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Only War 2: Space


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#1 Calamity_Jones

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Posted 12 November 2007 - 09:00 AM

In case some people didn't know, Only War 2 will be split into two parts, a land mod and a space mod. Me and killakanz have been working on the space mod recently, and I don't think it will be long before we have something working. The space mod will behave quite differently to the land mod, mainly because it will be strongly based on Battlefleet Gothic, the Games Workshop 40k space game (and my personal favourite GW game).

Fleets will be divided into four main classes; Structures (stations), Capital Ships (Battleships and Cruisers), Escorts (Frigates) and Strike Craft (Bombers and Fighters). The maps will be HUGE, and players will start with a station and a few ships, I will probably make a few levels with starting fleets too (and other "set-ups"), so that you can just play a battle between two fleets. Resources will be supplied by supply vessels which will arrive every minute or so, this means that you have to guard your supply chain as well as your station.

The balance will be different too, weapons will be very long ranged, and when ships die, they will leave permanent hulks behind. Capital ships will suffer critical damage, crippling them, and allowing them to be captured by boarding craft, or recovered by the owning side. They must then be returned to the station for repairs.

That's all I can think of at the moment. More is to follow! Please ask any questions you want and I'll try to answer them.
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#2 Slye_Fox

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Posted 12 November 2007 - 11:36 AM

Coooool,
Can't wait.

I love BFG.

Will there be Blackstone Space Fortress's?

#3 Calamity_Jones

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Posted 12 November 2007 - 12:48 PM

Hmm, Blackstones are insane, so yes, probably :grin:
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#4 killakanz

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Posted 12 November 2007 - 01:05 PM

Hell yea!! :grin:

Yes, should have something to show soon :sad2:
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#5 Boomerang Python

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Posted 12 November 2007 - 04:45 PM

could have them as insane civil structures that fires at everything..
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"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak

Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."

#6 Calamity_Jones

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Posted 12 November 2007 - 09:37 PM

Them things are incredibly dangerous, they can waste battleships for hells sake :good: I think any smart player would just not go anywhere near :evgr:
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#7 Boomerang Python

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Posted 13 November 2007 - 06:50 AM

Wouldnt that be the point?
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"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak

Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."

#8 Calamity_Jones

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Posted 13 November 2007 - 04:31 PM

Not really... They're long ranged too... Could make them capturable civ buildings... They'd still be a bit over-the-top though.
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#9 Hostile

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Posted 14 November 2007 - 02:08 AM

Yeah have to figure some r/p/s balance. They should be suseptable to something. Also, I'd suggest a custom map ini template changing the starting units on the map to appropriate space units.

Than let the commandset hierarchy do the rest of the work. have a totally flat terrain, paint it with space textures, add some nebulae impassable areas, some asteroids for mining. Wammo...

Space battles...

#10 Calamity_Jones

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Posted 14 November 2007 - 04:13 AM

Yup, it'll be magnificent. We're going to try to make the terrain invisible if we can. Either way, we'll do it.
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#11 killakanz

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Posted 14 November 2007 - 11:19 AM

Yea that was the plan. A nice star map on the skybox and transparent floor. I think the skybox envelopes all around like the inside of a sphere, but we'll see...
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#12 Calamity_Jones

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Posted 14 November 2007 - 01:35 PM

Even if it doesn't, we can probably make it do that...
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#13 killakanz

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Posted 14 November 2007 - 02:03 PM

We could probably make one as a massive static object.
I'm curious as to what that "Import Heightmap" option in WB does...

Edited by killakanz, 14 November 2007 - 02:04 PM.

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#14 Calamity_Jones

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Posted 14 November 2007 - 02:12 PM

It'll do this:
leo_map__.jpg

I know that's the EAW map editor, but it'll do the same thing.
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#15 killakanz

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Posted 14 November 2007 - 03:06 PM

ah... handy...

But not for us...
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#16 essi2

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Posted 14 November 2007 - 04:36 PM

BFG For the win :)

#17 Boomerang Python

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Posted 14 November 2007 - 07:02 PM

oh yeah, remember that one :p
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"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak

Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."

#18 Torn

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Posted 14 November 2007 - 09:44 PM

Yeah have to figure some r/p/s balance. They should be suseptable to something. Also, I'd suggest a custom map ini template changing the starting units on the map to appropriate space units.

Than let the commandset hierarchy do the rest of the work. have a totally flat terrain, paint it with space textures, add some nebulae impassable areas, some asteroids for mining. Wammo...

Space battles...


Space doesn't scroll when you move the camera, and stars billions of miles away don't get bigger when you zoom in on a unit right close to the camera. Play Homeworld :p.

I'm not sure the whole under the map thing will work, it seems ineffiecient for the engine to render stuff underneath the main terrain. But we'll see, and we kind of need to figure out how to use the skybox too, and how we can manipulate it.

#19 Hostile

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Posted 14 November 2007 - 11:52 PM

It'll do this:
leo_map__.jpg

I know that's the EAW map editor, but it'll do the same thing.

I did not know that, that would actually allow you to hand draw the map first.

Yeah have to figure some r/p/s balance. They should be suseptable to something. Also, I'd suggest a custom map ini template changing the starting units on the map to appropriate space units.

Than let the commandset hierarchy do the rest of the work. have a totally flat terrain, paint it with space textures, add some nebulae impassable areas, some asteroids for mining. Wammo...

Space battles...


Space doesn't scroll when you move the camera, and stars billions of miles away don't get bigger when you zoom in on a unit right close to the camera. Play Homeworld :p.

I'm not sure the whole under the map thing will work, it seems ineffiecient for the engine to render stuff underneath the main terrain. But we'll see, and we kind of need to figure out how to use the skybox too, and how we can manipulate it.

What if you changed the map files to use a differant texture for the water line. Created the map with a rather high height, and painted a texture that uses an alpha channel that allows the water level to show through. Than as you scrolled, some stars (waterline texture) moved differently than the alpha channel texture paint on top of it. It would give a slight bit of 3d. I think though that the waterline doesn't show unless you paint the whole map as a waterlevel.

But seeing the terrain would be too high for the waterline to actually affect gameplay, it should show up with little fuss. And seeing there isn't any animated water texture, it shouldn't cause any lag as well.

I'm just throwing some ideas out there...

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Edited by Hostile, 15 November 2007 - 11:53 PM.


#20 Calamity_Jones

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Posted 15 November 2007 - 03:43 PM

Actually, that's a pretty good idea :thumbsupsmiley:

Edited by Calamity_Jones, 15 November 2007 - 03:44 PM.

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