Homeworld-style Adventure Study MKII

A place to discuss mods in development and concepts for new mods.
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StealthX051
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Sun Mar 08, 2015 8:30 pm

The link: https://www.dropbox.com/s/xk9fyccd0kped ... 9.zip?dl=0

It should have some interior HP, not a whole lot. It might be fun to add an "Advanced" version of the mother ship, making it five omni points with extra Interior HP.

To make a Selection image, should I just render one image at 196x196 px?

TVR
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Sun Mar 08, 2015 11:13 pm

@StealthX

Anything up to the default selection image size of 320x320 should fit. Any camera angle is good.


We could even have both, by having a dynamic, upgradeable number of hardpoints on the mothership.

Same for interior HP - it could be upgradeable too.

By using the magic of overlays, we could have a ship that slowly grows larger over time.

Would anyone be interested in station construction, to go with ship production?
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RPC
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Mon Mar 09, 2015 2:54 am

Yes definitely. Can we also make them mobile or option to dismantle so we can bring them to other systems?
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StealthX051
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Mon Mar 09, 2015 9:45 pm

Yeah, the shipyard will probably be ok for the mobile shipyard.

FourFire
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Sun Mar 15, 2015 11:44 pm

It would definitely be cool to see station construction!

Sorry, I've been busy playing Homeworld Remastered and working overtime at my job this past month.
yes salvage shuttles should be customizable in the same way fighters are.

I think initially that the mothership should have 16-24 armor slots, however I am curious as to how we can fake installing more than one shield generator on it .

The mothership should normally have four hardpoints and one main weapon slot, so five in total, the hardpoints are located bottom', left, right, top' with the main in the centerfront (in terms of virtual height)

'yes this means that the 2D space of hardpoints will have two slots on top of eachother maybe the top one can be slightly further back.

Yes to interior HP, I say 50 points to start, and that number can be upgraded as the ship "levels up" at a certain level it should even have a slow regen)

Where is the current version of the mod?
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RPC
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Sun Mar 15, 2015 11:48 pm

DId we ever release this on Xelerus? I got the shared account details but don't remember if anybody posted it.
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FourFire
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Mon Mar 16, 2015 7:48 am

I certainly didn't, but I'll upload updates whenever I've written a patch.
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StealthX051
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Tue Mar 17, 2015 9:59 pm

Release this as an alpha or beta.

TVR
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Wed Mar 18, 2015 6:04 am

https://infotomb.com/tads4.zip

-Recycling items now adds XP for the ship configuration editor
-Added the new mothership sprite, special thanks to AssumedPseudonym
-Added an updated version of Advanced LRS from DySys

TODO:
-Realign the drive effects, weapon hardpoints with the new ship sprite
-Create ship selection screen image
-Post dev snapshot/repository on Xelerus

Will try to post this on Xelerus later this week. After, we should be able to use Xelerus as our development repository, by updating and reuploading with the shared account.

Station construction, should it be similar to deploying a prefab station or more like DySys respawn stations which take time to construct? Perhaps, both? Perhaps also station customization? Added some ideas for station types in the XML

Also, could the mothership's current upgrade system use any updates?

@FourFire

Multiple shield generators definitely sounds interesting, possibly through the new dynamic XML support. Everything else should be straightforward to add, and please do feel completely free to add anything once we get the repo up.
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StealthX051
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Wed Mar 18, 2015 10:13 pm

Here is the selection image.
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TVR
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Sat Mar 21, 2015 8:48 am

Repo is up and latest version posted: xelerus.de/index.php?s=mod&id=1482

-Added Ship Select Screen image
-Added new command to order target to dock

TODO:
Realign drive effects and hardpoints with new sprite
Create and upload Xelerus mod image
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RPC
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Sat Mar 21, 2015 4:44 pm

Sweet, thanks TVR. I might work on this over spring break :3
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FourFire
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Sun Mar 22, 2015 8:05 pm

Ok here's a feature I already thought was implemented, but apparently not: salvage shuttles should loot the items from stations and wrecks which they salvage, and these items should be transferred to the mothership inventory.

Currently an already salvaged station contains loot!

Here's a new feature suggestion: in Homeworld there is such a thing as a marine ship: it docks with enemy ships and fights their crew, taking over the ship and putting it under your control, given, of course that the marine ship isn't blown up before the capture timer ends. The timer should vary depending on the highscore you get from destroying the ship. I suggest that "docking" should be counted as maintaining velocity within 1-2ls of the target.

perhaps how much highscore your attacking ship has can act as an inverse multiplier on the countdown timer of the target ship.
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StealthX051
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Mon Mar 23, 2015 10:12 pm

Alright, there are two styles of taking over a ship in Homeworld.

1. Salvage Corvettes are unarmed borer-sized vessels that are filled with cyber warfare systems. Once docked onto an enemy ship, the corvettes will hack into the ship, disable all weapon and drive systems, and tow the enemy ship back to the mothership. The amount of salvage corvettes needed to capture a ship is directly proportional to its mass.

2. Marine Frigates are lightly armed Charon Frigate sized vessels that carry a contingent of marines to the enemy ships. Once on board, the marines will capture the ship for you. More marine frigates docked will cause a faster countdown to capture the ship, but marine frigates cannot capture anything smaller than frigate class. One marine frigate can capture all ships, whether it be a Drake or a World ship.

Please tell me which style we will follow so I can provide the needed models.

BTW: Congratulations, FourFire, for becoming a Milita Captain.

TVR
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Wed Mar 25, 2015 4:17 am

-Salvage shuttles now correctly loot wrecks

The most appropriate mechanic likely depends on whether we want the Mothership to be crewed or automatic.

We could implement both, and see which one turns out better.

Interface wise, Domina Powers could be expanded into a full context sensitive action menu, e.g. adding "Salvage Target" or "Capture Target" depending on the target selected.

@RPC

Counting on it.
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