by Cawdor.)
#3
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Posts: 1,859
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Go for Homeworld 2 please. I recently installed armada 2 and was stunned by its uglehness D:

Totally forgot over the years how it looked.

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[Image: Norway.png]

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Harcourt.Fenton.Mudd
05-12-2010, 04:31 AM,
#4
Unregistered
 

' Wrote:Do you mean Star Trek Armada II?


Yeah.


As for HW2..... no.... just no.

Yeah A2 vanilla is pretty fugly..... I havent played Vanilla A2 in many years.

Actualy, I dont even tend to play vanilla mods even, I always tinker around with the .odf's and balance 'em how I want 'em, mostly cause I prefer to use a little strategy rather than spam units, so I tend to do things like greatly reduce the pop limit (but also have things like research upgrads and sensor platforms not cost for the pop limit).

It could be a pretty cool mod if it did get done tho.. for example for cap ships, turrets/razor/pulse would be the basic weps that autofire, LMs and foward guns (execpt GB fwd guns) would be treated as a special weapon (Liberty for example would be great for raeping bases with their crusier).

proably the biggest change nessacary would be to changed or removemit bombers, as theyd just be way too over powerd in a RTS setting were you could spam them and literly wipe out entire armadas w/o any losses at all. That or properly balance them for that particular setting.

Actualy the biggest across the board change that'd proably get done would be the ranges of cap guns, as in a RTS setting like that, the larger caps would look REALLLLLY silly if their guns had the same ranges they do in disco, not to mention be utterly useless (assuming Im remembering right in that a guns range is determined from the hardpoints location on the model)
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Offline Cawdor
05-12-2010, 04:34 AM, (This post was last modified: 05-12-2010, 04:35 AM by Cawdor.)
#5
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Posts: 1,859
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Why 'just no' to homeworld 2? Its awesome looking, has a very good UI and doesn't force 3D on you. It also allows higher poly counts.

Anyway, get to it. I wanna see those eight fused rheinland battleships raping stuff ...

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[Image: Norway.png]

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Harcourt.Fenton.Mudd
05-12-2010, 04:45 AM,
#6
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Mostly cause I've never modded HW before.

That and the maps are generaly way too small too, it's setup just for quick DM matches really, whereas A2 can have hueg maps that (with warp disabled) can take ships a good 5+mins to cross, leading to a slower paced game, and more tactical too, rather than just spam stuff to win.

Which also happens to be my RTS prefrence (and if I did it, I'd do it how I liek it.

But mostly cause I know soemwhat how to mod A2, not HW2
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Offline Cawdor
05-12-2010, 04:54 AM, (This post was last modified: 05-12-2010, 05:01 AM by Cawdor.)
#7
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' Wrote:Mostly cause I've never modded HW before.

That and the maps are generaly way too small too, it's setup just for quick DM matches really, whereas A2 can have hueg maps that (with warp disabled) can take ships a good 5+mins to cross, leading to a slower paced game, and more tactical too, rather than just spam stuff to win.

Which also happens to be my RTS prefrence (and if I did it, I'd do it how I liek it.

But mostly cause I know soemwhat how to mod A2, not HW2


Well, the main focus in homeworld 2 strategy does not lay in mindless spam of the strongest unit but in a careful, fast pace micro management of your forces according to the rock paper scissors balancing principal: Fighter squads to hold of bomber squads, bomber squads to destroy caps modules, frigates to destroy corvette and fighter squads, capitals to destroy frigates and so on.

Its actually perfect for resembling the disco mod.

But, you know, I wouldn't say 'no' to an STA2 mod either heh

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[Image: Norway.png]

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Harcourt.Fenton.Mudd
05-12-2010, 05:05 AM,
#8
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Well good, cause if someone agrees to convert all the graphical stuffs (PLUS, if some folks wanted to let some of their unused models be added too, could add some pretty cool easter eggs) I'd be willing to attempt this. Mostly cause it's a game I allraedy know some about modding.


edit: and this would be fairly RPS too, especily if I do a decent job balancing AND restricting to keep too much spam from being done (ESPECILY by the AI..... in hueg pop limit mods in A2, the AI tends to just tech up tehm spam mostly just the best tier of ships, limiting the pop tends to retard the AIs growth to a good extent for this purpose, tho I'd proably need to learn to edit buildlists so this wouldnt be an issue)
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Harcourt.Fenton.Mudd
05-12-2010, 06:04 AM,
#9
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But yeah, if someone that knows the graphical end (IE: Converting the models to whatever format A2 uses) could convert the stuff for me, I'd be more than willing to attempt this. If I faild, I'd still upload what I HAD done for someone else to finish.

Way I see it is most stations would all be the same, most stuff is pre-fabricated and mostly identical anyway, so to an extent station types would generaly be the same, especily as this is a RTS lacking in maps mimicing disco systems, so stations could very easily be generic all around, that'd make a big part of this a lot easier so the focus could be on the ships.


Playable Factions:
PRIMARY to put ingame
Liberty
Bretonia
Rhinland
Kusari

I'd start with the 4 vanilla houses just to see if it's doable, proably doing a beta with just Liberty/Rhinland

Once that's done, a borderworlds expansion
Zoner
Outcast
Corsair
House Pirates
Junkers
IMG
Indie Pirates ( theyd use basic techs, nothing too big, rely on capturing stuff from the other player/AI. Basicly, they would be VERY hard to play as due to this)
Nomads
House Pirat factions

Past that, as I go, mostly as a 'for fun to keep it intersting' type thing I'd proably all thruout the proces add in various player chars if they're unique enough to warrant it, as hero units. Zoners would get Med Force One (prehaps make it also be a repair ship in honor of it's medical facilties) and as a shameless plug I'd proably add my Zoner Argus as a capital ship grade scout (since its an exploration ship. And besides, I'm making it.... of COURSE I'd go and add my own char:P)

For the housesI'd proably ask the lawfuls for a handful of notable chars to add (IE: Hale's Dreadnought as a hero ship and various fleet commander char's with their flagships, possibly also with custom loadouts)

Prehaps even add Mon'star's ship to the pirate faction (IE: attacks all sides) for random placement on maps.

As for how to handle ships with alt loadouts.... it IS possible to setup a ship and pick its loadout, it's been done in the fleet ops mod for borg ships to an extent, but to keep it simple, I'd proably just have various setups avalible for caps with a few differnt loadouts. For caps anyway. For snubcraft, I'll proably just go with factional guns/debs.

The main differnce of course would be that bombers would not be over powerd pwn sticks, even if I copy all identical stats for everything, as due to the way the engine works missles pretty much always hit unless you out run them and they die, so if a cap has a missle.... bombers raped (tho I suppose a player controling a few bombers could still take down AI caps w/o too much hassle, tho there would still be losses).
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Offline BaconSoda
05-13-2010, 10:40 PM, (This post was last modified: 05-13-2010, 10:41 PM by BaconSoda.)
#10
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Posts: 3,399
Threads: 117
Joined: Feb 2008

I'd play it, but, might wanna just make it a Freelancer mod first, then advance into adding all the jazz we got.

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