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Archived Boards => The Archive => Homeworld: Blue Planet => Topic started by: MatthTheGeek on May 25, 2012, 04:10:21 pm

Title: RELEASE - HWBP Classic Demo
Post by: MatthTheGeek on May 25, 2012, 04:10:21 pm
(http://media.moddb.com/images/mods/1/17/16897/header.jpg)
Homeworld: Blue Planet
Demo Release

This is it ! After about 2 years of on-and-off progress, I am proud to present you the first demo release for Homeworld: Blue Planet.

This demo features:

- All capital ships operated at the time of Blue Planet on the GTVA Terran and UEF sides, aside from the Sanctus.
- One basic deathmatch map.
- A fully-functional Gauntlet gametype directly inspired from HW@'s Survival gametype, with two maps.
- A Massive Battle map for teh lulz.

DOWNLOAD LINKS:

Mediafire part 1 (http://www.mediafire.com/?beros40bidyq0uf)
Mediafire part 2 (http://www.mediafire.com/?e7ncc9b8o0r063x)

ModDB mirror (http://www.moddb.com/mods/homeworld-blue-planet/downloads/hwbp-demo-v10)

FSMods.net mirror (http://www.freespacemods.net/download.php?view.841)

Steam Workshop link (http://steamcommunity.com/sharedfiles/filedetails/?id=398853576)

Read Me contents:
Code: [Select]
===== INSTALL INSTRUCTIONS =====

- Make sure your Homeworld2 install is patched to v1.1.
- Copy HWBPDemo1.0.big to your Homeworld2/Data/ folder.
- Create a shortcut to your Homeworld2/Bin/Release/Homeworld2.exe
- In Properties, Target, add: -mod HWBPDemo1.0.big
- Start the game from the shortcut

You can also add -hardwarecursor -windowed -w 1920 -h 1080 to your shortcut if you wish, with your own screen resolution.

======= IMPORTANT NOTES ========

HWBP is fairly resource intensive, probably more than your average HW2 mod.

Because of improved shaders, and several textures larger than 2048², HWBP won't work on old or integrated cards.

Because the AI is still unreliable, it is recommended to play in Gauntlet mode.

========= KNOWN ISSUES =========

GAMEPLAY
- The UEC Sanctus isn't in the demo because it hasn't been converted yet. I was planning to wait for a HTL remake of that ship, but isn't going to be finished in time for the demo release.

- Beam damage might not be entirely faithful to BP stats yet because the FSO engine and HW2 engine both treat beam damage in their own, weird and entirely different ways.

- Some ships sometimes won't fire their missiles despite being in range of their target(s).

- Not all capital ships have engine subsystems because I am a noob and can't model.

- The UED Solaris spawns with mass drivers instead of having to build them.

- Missile interception balance is not definitive.

- Building times and costs aren't definitive.

- AI is still unreliable.

MISCELLANEOUS
- Not all effects are definitive.

- Not all ships have death markers, which means that death fx occur at the center of the dying ship instead of all along its surface.

- Sometimes thrusters and navlights don't appear on some ships. It seems to happen when the ship appear while you're in the sensor manager.


=========== CREDITS ============

HWBP Team members

- MatthTheGeek: Main modder, converter, hoder and stuff.

- pecenipicek: shader support, and simply for being there when I needed him.

Special thanks to:

- Darius and the Blue Planet team, for building this awesome extension to the Freespace universe, and giving us a great story and excellent missions to play with.

- The Freespace Upgrade team, for various models, textures and effects used, and for bringing our favourite space shooter back to today's visual standards.

- The Freespace Source Code Project, for offering us always more possibilities.

- The Hard-Light Productions community, for keeping Freespace alive, for finding me a little corner of web to show my stuff on, and for their support.

- The Homeworld: @ Team, for letting me use some of their effects and scripts, and for their support.

- Volition and Relic, for making the great games we all love.

EDIT: if you have issues running HW2 on recent OSes, have a look at this post (http://www.hard-light.net/forums/index.php?topic=80950.msg1612075#msg1612075).

EDIT 2: Confirmed working on the HW2 Classic version from HWRemastered. Steam workshop link included above.
Title: Re: RELEASE - HWBP Demo
Post by: Polpolion on May 25, 2012, 04:30:59 pm
sweet, need to grab my hw2 disc when I get the chance
Title: Re: RELEASE - HWBP Demo
Post by: yuezhi on May 25, 2012, 04:39:29 pm
awesome, its out.

now where can i get HW2. legally.
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on May 25, 2012, 04:41:59 pm
Amazon, maybe ?

Homeworld 2 is abandonware. You won't find legal copies easily.
Title: Re: RELEASE - HWBP Demo
Post by: jg18 on May 25, 2012, 04:57:53 pm
A quick search of eBay (http://www.ebay.com/sch/Video-Games-/1249/i.html?_nkw=homeworld+2) and Amazon (http://www.amazon.com/s/ref=sr_nr_scat_468642_ln?rh=n%3A468642%2Ck%3Ahomeworld+2) suggests that HW2 is fairly easy to get legally and relatively cheap.
Title: Re: RELEASE - HWBP Demo
Post by: General Battuta on May 25, 2012, 05:10:17 pm
unf unf unf
Title: Re: RELEASE - HWBP Demo
Post by: Garfield on May 25, 2012, 11:11:40 pm
Awesome, downloading now!
Title: Re: RELEASE - HWBP Demo
Post by: Eratharon on May 26, 2012, 04:46:43 am
I will be able to play this next month because a gamer magazine GameStar will be giving it out as a full game where I live (Hungary). Can't wait.
Title: Re: RELEASE - HWBP Demo
Post by: mjn.mixael on May 26, 2012, 10:26:45 am
:yes:
Title: Re: RELEASE - HWBP Demo
Post by: aeon48m on May 26, 2012, 12:37:02 pm
 :D
dlling now
Title: Re: RELEASE - HWBP Demo
Post by: Mikes on May 26, 2012, 04:30:32 pm
Someone write GoG that they are still missing an essential game in their catalogue! :)
Title: Re: RELEASE - HWBP Demo
Post by: Aesaar on May 26, 2012, 06:10:57 pm
This is goddamn brilliant.  You are awesome.

Quote
Beam damage might not be entirely faithful to BP stats yet because the FSO engine and HW2 engine both treat beam damage in their own, weird and entirely different ways.
IIRC, HW2 Ion beam damage value is the damage done over a single shot, spread out over the duration in seconds.  HW2 only starts counting recharge rate after the shot is done, so wouldn't beam damage be the same if you plugged in the damage per pulse and beam lifetimes (available on the wiki) in the appropriate fields?

I still have no idea how FS2 calculates beam damage, but HW2 was fairly intuitive (though the numbers in the weapon file were not labelled).

You probably thought about this, I'm just interested in why it doesn't work.
Title: Re: RELEASE - HWBP Demo
Post by: Droid803 on May 26, 2012, 06:31:08 pm
I still have no idea how FS2 calculates beam damage...

FS2 beam damage per pulse (DPP) is approx Damage x Lifetime x [Beam Damage Rate Constant] (BDRC).
Where BDRC is approximately 5.5 for 1x time compression, and varies with time compression, maxing at somewhere around 8x IIRC, then dropping in efficiency when compared to 1x afterwards.
Kind of stupid, because time compression can actually break battles where beams are involved as going to high time compression makes it so that beams barely do any damage per pulse whereas everything else scales properly.
Title: Re: RELEASE - HWBP Demo
Post by: pecenipicek on May 26, 2012, 06:33:14 pm
This is goddamn brilliant.  You are awesome.

Quote
Beam damage might not be entirely faithful to BP stats yet because the FSO engine and HW2 engine both treat beam damage in their own, weird and entirely different ways.
IIRC, HW2 Ion beam damage value is the damage done over a single shot, spread out over the duration in seconds.  HW2 only starts counting recharge rate after the shot is done, so wouldn't beam damage be the same if you plugged in the damage per pulse and beam lifetimes (available on the wiki) in the appropriate fields?

I still have no idea how FS2 calculates beam damage, but HW2 was fairly intuitive (though the numbers in the weapon file were not labelled).

You probably thought about this, I'm just interested in why it doesn't work.
slasher beams arent exactly doable in HW2, hence the beam damage iffyness and the fact that the deimos was a whole lot more deadly than it was supposed to be for a long time during development.
Title: Re: RELEASE - HWBP Demo
Post by: Aesaar on May 26, 2012, 07:23:38 pm
Right.  Forgot about slashers.  Hmm.
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on May 27, 2012, 03:03:49 am
Yup, there's the issue about slashers, but also the fact that after a lot of testing I found that HW2 beam damage looks like it's the damage spread over the duration of the beam, but it actually tends to be significantly variable depending on what you're shooting it at. In particular, it can vary in ranges of +/- 20% depending on the health of the target. It's very weird. I suppose it's a genuine bug in the HW2 engine.

In any case, I need to do more tests on both FSO and HW2 until I successfully manage to accurately emulate the correct beam behavior.
Title: Re: RELEASE - HWBP Demo
Post by: crizza on May 27, 2012, 08:25:32 am
DAmn...I can't find a damn Homeworld2 patch -.-
Title: Re: RELEASE - HWBP Demo
Post by: Darius on May 27, 2012, 08:26:56 am
I just googled and downloaded one literally 2 minutes ago. Look harder!
Title: Re: RELEASE - HWBP Demo
Post by: crizza on May 27, 2012, 09:17:19 am
Damn shame, you're right and I got a hangover, so I'm lazy as hell...
Now I'll dig up my HW2 disc and here we go.
Title: Re: RELEASE - HWBP Demo
Post by: Master_Drow on May 28, 2012, 03:09:45 am
Saddening. Homeworld 2 does not work with the newest Mac OS, and I was looking forward to this.  :(
Title: Re: RELEASE - HWBP Demo
Post by: crizza on May 28, 2012, 05:29:33 am
Played it and liked it,
the Gauntlet mode is nice, but why does it end if I jump with my ships and although I got enough REs I could not build additional ships at one point?
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on May 28, 2012, 05:34:04 am
If you jump all your ships, the survival script won't find them anymore and will think you've lost. the solution is to always keep at least one ship in the field.

There is a ship limit, just like in HW2. You can build 3 destroyers and something like 20-ish corvettes/frigates. There is also a bug reported by Darius where the game wouldn't buy two Solarises in a row. I couldn't reproduce it, but building something else inbetween fixed it.
Title: Re: RELEASE - HWBP Demo
Post by: Darius on May 28, 2012, 06:09:19 am
Not by me :P
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on May 28, 2012, 06:13:26 am
No wait. Right. It was E.
Title: Re: RELEASE - HWBP Demo
Post by: crizza on May 28, 2012, 06:22:50 am
Ah, good to know.
I confess, it was wave 5 I think, I had a Titan, 2 Bellerophon, a Diomedes and a Narayana and couldn't even buy a single cruiser.
But honestly Mat...this is amazing work, ever since playing WiH I wished to play it as some kind of RTS and now this...awesome :)
Title: Re: RELEASE - HWBP Demo
Post by: Alex Heartnet on May 28, 2012, 06:25:42 am
Oh, now I remember that the 1.1 patch apparently doesn't like windows 7 x_X

I'll have to pass on this for now.
Title: Re: RELEASE - HWBP Demo
Post by: Darius on May 28, 2012, 06:35:30 am
I concur. I've never seen HW2 this pretty, and the level of dedication and polish is clear to see.

Was relieved to get it patched and working fine on Win 7 x64 following the installation instructions. I've heard of people having difficulties running it on 64-bit windows.
Title: Re: RELEASE - HWBP Demo
Post by: Alex Heartnet on May 28, 2012, 06:38:55 am
I'm using 32-bit and not 64-bit and I am still having install troubles!

I guess I will try re-installing it one more time to see if I can get it to work.
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on May 28, 2012, 06:49:26 am
Make sure you are not installing it in Program Files. If possible, install it in another partition than C:, as Win7 is known to have extra protections in there that can disrupt HW2. If all else fails, try running in administrator and/or WinXP SP3 compatibility.
Title: Re: RELEASE - HWBP Demo
Post by: crizza on May 28, 2012, 07:03:03 am
Installed it on windows 7, 32bit and it's running just fine :)
Title: Re: RELEASE - HWBP Demo
Post by: Cyborg17 on May 28, 2012, 07:53:14 am
I was able to reproduce the Solaris bug.  I had one, was able to afford one, tried to buy it, and couldn't.  I also couldn't buy anything else.  It was pretty weird.  I had only bought a Solaris and nothing else.

EDIT: Btw, I had a lot of fun, and I gained a lot of respect for the Solaris.   :yes:
Title: Re: RELEASE - HWBP Demo
Post by: achtung on May 28, 2012, 09:41:34 am
http://www.freespacemods.net/download.php?view.841

Here, have a mirror.

I recompressed it as 7z, is that okay?

EDIT: Currently broken
EDIT 2: currently fixed
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on May 28, 2012, 09:59:32 am
Sure is, thanks ! :)
Title: Re: RELEASE - HWBP Demo
Post by: Mefustae on May 28, 2012, 10:02:03 am
Damn, I haven't played Homeworld2 in ages. Glad I bought  a fresh copy off Amazon not too long ago, this has to be one of my all time favorite games. It's a bit of a ***** to get working on a 64-bit Windows 7 system, but thanks to the german crack, it's working fine.

Honestly, this is probably better than that Freespace: A New Age mod from a while back. In terms of converting HTL models complete with the animations and weapons, not to mention rudimentary balance, you guys have got a great project going here. Now, if you'll excuse me, I'm going to go hunt down a few more HW2 mods I remember from years ago. First stop: Warlords. :D

Edit: Got to wave 12. Damn, those Bellerophon cruisers are phenomenal.
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on May 28, 2012, 10:26:12 am
In a capship-only environment, Bellerophon are significantly OP indeed. I expect that to change pretty quick when their anti-fighter armament will prove insufficient to counter waves of bombers and UEF gunships though.
Title: Re: RELEASE - HWBP Demo
Post by: crizza on May 28, 2012, 11:17:18 am
As of now, I made it to wave 12 myself, with a combination of Solaris, Bellerophon and Custos, these small buggers are great for drawing fire, while the other ships blast them.
Although picking the best target gets more difficult with each wave.
Title: Re: RELEASE - HWBP Demo
Post by: DireWolf on May 28, 2012, 11:28:34 am
Narayana Spam is best spam.
Seriously. Three of them dancing out of range of a destroyer while unloading all their munitions is quite a sight to watch.

I made it to wave 12 with 3 Raynor class destroyers. The fact that it has beams on all sides is perfect for the gauntlet environment.

Oh, and I know that balancing is still in progress, but a quick suggestion: Arcadias/Bases need more health. As in, a LOT more health, on the order of hundreds of thousands. I kept on accidentally winning the deathmatch map when a few of my Karunas or Naras decided that they didn't want to fire on their targets and take potshots at the Arcadia instead.
Title: Re: RELEASE - HWBP Demo
Post by: crizza on May 28, 2012, 11:38:41 am
How are you able to play a Deathmatch?
My KI builds nothing -.-
Guess we need a gameplay thread.

As to the Narayarna... Guess I have to try it with the move while fighting command...
Title: Re: RELEASE - HWBP Demo
Post by: pecenipicek on May 28, 2012, 12:31:34 pm
also, as a side note, for anyone getting a NX bit exception (or DEP, however it is called precisely) with HW on any post WinXP OS, get this (http://www.ntcore.com/files/CFF_Explorer.zip), unzip it somewhere on your HDD and open CFF Explorer.exe

First, back up your HW2 executable or rename it to something else than Homeworld2.exe

then, locate the HW2 executable in CFF Explorer and open it.
(http://egzodus.com/dir/cofexphw2_1.jpg)

navigate to the "Optional Header" part, you can find it under Nt Headers tree. scroll till you locate DllCharacteristics and on the meaning tab, there should be listed "Click here". Click it.
(http://egzodus.com/dir/cofexphw2_2.jpg)

You should see a window open, called "DllCharacteristics".
Make sure that the "Image is NX compatible" option is NOT ticked.
After that, save the file by clicking on the big old save button. Or File -> Save/Save As, to your preference.
(http://egzodus.com/dir/cofexphw2_3.jpg)

Now, not everyone will need this. For example i know that matththegeek never had to fiddle with it as it always worked properly for him. for me, for example, with both an AMD 7750BE and an i7-860 was required. For you it might not be needed if the game works out of the box.
For example, for me, the error manifested as a "BEX exception" when trying to start the game. For you it might be something else, but if your game wont run at all, this might be worth trying. If you however do get ingame, then you DO NOT NEED THIS FIX.
Title: Re: RELEASE - HWBP Demo
Post by: DireWolf on May 28, 2012, 08:03:35 pm
How are you able to play a Deathmatch?
My KI builds nothing -.-
Guess we need a gameplay thread.

As to the Narayarna... Guess I have to try it with the move while fighting command...

The AI reacts to when you have units near their Arcadia. I usually have a control group of a few Custos or Karunas just for the purpose of making the AI build stuff. The AI doesn't act offensively, but it makes for some purdy fireworks, and they build up a pretty big fleet if you prod them long enough.
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on May 29, 2012, 12:30:17 am
Well, thanks for the feedback on deathmatch. I have to admit I did 99% of my testing in gauntlet mode, so AI was very little tested. The AI probably doesn't build until you get close because since I removed fighters, it doesn't have any dedicated scout craft to peek at your fleet and hence doesn't know what to build.

And yeah, I'll definitely buff the Arcadia hitpoints.
Title: Re: RELEASE - HWBP Demo
Post by: crizza on May 29, 2012, 03:47:25 am
So I guess I was high when I thought I saw a Kulas in Gauntlet mode?^^
Title: Re: RELEASE - HWBP Demo
Post by: Mefustae on June 05, 2012, 02:25:43 am
Damn you for reintroducing me to Homeworld2, I've been playing Complex mod for like 4 hours now! Let me sleep!
Title: Re: RELEASE - HWBP Demo
Post by: Darius on June 05, 2012, 06:06:42 am
Complex is amazing  :o
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on June 06, 2012, 11:07:48 am
Complex is an amazing modding achievement. The lead modder, however, has always been a significant [REDACTED] toward the rest of the HW2 community, first by aggressively preventing other modders from re-using their materials, then by aggressively verbally attack modders that refused to share materials with them.
Title: Re: RELEASE - HWBP Demo
Post by: crizza on June 06, 2012, 11:49:55 am
Was Complex the mod with which you could actually choose the armarment of destroyers and battlecruisers? I liked that^^
Title: Re: RELEASE - HWBP Demo
Post by: Satellight on June 06, 2012, 12:06:14 pm
Just tested, and reached level 17 with a Titan / Bellorophon / Hyperion combo ! That was awesome  :yes:

But the biggest victim was my framerate at the end of the game  :lol:

Can't wait for the fighters / bombers to be included.

In fact, I started playing with Solaris only, but BEAMZ ARE ROCKING !!!
Title: Re: RELEASE - HWBP Demo
Post by: Mars on June 08, 2012, 11:03:17 pm
Massed gunships seem to cause basically everything a lot of problems
Title: Re: RELEASE - HWBP Demo
Post by: bigchunk1 on June 12, 2012, 09:38:40 pm
Yep, I happen to stumble on my old CD key and got around to playing this. It's as awesome as it looked in the screens.

Made a gameplay vid(sorry for quality!):
http://www.youtube.com/watch?v=uQcbXJSt9a0&feature=youtu.be

Notes(mostly negative, but that's not my disposition to it):
Anything in the frigate menu is a joke  :lol:

Was anticipating that ships with hangers could build fighters e.g orion, raynor, karuna. You're probably working on that.

Why the Karuna so cheap?

Music variety?

Does hyperspace do anything in gauntlet cept "you are victorious"?

Good move making units spawn from multiple directions. Gauntlet is proving to be a nice challenge! Does it end?

It's freespace RTS! whoa! Works surprisingly nice. Good job with balance.

Title: Re: RELEASE - HWBP Demo
Post by: Droid803 on June 13, 2012, 01:10:13 am
@video: that delicious 240p !!!!!!!
...I really want to try this.
and the shadiness of buying second-hand games off randoms on e-bay or what not puts me off...
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on June 13, 2012, 02:37:30 am
Anything in the frigate menu is a joke  :lol:
Well yeah, without bombers and Uriels swarming the battlefield, what do you expect cruisers to be good for aside from beam fodder :p

Was anticipating that ships with hangers could build fighters e.g orion, raynor, karuna. You're probably working on that.
Yeah, I have a working prototype of automatic fighter launches from hangar-equipped capships using HW@'s drone script. It's somewhere in the modpack, alongside the fighters themselves, just disabled.

Why the Karuna so cheap?
Cause balance isn't definitive, RTFM ! :p

Music variety?
Planned, will try to re-enable HW@'s random music script that was included with survival mode but that I disabled early for debugging purposes.

Does hyperspace do anything in gauntlet cept "you are victorious"?
The script automatically end the game when it detects none of your ships in the field, which is unfortunately what happens if all your ships are in subspace. Try to not jump them all at once and always keep one on the field.

Good move making units spawn from multiple directions. Gauntlet is proving to be a nice challenge! Does it end?
Nope.

It's freespace RTS! whoa! Works surprisingly nice. Good job with balance.
Glad you enjoyed it :)
Title: Re: RELEASE - HWBP Demo
Post by: Mars on June 13, 2012, 10:46:23 pm
I was thinking more in the direction of "why is the Deimos so expensive"

It seems to me the Sanctus should be significantly cheaper than the Deimos, but less so that the Deimos is cheaper than the Karuna.
Title: Re: RELEASE - HWBP Demo
Post by: JerichoDeath on June 22, 2012, 09:49:36 pm
I found the Custos to be surprisingly good against other frigates because it would move fast enough to dodge beam fire.

-

Was anyone else thinking that Karunas die at the drop of a hat in Gauntlet?
Title: Re: RELEASE - HWBP Demo
Post by: fierceeffect on June 22, 2012, 11:49:27 pm
re-installed homeworld for the first time in forever to play this... and it was awesome!  at somepoint it would be nice to have decent deathmatch AI but in the meantime gauntlet was a good challenge and fun way to play around with all the ships!!

IMO however ships should have like 3x the current health.  While I realize in WiH those blue beams could take out ships in a single blast, it kind of really dulls down any excitement when your homeworld fleet battles only last like 10 seconds, it would be really nice to see them play out longer since there are so many cool effects
Title: Re: RELEASE - HWBP Demo
Post by: Liberator on June 27, 2012, 10:33:47 pm
This was my feeling, it's an incredible mod, but in my first attempt(once I got the patched version to run thanks to DEP) the Raynor received 50% of HP in damage from a Hecate before gutting it.  While this is accurate to the source, it's not terribly fun to watch happen. 
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on June 28, 2012, 02:39:27 am
My original plan was to have armor researches to increase the survivability of the ships, but I may just as well directly increase the base health of the ships.
Title: Re: RELEASE - HWBP Demo
Post by: JerichoDeath on June 28, 2012, 06:50:17 pm
I like this Armor Research thing. Yep.

For the demo, it could just be direct increases, but I think the game would benefit from having various researching options, like this.

EDIT:
Did it seem, to anyone else, that the Raynor's health regenerates much faster than any other unit?
I never understood why that ship was less expensive than the Solaris... the Solaris seems way weaker than it. Even with the high health, the Solaris just gets gutted easily by a few seconds of beam fire if there are multiple enemy targets.
Maybe it functions as a carrier in the full game?

EDIT2:
As for the Arcadia...
I felt like it needed one more place to receive resources... other people already mentioned the health on it.
Title: Re: RELEASE - HWBP Demo
Post by: Liberator on June 29, 2012, 09:20:48 pm
The Apocalypse torpedos are supposed to be scary strong, bringing the Solaris to a threat level that it's an even fight with a Raynor.  Supposedly, Theoretically, Maybe?
Title: Re: RELEASE - HWBP Demo
Post by: JerichoDeath on June 29, 2012, 09:56:21 pm
Problem is, those torpedoes detonate en-route if the Solaris is destroyed before they hit the target, and that happens pretty often, it seems. Plus, many of the torpedoes are destroyed by pulse, and anti-fighter beams. Whereas, Raynor beams slice through Solaris like a knife through cold butter.
Seems like you'd be better off with a couple of Naras, due to their range and less reliance on torpedoes.
Title: Re: RELEASE - HWBP Demo
Post by: Liberator on June 29, 2012, 11:20:57 pm
The apoc torps have a lot of HP for a torp and are difficult to shoot down.  Dunno if the HP for torpedoes are changeable though.
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on July 03, 2012, 10:15:27 am
Did it seem, to anyone else, that the Raynor's health regenerates much faster than any other unit?
TEI ships have faster health regen rates.
Title: Re: RELEASE - HWBP Demo
Post by: wdarkk on July 10, 2012, 03:59:00 pm
Saddening. Homeworld 2 does not work with the newest Mac OS, and I was looking forward to this.  :(

I sent an email to the company asking them to fix it and they said no. :(
Title: Re: RELEASE - HWBP Demo
Post by: Liberator on July 14, 2012, 09:18:11 pm
Why would they, it's 7 years old.
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on July 15, 2012, 03:24:09 am
Also, who the f*ck plays games on Mac.
Title: Re: RELEASE - HWBP Demo
Post by: Mongoose on July 26, 2012, 02:06:42 pm
More people than ever now, I'd wager, with stuff like Steam Play.
Title: Re: RELEASE - HWBP Demo
Post by: fierceeffect on October 13, 2012, 09:47:05 pm
is this dead? I really think this is one of the nicest looking HW2 mods out there, and would have great replay value if only it had some deathmatch AI which really tried to fight
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on October 14, 2012, 03:51:17 am
Yeah, officially "indefinitely put on hold" until either I get a massive amount of players wishing for me to continue, or get a massive amount of motivation to continue by myself.

The HW2 community is kinda dead and I'd rather focus on modding projects on the Freespace side, where there will actually be people playing my stuff :/

I've always considered HWBP as a "I've modded HW2 for 8 years and this is what I've eventually produced" kind of last cry before moving to 100% FSO for good. Given the scale of the project, I'm not surprised I only managed to release a tiny demo. Oh well.
Title: Re: RELEASE - HWBP Demo
Post by: Droid803 on October 17, 2012, 01:10:04 am
well wih2 whenever that comes out might be that massive motivation :P
Title: Re: RELEASE - HWBP Demo
Post by: bigchunk1 on October 20, 2012, 11:59:52 am
To be fair, what you have done already is pretty good. You have a playable gauntlet mode and all the capships from BP. I have wondered for awahile how freespace would translate to the HW engine and now I'm pretty satisfied. 
Title: Re: RELEASE - HWBP Demo
Post by: James Razor on October 28, 2013, 06:25:33 pm
Yeah, officially "indefinitely put on hold" until either I get a massive amount of players wishing for me to continue, or get a massive amount of motivation to continue by myself.

The HW2 community is kinda dead and I'd rather focus on modding projects on the Freespace side, where there will actually be people playing my stuff :/

I've always considered HWBP as a "I've modded HW2 for 8 years and this is what I've eventually produced" kind of last cry before moving to 100% FSO for good. Given the scale of the project, I'm not surprised I only managed to release a tiny demo. Oh well.

Actually, for someone like me who has no clue about programming (ok, i got a tiny bit of insight) i found the demo to be a lot of fun and VERY impressive. Also, i showed it a couple of my friends which basicly said the same about it.

Btw.: Did you or anyone else ever consider making a Mod for Sins of a Solar Empire?

EDIT: Ok, i am blind... its just below this thread  :banghead:
Title: Re: RELEASE - HWBP Demo
Post by: MatthTheGeek on February 25, 2015, 03:26:35 pm
Massive bumpage. (http://steamcommunity.com/sharedfiles/filedetails/?id=398853576)
Title: Re: RELEASE - HWBP Demo
Post by: T-Man on February 26, 2015, 04:41:23 am
Oooh glad to see this up :); still remember this fondly particularly the gauntlet (other-side-of-map-jumping and reversing-while-firing Nara's for the win :pimp:).

Never actually tried mods on Steam (wanted to avoid having to re-install constantly) but if I get my head around them shall definitely install mate :).
Title: Re: RELEASE - HWBP Demo
Post by: AdmiralRalwood on February 26, 2015, 06:17:17 pm
Never actually tried mods on Steam (wanted to avoid having to re-install constantly) but if I get my head around them shall definitely install mate :).
Part of the point of the workshop is to make installing mods as painless as possible; you shouldn't have to reinstall even if a mod is completely screwed up.
Title: Re: RELEASE - HWBP Demo
Post by: T-Man on March 02, 2015, 05:09:49 am
Part of the point of the workshop is to make installing mods as painless as possible; you shouldn't have to reinstall even if a mod is completely screwed up.
Ahh I see they've built a mod switcher into the launcher so no more having to constantly uninstall; Heavens sighted! Demo grabbed, darn haven't played in ages. If you need me I'll be fragging a Raynor.

Really looking forward to the re-release Matt; All the best with it! :yes: