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Missile Battlecruiser re-purposing •••••(complete) assasing

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Post by Nakamura Mon Oct 07, 2013 1:58 am

Re-purposing the missile battlecruiser to perform well against strike craft, while still bearing the Pulse lasers against capitals. The ship will be a hybrid of an anti-capital and anti-strike craft ship.


Last edited by Nakamura on Sat Oct 12, 2013 12:29 pm; edited 2 times in total
Nakamura
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Post by assasing123 Mon Oct 07, 2013 2:19 pm

I will do this, I can do this!

My proposal, remove drone battery option, Missile' Hull Improver, Missile' Engine Improver

make the Missile' Fire-Rate Improver stock and increase bonus to 100% thus losing this module cuts firepower in half as a tactical option to defeat this ship.

modify the anti fighter weapon to fire at a rate similar to that of missile destroyers of homeworld 1.
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Post by Nakamura Tue Oct 08, 2013 12:46 am

Oh okay. Task is yours.
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Post by assasing123 Wed Oct 09, 2013 9:21 am

I have finished, however I need people to test it, to tweak the missile values, right now it is extremely (VERY) effective against fighters
is quite effective vs corvettes
and acceptable vs frigates, but weak vs larger than frigate ships.

the native speed and agility was increased a little bit, so it works as a sort of escort ship, that can protect other capital ships from bomber and fighter attacks.

right now it comes with the rapid fire controller build stock, this subsystem includes a concussion missile launcher, and as upgrade you can add another concussion launcher, or the anticapital missile launcher.

the concussion missiles were tweaked to behave a bit like flak in the sense that they explode by proximity dealing a little AOE damage, and their mobility changed to match that of missiles from homeworld 1.

the frontal weapon was tuned to fire much more constantly but with lowered damage, making it deal acceptable damage to other capital ships, but effective vs frigates.

AI wise, the frontal and just fire values were reversed, so they are fixed now to just fire against fighters, and to face larger ships.

will upload here once I fix something on my computer that is messed up.
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Post by assasing123 Wed Oct 09, 2013 10:34 am

Finished

http://www.mediafire.com/?t2eji7jppbsj43s

please test and tell me your comments, I know I should not have an opinion but I think it got really nice, is not overpowered, but really usefull.
Full changelog is too extensive but I will resume here the changes:


HP lowered to reduce all around effectiveness, hp regen slightly increased
Weapons changed to be very effective vs small targets.
frontal weapon is secondary weapon, specially useful vs larger ships.
Movement speed increased slightly to be able to cover other capital ships.

Missile speed had to be increased as well agility and accuracy, penetration rates tuned to match anti fighter role.

price reduced to match normal battlecruiser, since this ship is not an enhancement but a repurpose.

Removed missile subsystems and renamed the rapid fire one to missile control tower (has stock concusion launchers)

Removed drone minelaying launcher, vaygr already have a minelayer ship, and this made the ship a bit vague about what to use it for, plus for simplicity sake.

Weapon wise it can either build an additional concussion launcher, or an anticapital launcher.

if it builds the anticapital launcher it works as a support long range ship.
if it builds the concussion launcher, the firepower effectively doubles against small ships.

well... just test it people :3 I really hope it gets accepted.


(for those who don't know how to install and test it, just copy the stuff inside the data folder into your hw2 data folder and use the -overridebigfile command in your homeworld 2 shortcut).
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Post by Aediren Rowenus Thu Oct 10, 2013 5:14 am

Hey man just thought I would let you know I just tried to test it with your changed files and the game always crashes during skirmish start. Idk how to fix it so for just playing a game until then I will go back to using the other files.
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Post by assasing123 Thu Oct 10, 2013 10:10 am

just tested it, and works fine on a clean enhanced 8.7.

this is my command line:

D:\Homeworld2\Bin\Release\Homeworld2.exe -w 1920 -h 1080 -mod ComplexEnhanced_8.7.big -determcompplayer -forcelan -overrideBigFile


hmmmm works for me, you do have your full big file loaded too right?
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Post by Aediren Rowenus Thu Oct 10, 2013 3:59 pm

"C:\Program Files (x86)\Homeworld2\Bin\Release\Homeworld2.exe" -overridebigfile -nomovies -forcelan -hardwarecursor -determcompplayer"

This is how I play the game and you dont need "-mod ComplexEnhanced_8.7.big" If you use "-overridebigfile"

I tried using the new .ship file for the Vgr MBC as well as adding in from your zip the new weapon, subsystem, and missile, still didn't work for me. scratch
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Post by assasing123 Fri Oct 11, 2013 11:16 am

sigh... yes you do need the -mod ComplexEnhanced_8.7.big to load all the other files, I just provided the files for the relevant ship, but all the other data is into the big file..., unless you decompiled your big file and all the data is there as well....

who told you, that you don't need it? overridebig, means the game will load the stuff on the big files you tell it, AND THEN load files that are in the data folder and override values from the big files, with the data from said files.

I tested this several times already and can fraps it if needed, which seems like I will have to.
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Post by Aediren Rowenus Fri Oct 11, 2013 12:18 pm

Hmmm well it was running fine before without it & just using the decompiled dev folder from dropbox, then when I tried it with your files it crashed. I will change my shortcut and re add the new files and test it again. If it works then I'll go start a new skirmish and test fighting against it and see how well the AI uses it. It was actually when I was trying to do multiplayer with Nakamura that I had to remove -mod ComplexEnhanced_8.7.big because it would say different version and leave me unable to join his game.
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Post by assasing123 Fri Oct 11, 2013 12:57 pm

understandable, naka tends to use the very very latest decompiled files, I do too, but I wanted to make sure this was compatible with the mod itself as it is in moddb right now.

but I tested it with the latest decompile from dropbox and works fine too @,@ so I m totally dumbfounded at what could make your game crash, maybe map related?

specially given most of the stuff was stats modification on the miss file, ship file, and wpn files.
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Post by Aediren Rowenus Fri Oct 11, 2013 11:21 pm

Yeah it does work now that I re-added the "-mod ComplexEnhanced_8.7.big". Oh I do believe it was crashing before because I was replacing the folders in data with yours and not just replacing the files themselves so I was losing the other files in that folder. My bad I just wasn't paying attention the first time I tried it and messed it up! xD

I will have to go play as Vaygr and test it out myself, because I don't get to see them do a whole lot when I toast them with my Battleships and Heavy Fighter swarms haha. They seem to be working well at least they got a few shots off at me and seemed to be working just fine. On another note, I can't even play on the maps with all the radiation because the late game lag makes it unplayable. I stick to the maps without all that. It's awesome to play on the smaller maps, though! It's always going to be laggy though considering I build like 50+ squadrons of Heavy fighters every time. Cool It's easy to play against the AI because I can just use the Mothership to defend and slowly push forward, hyperspacing when I need to. Rush engineering division and get 1/1 squadrons, then get my Shipyard + power disruptor. I get Battleships out as my first capital ships and I've played all my recent games just doing this. I use nothing but the MS, upgrade it a lot, and build Heavy fighters + Battleships, works great. xD
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Post by assasing123 Sat Oct 12, 2013 12:30 am

good to know is working, and yeah doesn't make much sense to attach the whole mod when only a few files were updated, sounds like you focus a lot on end game ships also.
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Post by Aediren Rowenus Sat Oct 12, 2013 11:55 am

Yeah which are still still ironically called "end game ships" when if you do it right you can get engineering tech by cycle 6 Very Happy  Playing against a human playing is entirely different and you must use other ships. The AI is easy to get them to focus on your MS though if you do it right you don't need any other ships as the MS get plenty of anti-frigate power with its torpedoes. I use and need only the MS for defense until the capital ships come out. Then by that time I really don't have any need for anything other than Battleships and Heavy Fighters. Shuttles are nice but they need to be able to dock RC's inside them. I will play a match as the Vaygr tonight to test out the MBC for myself :3
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Post by assasing123 Sat Oct 12, 2013 6:22 pm

just a note aediren, before uploading the complete files to the dropbox 2 values were tweaked, a tiny bit of dps was added to that ship, and the build file was updated for descriptions, as well as the vaygr command fortress got fixed.
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Post by Aediren Rowenus Sun Oct 13, 2013 10:49 am

Sounds good thanks. I can't wait to see what happens with the new Hiigaran CF.
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