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Re: THIS (WIP 7 release)

Posted: 23 Aug 2011, 18:53
by KDR_11k
That's normal, WIP7 is outdated and not compatible with the current Spring.
yanom wrote:what does THIS stand for?
THIS Happens In Space

Re: THIS (WIP 7 release)

Posted: 23 Aug 2011, 19:37
by FLOZi
KDR_11k wrote:That's normal, WIP7 is outdated and not compatible with the current Spring.
yanom wrote:what does THIS stand for?
THIS Happens In Space
:lol:

Come back kdr we love you!

Re: THIS (WIP 7 release)

Posted: 25 Aug 2011, 00:11
by yanom
ah ok. May want to change the name, though, because searching for THIS just brings up anything that has the word "this" (a common word) in it.

Still, it's not showing up in springlobby. anyone know how to make it work?

Re: THIS (WIP 7 release)

Posted: 25 Aug 2011, 08:09
by KDR_11k
King Raptor made further versions that may work.

Re: THIS (WIP 7 release)

Posted: 25 Aug 2011, 16:01
by KingRaptor
Latest versions are available through rapid.

There should also be an older WIP11 on SpringFiles which may work.

rapid tag: this:test
or use one of the GUI programs with rapid capability (Zero-K Lobby; rapid-gui in Spring/rapid; etc.)

Re: THIS (WIP 7 release)

Posted: 25 Aug 2011, 16:03
by smoth
please post rapid parameters for nubs.

Re: THIS (WIP 7 release)

Posted: 26 Aug 2011, 15:40
by Wombat
i might visit the lobby more often than once per 2 days, just for that game. gogogo start playin it pplz.

Re: THIS (WIP 7 release)

Posted: 28 Aug 2011, 05:46
by yanom
KingRaptor wrote:Latest versions are available through rapid.

There should also be an older WIP11 on SpringFiles which may work.

rapid tag: this:latest
or use one of the GUI programs with rapid capability (Zero-K Lobby; rapid-gui in Spring/rapid; etc.)
rapid wrote:No tags matching "this:latest" found.

Re: THIS (WIP 7 release)

Posted: 28 Aug 2011, 11:03
by hoijui
this:test

Re: THIS (WIP 7 release)

Posted: 28 Aug 2011, 14:18
by KingRaptor
Right, this:test. Sorry for the confusion, I don't know how that one happened.

Re: THIS (WIP 7 release)

Posted: 28 Aug 2011, 20:47
by yanom
ok. Got it.

Wow. Nice mod! very nice! Reminds me of Homeworld.
Man, if we could get a game like Homeworld on spring, with a nice atmospheric feel to it... that would be awesome. Homeworld was, hands down, the best RTS ever made. Better than TA even.

Re: THIS (WIP 7 release)

Posted: 28 Aug 2011, 20:56
by smoth
not all people share that opinion. However, for those of us who do not share your perspective, perhaps some details on WHAT precisely you feel in love with in homeworld?

Re: THIS (WIP 7 release)

Posted: 29 Aug 2011, 01:43
by yanom
smoth wrote:not all people share that opinion. However, for those of us who do not share your perspective, perhaps some details on WHAT precisely you feel in love with in homeworld?
1) Storyline & backstory
2) Being able to move on the Z-axis (hardly possible in a Spring mod, just pointing out that it was cool)
3) Capturing enemy units
4) Graphics (or should I say Art Direction - they were able to acomplish great things visually even with low rez, low L.o.D. graphics) - especially the skyboxes.
5) Challenging single-player campaign where your units persisted from one level to the next. (hardly possible in a Spring mod, just pointing out that it was cool)
6) Spaaaaaaaaaaaaaaaaaaaaaaace!

Re: THIS (WIP 7 release)

Posted: 29 Aug 2011, 12:30
by KDR_11k
I couldn't make much sense of the unit balancing in Homeworld, it didn't feel like e.g. bombers were really stronger vs big ships. Mine layers were the way to go.

Re: THIS (WIP 7 release)

Posted: 30 Aug 2011, 04:15
by yanom
The trick was to back them up with Ion Cannons. Man, I really hope there will be Homeworld 3... but accept that it will never happen.

Re: THIS (WIP 7 release)

Posted: 31 Aug 2011, 04:45
by yanom
I played more of THIS. It reminds me not of Homeworld but of Sins of A Solar Empire - a game that was sort of like Risk in space in real time.

A few suggestions:

-Auto duck-and-weave (maybe the game should treat them like fighters in OTA) for small ships
-Auto retreat for small ships (just giveOrderToUnit(moveNearNearestCapitalShip) if wounded)
-Small fighter ships auto-guard the capital ship that made them. This would mean that capital ships would grow their own cloud of fighter ships. Would be cool.

<sciencenerd>
-Rename the planets "Asteroids". This would make more sense as far as scale/distance between capturable regions is concerned. If they really were planets, they'd be waaaaaaay to close together, and the starting capital ship would be the size of Russia.
</sciencenerd>

Re: THIS (WIP 7 release)

Posted: 31 Aug 2011, 23:19
by KDR_11k
THIS operates on an RTS scale, i.e. objects being WAY larger than the distances in play would warrant. Actual space combat would be at ranges of hundreds of kilometers and I can tell you the Dagger isn't meant to be a kilometer in length.

Fighter behaviour is very hard to control by the player as the units move around on their own. Makes it hard to really get them where you want them to go.

Re: THIS (WIP 7 release)

Posted: 03 Sep 2011, 17:53
by yanom
KDR_11k wrote: Fighter behavior is very hard to control by the player as the units move around on their own. Makes it hard to really get them where you want them to go.
So the fighters do use evasive maneuvers? I didn't notice that. What ships are considered "fighters"?

Re: THIS (WIP 7 release)

Posted: 03 Sep 2011, 19:19
by KDR_11k
I mean fighters in the Spring sense. Drones use fighter logic. There's a reason I call small ships just small ships.

Re: THIS (WIP 7 release)

Posted: 03 Sep 2011, 23:17
by yanom
KDR_11k wrote:I mean fighters in the Spring sense. Drones use fighter logic. There's a reason I call small ships just small ships.
ahh ok.
and, can you rename the capurable planets asteroids? It would also make sense in terms of getting resources from asteroids.