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Hiigaran Battlecruiser Missle/Ion Module Redux

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Post by Dondelium Mon Jul 22, 2013 8:47 am

Hi, I'm Jacob Osborne, and the creator of AMR (Advanced Mod: Revived) I posted up some pictures of a new module I had made to replace that poop missile/ion module that looked like it could fall off the BC with a single kinetic shell, and that blocked 2 turrets firing arcs.

One of your team members said you guys might be interested in the module, and I am always willing to share my work with the HW community.

Module Pic 1
Module Pic 2
Module Pic 3

If you guys are interested, then, I can provide you guys a copy of the module.


Last edited by Dondelium on Mon Jul 22, 2013 8:51 am; edited 3 times in total (Reason for editing : Image HTML edits.)
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Post by Nakamura Mon Jul 22, 2013 8:54 am

Hello and welcome. Thank you for posting the concept here - I have a few questions.
Does the ion module look the same (or do you even have it ready at this point)? In Complex Enhanced we also have a third one - an EMP plasma emitter.
I'd suppose that we could replace the current modules, if the majority of the team agrees.

Of course we are going to credit you, if we do decide to use it. I personally like the design.
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Post by Dondelium Mon Jul 22, 2013 8:58 am

Well my current plan was to use the PTV Siege Cannon module for a direct fire artillery piece, and then add some form of Ion Cannon version. I have not made the Ion cannon version, but have been designing how I want it to look.
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Post by Nakamura Mon Jul 22, 2013 9:00 am

Take your time. We've had talks on this before, but we have much more pressing priorities right now (the game is imbalanced)
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Post by Dondelium Mon Jul 22, 2013 9:06 am

Well I do plan to create some "streamline" models much like this one for the Vaygr Battlecruiser as well. Maybe an additional forward laser module, a heavy missile module, and some kind of artillery module. It will take me probably (at my work speed) 2 or 3 days before I make the Ion Cannon module, and a week plus before I make the Vaygr modules, but once I have them done, they are free for community use.
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Post by Odie_76 Mon Jul 22, 2013 9:43 am

I like this and the PTV Cannon better than the current model.
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Post by Nakamura Mon Jul 22, 2013 9:45 am

Dondelium wrote:Well I do plan to create some "streamline" models much like this one for the Vaygr Battlecruiser as well. Maybe an additional forward laser module, a heavy missile module, and some kind of artillery module. It will take me probably (at my work speed) 2 or 3 days before I make the Ion Cannon module, and a week plus before I make the Vaygr modules, but once I have them done, they are free for community use.
If you make modular weapons for the Vaygr super capitals, we might be able to use them on their Command fortress. Would you be interested in completing one of our tasks in exchange for team membership?

https://homeworldrebirth.forumotion.com/t16-arming-the-vgr-command-fortress-o-to-be-assigned
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Post by Dondelium Mon Jul 22, 2013 10:22 am

Well ill be honest, I am doing this much more for AMR, but IF I get time to do so, I can probably help you guys out.
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Post by Nakamura Mon Jul 22, 2013 10:41 pm

Yes sir, I knew that. It is completely optional. The work you're doing for your mod is going to help us out in any way.
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Post by Chosen One Wed Jul 24, 2013 4:27 pm

Looks very good. But I think it could be not so stick out style, but more in deph with the hull. And I like that anti-figher cannons are small, maybe we should consider on scaling down plasma guns too?
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Post by Dondelium Wed Jul 24, 2013 9:22 pm

Well the issue with it not sticking out so much is that for it to still have "holes" that the missiles fire from, it come from that position, and you not change the BC's model itself, it has to stick out that far. (I literally am like milimeters from the goblins with those tube holes.
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Post by Walkop Thu Jul 25, 2013 4:19 pm

I see a problem here, just like we have with the current batteries:

Bombers cannot target them, because 1. they attack the centre of the combined meshes, and that is simply hull and 2. they attack always from above, meaning that they cannot hit the module.

If we're replacing the modules, I would suggest fixing this issue as well - we could probably tweak the Bomber attack paths to attack that specific group of modules from above, but that's probably the limit - the positioning and centreing would also need fixing. And that's also not my specialty (attack paths).
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Post by Dondelium Thu Jul 25, 2013 4:44 pm

Hummm, I can add a collision mesh to it, and that MAY fix the issue...?
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