I am importing Hiigaran and Vaygr Ships into Sins of the Creator and need some info on
Please help a m0dder out. This is a huge project.
Testing new race model layout . I will add the thumbnail images shortly.This will be a basic template for all the race, at least until Rebellion.
SotC Hiigaran Model Line up
Click Image for Large View - Images from http://homeworld.wikia.comClick Title for Ship Information - Info from http://shipyards.relicnews.com
Capital Ships
Corvettes & Frigates
Cruisers
Strike Craft
Civilian Structures
Military Structures
Star Base
Not on Page
What do you mean dead?
Awesome Link. Tanx
Changing the ship line-up now.
Mephistopheles has cloned the mad scientist who in turn cloned the Hiigarans and with the help of Starfleet and the Minmatar Republic have begun to rebuild the Hiigaran Empire.
My damn mad scientist keeps leaving to go do damn Robot Chicken episodes
Homeworld Shipyards hasn't been updated in several years, and its missing a lot of info.
I don't doubt it has its holes, but the bulk of data is there, especially for something as simple as a mod (simple by comparison to a tabletop game from scratch).
It did have a change of venue a while back and so people lost track of it.
I'm not trying to make this awkward... but I love you...
Crap, forgot the tangent map.
I am adding weapons to the Destroyer and wondering if anyone remembers this ship in-game?
Should I hard point the turrets to simulate a rotate or fixed? They rotate on the shipyard site.
I am short on Capital Ships so I put this in the support cap position but maybe better as the Heavy Cruiser?
Any ability suggestions?
The destroyer could wipe a couple of frigates but typically took heavy losses against a cruiser. The weapons on top had a full 360 rotation, with a declination of about 30-45 degrees. It typically moved to broadside, unlike the bulk of vessels in game. There was a missile upgrade which gave it a limited capability to attack from any angle.
It makes sense as a support cap for its non-viability against heavier classes, while still out-gunning most all frigates. The abilities depend on what you're aiming to do. Are you adding shields or staying true to the original and eliminating shields?
The problem with the Hiigaran destroyer is the turrets don't face forward that well. I suppose you could have the front top turret and the bottom turret face forwards while the two rear turrets on top face to the sides, and keep the torpedo launcher as a forwards weapon. Considering the armament, I think it would be best as a capital ship.
I know there isn't much to choose from in terms of ships, so perhaps you could examine mods for better choices? The Tactical Fleet Simulator mod has a great many ships to choose from for both Hiigarans and Vaygr. Another good mod with more ships to choose from is Complex.
I want to stay as true to the HW game as I can and keep balance so if the Hiigaran did not have shields I will up the armour unless there is a better suggestion.
I know the guns do not rotate but I can add hard points left and right from the same gun like the TEC flak frigate. Give a little more damage to left or right so the ship prefers to broadside. If it is going to stay a support cap I can extend the length and just add more turrets to point left or right as well.
The problem with those m0d ships will be finding proper permissions. I loved the complex m0d. I was planning on making my own ship and structure mash-ups once done with the models I have already.
True, but you can make it braodside like the Akkan.
Complex is much better, but it's not the original, so some might have differing opinions. I like it, personally.
The Hiigarans don't have shields except for the Defense Field frigate. The Defense Field frigate has a shield bubble ability like the Iconus Guardian's, except it absorbs 100% of the damage inflicted and also depletes over time even when not under fire. It is important to note the DF frigate doesn't have a shield until it deploys the bubble shield.
Also myfist, I didn't realize you were going to alter models if necessary for gameplay. Adding a few extra turrets for the destroyer will make it work. The big problem though is the torpedo launchers, since they can fire in multiple arcs but only at one target at a time, and it will look odd if the frontal torpedoes fire only to the left, and wasted DPS if they point forwards and the Destroyer ends up broadsiding.
How about making the torpedo a fighter.entity and the torpedo launcher a hangar and have the torpedo suicide on the target? This way the ship can face any direction and fire the torpedo and it will fly around till it hits the target?
Just spitballin' here
That would be a hell of a maneuver.
As for teh turrets, instead of making the ship longer, what if you mirror the front half of the turret to make it show barrels on both sides? Keeps the model more intact that way. And yes, broadside would be more true to the game.
So if it has barrels face starboard and port should we still simulate the rotation that it can fire fore and aft, just more damage broadside so the ship does turn?
Yeah, that's the only way I know to make teh top rear turret line up properly and ge tthe AI to follow the Homeworld2 dynamic.
Btw, good call using the dreadnought as a siege vessel since both sides had one. I have to admit that when it comes to abilities, I feel that, if you can, maybe you should gear away from Sins by not giving them anything they didn't really have in Homeworld. I know the ability buttons are nice and all, but the Dreadnought could blast a planet or a ship, nothing else. It poses a weakness, but also makes it true to the dynamic of the original.
What are your thoughts? Are you maybe trying to give it a little more of a Sins twist?
If you need a third race, there are several options. There's a Bentusi mod that created a whole slew of ships for them. There's the Taiidani, Turanic Raiders, and Kadeshi from the original. The Beast and Somtaaw Kiith from Cataclysm. Then there are the enigmatic Progenitors, which would be a collection from the two core games and would produce very few, but very powerful vessels.
So many races that each race has to interact with is the only consideration. How will they do against Borg or the Galactic Empire? If they are weaker they need to make allies easily or be evenly matched against all races either by strength or numbers.
This is why I made these posts, to have the community join in with the decisions of making the m0d. The more a person contributes, the higher rank in decisions if there is another point of view.
More Races?
http://sins-of-the-creator.weebly.com/races.html
ROFL. And I just added the 3 Freespace races I recruited a modeler for.
The problem with crossing shows is that you have to make up a middle ground or one will mow down the others. When someone did a Babylon 5 vs Star Trek aniamtion, they took away shielding because they knew that ST:TNG would tear through Babylon 5 tech. By the same token, I think Eve would jack up Star Trek, Star Trek would come out just ahead of Star Wars, Star Wars would beat out Babylon 5, Babylon 5 would be fair competition for Freespace. Homeworld would be in the middle as they have impressive offensive capabilities and numbers, but lack defense, which tehy make up for with great variety (more in Homeworld and Cataclysm than in Homeworld2).
So if it's a matter of them taking on everyone, feel free to play with it as nothing can be true to the original and still be fun to play.
Oh, and you don't have to worry about adding those races. Other than the Taiidani and Somtaaw Kiith, most were support roles.
oh, go to shipyards and look up the HW and Cataclysm races to get the full scope.
Not going to happen, the numbers are in Star Wars favor by a wide margin, but this thread doesn't need to devolve into the new Star Wars vs. Star Trek thread.
Easily fixed with the values in the entities. Like I said for no shields, just give more HPs and better armour or a faster, cheaper build rate. It just has to be possible to beat the others with what they get. Balance is the key.
Also the races will be separate add-ons so if you do not want borg vs Hiigaran than just do not enable that m0d.
Actually, that's the reason I'm posting on this thread and not the one I saw discussing the species all together. I would love to play a Homeworld 2 strategic game. Screw who's better than who. I just love Homeworld, so I want to see it taken up a notch.
So, the only fully developed races are Hiigarans, Kushan (pre-Hiigara), Taiidan, Beast, and Somtaaw (post-Hiigaran kiith). It's up to you who all you want to keep out of that group.
What? No Vaygr? They're next on the model list.
I will add them all if you can help some. Strings, icons, sounds etc... Whatever. Models will keep me busy for large time.
Same issue again of needing a rotating gun. Might just have to do it with particle effects.
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