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报告翻译问题






Also see cc666phoenix' remark...
@OP: (or whoever...)
I think the Bentusi should get their HW-Cat fighters in some way... basicly a sort of advanced swarmer with ion beams as weapons... yes that's sort of OP - but it was needed in Cat ( fear the Beast ... )
Please keep working on it! No need to add anything superficial; This mod has the potential to make those other factions/races playable - and feel like it's an official add-on!
Kadesh: Resource Collectors can't dock with the Needleship to drop off resources, though they wish to.
This would actually allow for the capture of ships up to Frigate class.(since they lack a real MS)
It would at least mitigate the missing assault frigate and repair frigate, since you could capture yourself some.
One could be called the Dagger, while the other the Assassin, as written in the Trivia here:
https://homeworld.fandom.com/wiki/Ion_Array_Frigate
In the original HW, the Ion Array Frigate was one of the best in the game with faster firing and reload time. Now it is one of the worst in the game.
But, it is also true that in cataclysm, they had the cloaking ability.
So my idea would be to split the unit in two (with the same model, so no need for modeling), with restoring one to the original HW stats, while we could give the cloaking ability to the current stats one. This would give the raiders an easy special frigate (like the Kushan drone and the Taiidan field frigates) without much extra work.
And two had totally unknown profiles.
https://www.youtube.com/watch?v=mN8rkXw3It4
(3:45 onward)
They seem to be relatively intact, and would only need a bit of texture job and a bit of touch up, and could be used without having to design new stuff.
I also reached the Cathedral of Kadesh in HWRM and the second one is there as well next to the khar-toba, so it is not Kushan in origin, and that and the heavy cruiser are quite similar.
We know that before the Kushan, the Turanic Raiders were in the Garden of Kadesh, so they could be Turanic in origin.
Might be something to think about.
I'm eagerly looking forward to the Somtaaw & Beast to be added to your mod so that there will be a much larger variety of playing options.
Cool mod! But you need to correct the error with the ancestors of the breed. There is always an error message. Honey, you still need to stabilize it a bit. Because when I played Bentusi, the number of units led to the shutdown of the game. If I have good equipment, so that there is no thinking that you have old hail because of it. xD
Author, you get 9/10 for this mod. :)
But please fix the error with the ancestors please.
That's 10/10;)
The fuel mechanic is gone as it states now in the description, and the fuel pods launch fighters automatically as well, which is great.
The mothership still seems unable to retire/dock/or return ore to though.
Smaller ships gather around the ring, but are unable to enter, while larger ones doesn't even seem to know what to do. They just cancel move orders they had.
I think this would require a model/unit rework though, so I understand why you might not want to fix it as a first priority.
Progenitors:
Seems to crash the game with an "access violation" when the loading screen reaches the "frontend" portion.
The "HW1" factions still don't have secondary build cues.(not sure if you tried to add them or not)
Turanic Raiders
If you have Mothership Enabled you still get the resource collector(which shouldn't be there with a carrier there, I believe) with 2 Attack Carriers. And one doesn't seem to hyperspace in, it is just standing there.
Both are also treated as the mothership too and do not count towards the Capital Ship pop cap.
If you build new ones, they seem to work properly though. Different voice lines and all, so that seems to be working as intended.
I would also recommend renaming the main attack carrier to mothership to make it a bit easier to identify in the build menu.
Carrier only gamemode still doesn't seem to work(I believe from the same issue as above) and causes instant defeat.
I updated the mod with alot of fixes, might have missed something but it should worker better now than before. If you have the time maybe you could test it out and tell me what you think.
Really Apreciate them all :)
The attack carrier for the Turanic Raider is getting added for the next update, so that they can build them and use them as capital ships.
The Turanic raiders will prob not get the taiidan assault frigate, heavy cruiser and missile destroyers, this is because i do not want to "borrow" units if i can help it, lore wise i know that they had them but i don't want a copy of the "Taiidan" faction. I used to make ships before in the old times with the classic homeworld, so in the future i might flesh out these factions with lore friendly designs, so that all factions atleast get a fighter, corvette, frigate, capital ship and mothership + unique resource controllers and collectors.
1. The construction cue is something i need to check on, but is nothing i will prioritize right now. But yeah, races should be able to build from two diffrent cues.
2. Gonna test with every faction again, starting with the raiders as they are the most "complete" faction if you can even call it close to complete. The Kadeshi mothership bugs are serious, and as you also pointed out, i need to remove the fuel system so that the Kadeshi can fight, it might be that the nodes for docking is not correct compared to the ingame campaign one, but i'm not sure. but as i said i will look into it.
3. As stated above, need to rework the code so they don't use fuel. Might instead use the fuel pods as resource controllers and a copy of the swarmer as a collector or something.
4. As stated above.
5. Prob just me being abit lazy when checking the factions, this will be fixed in next update.
6. Same as above, need to check code again. should be an easy fix.
5. Benthusi and Progenitors can not build more resource collectors/controllers. They don't show up in the build menu.
6. The Progenitors cannot build movers. They are showing up in the build menu, but they are red, like if you would have reached capacity for them.
May I also suggest adding the Junkyard Dog and the auto gun?
https://homeworld.fandom.com/wiki/Junkyard_Dog
https://homeworld.fandom.com/wiki/Auto_Gun
1. Neither new faction gets the secondary construction cue the Taiidan and Kushan have. While it makes sense for the Progenitors and maybe the Bentusi, but the Kadeshi and Turanic Raiders would be more balanced having them.
2. The Kadeshi mothership has bugs with returning ships. Mainly that it is incapable of recieving anything. You can't retire units, and the resource collectors that want to return to the mothership instead of the resource controller also are unable to drop the resources off, bugging them and needing to manually reasign them to the drop off points.
3. The fuel pods for the kadeshi are currently bugged in the sense that it cannot launched the docked fighters again, as it does not have a launch menu. Anything you dock to it is stuck.
Even when the fuel pod is destroyed, the docked fighters are still unable to move.
That would solve the bug that you can't play the raiders in carrier only.
Which would be almost better if you don't give them the Taiidan super capitals, since it would be more of an equal footing.
In the mission where the Bentusi are under attack, if you look carefully you can see the Turanic Raider insignia on the fleet's ships.
They also used them in cataclism, together with the minelayers
I know that the Raiders shouldn't be just a taiidan clone with a few unique units, but they need some sort of a chance against heavy units.
Also(and this is just a question), is it possible to give the new factions base templates for their base colors and stripes?
Though the Kadesh do have a ship they could use in the support role.
The Fuel Frigate. reperpsing this into a Resource collector/repair frigate is a natural fit.