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 Post subject: Ship strategies and custom fleets
PostPosted: Mon Oct 30, 2006 6:25 pm 
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one thing I added was the ability to make a custom fleets file to the latest version, has anyone tried it out yet?


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Tue Oct 31, 2006 5:45 pm 
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I tried it, but for some reason, all I ever get is a Star Galleon with two squadrons of TIE fighters. Do I need to do something else?


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Tue Oct 31, 2006 9:58 pm 
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if you look in the readme it has some instructions on how to modify the files (the starting fleet luas) to add more ships.


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Wed Nov 01, 2006 9:49 am 
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Oh ok, cool. I'm gonna go try that out right now.


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Wed Nov 01, 2006 9:51 am 
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By the way, happy late Halloween!


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Wed Nov 01, 2006 10:04 am 
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Wow...kind of complicated...Ok, so I need to go into the HW2 Data folder, create a new folder called scripts/startingfleets/ (I cant include the "/") and then, I'm stuck. How do I go about naming the ships that I want? I know that I have to type the whole "Imperator II Destroyer" or whatever the name of the ship is, but how do I write it? In a Word Document? (sorry to be a bother, but I'm new to the whole modding thing)


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Wed Nov 01, 2006 5:43 pm 
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notepad is the best tool for any modding (or slightly better freeware like notepad2 or editpad etc)

the ship names are the names in the game internally but generally are things like vgr_tie_fighter or Hgn_X_wing


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Wed Nov 01, 2006 7:36 pm 
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:o I see. So I would have to dowload the Higarian and Vagyr ".lua" files also...ok, thanks.


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Wed Nov 01, 2006 7:40 pm 
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Ok never mind...those "lua" files dont download...anyway, i'm going to give it a shot on my own, see what I can do with the "custom" fleets


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Wed Nov 01, 2006 11:52 pm 
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do a save as instead of directly clicking on them


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Thu Nov 02, 2006 10:09 am 
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I don't suppose you can start with a docked ship (ISD with docked TIE fighters?)

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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Thu Nov 02, 2006 3:06 pm 
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I once made a small vb.NET app that let you build starting fleets and it would automaticaly generate the files needed, it even had the ability to copy .ship files and create essentialy new ship types with names specified in the app, completely automaticaly.
Put simply you could build up fleets by clicking on ships in lists and then name them and even change some of their features, then start the game from the app and play with your custom starting fleet.
Ive looked around for the app or the source but havent found it yet, making one that simply builds starting fleets is a doddle, reimplementing the custom naming might be tougher.


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Thu Jan 11, 2007 12:58 pm 
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Ok...so far, here is what I have done...correct me if anything is wrong
I created a new folder called "scripts" in to my C:\Program Files\Sierra\Homeworld2\Data folder. Within my "scripts" folder, I created a notepad document called "startingfleets".

From here, I wrote down my fleets (this is the way I wrote it within Notepad):
vgr_Imperator_II_Star_Destroyer, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter, vgr_tie_fighter

hgn_Assault_Frigate, hgn_Assault_Frigate, hgn_Assault_Frigate, hgn_Assault_Frigate, hgn_X_wing, hgn_X_wing, hgn_X_wing, hgn_X_wing, hgn_X_wing, hgn_X_wing, hgn_X_wing, hgn_X_wing

After that, I'm lost. I need to include "-overrideBigFile" into the command line, but where? At the end? Between CW.Big and "-luatrance"?
Also, do I get to choose the map in which I play in? Do I get to choose which side I get to play as? If yes, how do I do that?


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Thu Jan 11, 2007 3:27 pm 
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Well, for starters, you can't put -overrideBigFile because this mod is in big files and they are not compatible (the command lines).
If you really wanted to do something like this you should compile it into .big file. Secondly you can't create a notepad document because the game only reads LUA files (although thees can be open with notepad). Third you must create a startigfleets folder in your scripts folder. Fourth you should make separate Lua files for each race (eg. hiigaran00, vaygr00). And finally the way you wrote is completely wrong, it should look something like this:
PersistantData = {
  StrikeGroups = {
  },
  Squadrons = {
    {
      type = "Hgn_Shipyard",
      subsystems = {
      },
      shiphold = {
      },
      name = "",
    },
    {
      type = "Hgn_Carrier",
      subsystems = {
      },
      shiphold = {
      },
      name = "",
    },
},
Research = {
  },
}

After that you can play a deathmatch, and deathmatch only with this starting fleets, if it's even compatible with warlords because warlords doesn't have a deathmatch as the original HW2.

So you can either implement a selectable scenario startin fleets like in PDS 7.3.1 (i think Evillejedi said he will implement it in the next version) or you can simply play the existing scenarios ;D.

OK, I'm tired now, going to bed.


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 Post subject: Re: Ship strategies and custom fleets
PostPosted: Fri Jan 12, 2007 12:01 pm 
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lol...ok screw it, its not worth it...i'll just stick to scenarios and good old deathmatches


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