[MOD] Homeworld Fulcrum 0.3.0.0: Single player mission available


(Siber) #546

Some pressure here is intentional. Passing the mission on normal is pretty easy really, passing it perfectly is not.

This is an issue that I was waiting on the version of DAEnyers we got today to resolve. Final release build will have death effects restored at least for the ships in the mission, if not fall all ships in the mod.

This is a good catch. I don’t keep an eye on the objectives list in HW games in general, so I didn’t remember to go back and do more with them after the initial creation of the objectives. I should see to that.

Go ahead and post some screenshots if you think you’ve got cool ones that aren’t especially spoilers(not that there’s any real revelations to spoil here)


(Siber) #547

To testers, I got another version out, hopefully steam will not be too reluctant to get it to you. Changes are primarily cosmetic, so if you’ve already tested it’s not too important to retest it, but the exception here is that drone frigates should actually work now. I’ve also attempted to prevent the same version of a random line from replaying consecutively anymore.

Once steam gets you the right files, it should show Rev.hg.544 in the version string.


(Siber) #548

And now I’m pushing up rev 546 that should finish up fixing the death effects for all ships that appear in the mission.


(Siber) #549

548 should now be available, with new objectives wired up to the mission mechanics. Objective text is sobject to some revision before the final release.


(doci7) #550

In a tumultuous world, it’s reassuring to see you sneak in a pun like that :smile:


(Siber) #551

I’ve made my final release checklist and I’m slowly checking items off of it. Here’s the fruit of one I just completed.

0.3.0.0 - Patrol of the Lihaal-Adar M00, M01
Campaign mission available
	Voice acting
	Intro cut-scene
	Two difficulty mode options
Finished art models
	Vay_CTHeavy
	Brought in Taiidani light and corvettes from HW1R for the mission, restatted to fit our balance
Bugfixes
	Maybe actually figured out why some ships needed to get to the same elevation as their target and stopped them
	All the new backgrounds had subtly broken lighting, fixed that
General changes
	Changed from Homeworld:@ to Homeworld Fulcrum
	Reworked the weapon setup for the confed frigate placeholder
	Buffed the UNH cloaking units, they will now have permacloak out of combat
	Tried out some new unit description tooltips for units present in the mission to make roles more clear

(doci7) #552

Vay_**FT**Heavy? The Heavy Gunship’s been done for a spell :sweat_smile:


(Snake_B5) #553

I didn’t forget you. Some changes were made since 2.0 and some of my code is not working anymore like it was before. Nothing too problematic, but I need to reorganise some parts of it and it takes some time (and I’m revamping the UI visually at the same time)


(Siber) #554

@Kragle : Whoops. This is usually why I show you guys these things before posting them.

@Dwarfinator: I have no qualms about releasing an update to add in your stuff when you get the kinks sorted out. And if there’s anything I can do to help let me know


(Siber) #555

It’s out on steam. I’ll do a proper fanfare post and edit the first post eventually, along with posting on moddb, but not today.


(doci7) #556

:smile::smile:

Let’s not stand on ceremony here!


(Not actually Jesus Christ) #557

The mission is great, but the only problem I encountered is that the Pirate’s voices are much more “tinny” or whatever then my speakers like…


(doci7) #558

Oh, not as tinny as yours, I fear.


(Siber) #559

It’s been a long time since we got to increase that second version counter, but here we are. I’m proud to present something that’s been in the works for a long time, campaign content.

Patrol of the Lihal-Adaar Mission 01: Convoy
Long teased, a single player mission is available. Fully voice acted and featuring a short introductory cutscene, it follows a rising Command officer leading a carrier group to stomp out pirate activity in allied territory. A lot of work went into making the objectives more complex than just two fleets smashing into each other, and we look forward to seeing the community’s response to it.

Special thanks go out to our voice actors and the artists that let us use their music. The mission features two tracks new to Homeworld and four different actors lending their voices, with care given to get as close as possible to Homeworld’s style of delivery and voice processing. To me these have really brought the mission to life.

Included are two different difficulty levels, and if they’re both too hard or too easy for some people I can look into expanding that range in the future. Difficulty will likely have to be tweaked once mission 2 comes along as we start to get a handle on how to design for persistent fleet, which seems to be one of the biggest design challenges of a Homeworld campaign.


However, I’d like to be clear about something. Fulcrum has big plans for a large campaign, with outlines coming to between 14 and 20 missions. This mission is part of a separate campaign, that will span 2 to 4 missions when complete. Think of it as like old RTS demos that had small unique campaigns rather than a small part of the main campaign. It’s in the same world and it may set up things the main campaign builds on, but it is a stand-alone story. This was done to give us a chance to build our mission design skills without worrying as much about screwing up the campaign we’ve invested so much in planning out. It exists now as a proof of concept that while mission making may be very demanding, it is possible. As it is very much a path-finding experiment for us, any and all feedback on it’s quality and fun level is valued.


Thanks also to the folks that have helped test the mission before release, both recently and back before the mission development had to be put hold for the HWR and 2.0 transitions, their input has led to important improvements in areas that I thought were good enough but turned out not to be. If I’ve forgotten to add anyone who tested it to our credits, just send me a message and I’ll add you for future versions

Vaygr Heavy Fighter
Also included in this released is a finished version of a Vaygr strikecraft. This heavy fighter represents a newer wave of concept art than the past placeholder ships were based on, and better matches the story our vaygr art is intended to tell.

(View in 3D)

As always we’ve got a lot of other irons in the fire that aren’t quite done, but I’m quite excited to finally have representatives of all sizes of Vaygr combat craft in the game.
There have been a few other changes and tweaks as we get more comfortable with HWR 2.0, but I’ll leave them for the full changelog. As always, thanks for playing, and have fun!


(Chimas) #560

Hi Siber,
2 important things:

  • Grav Well is not working or I’m doing something wrong;

  • The Frernn SUP Frigate is really cool, great job.


(REARM V2) #561

Available? I must play that, it’s so cool that SP content is starting popping up.


(Goose3) #562

Really nice direct and solid mission. A little short in my opinion but the new music and fantastic voice acting compensated well for it.

In general I believe it’s a little to easy (played it on hard) while I actually failed twice before it was only because my units were out of position and therefore couldn’t safe the ships in time. I think a little side objective would’ve added some sort of spice to it. Like a harvester that exited hyperspace on the wrong coordinates and needs rescuing in one form or another.

But as said before it was a well made straight forward mission and I’m looking forward to the conclusion of it.

I didn’t quite get the initial introduction sentence of the intro scene though. It sounded like it began in the middle of a sentence. You know the sentence referring to the ship travel corridor but maybe that was intended.

At present someone can and may consider this a smaller remake of the Cataclysm Mission in similar style.


(ajlsunrise) #563

Took a look at your intelligence briefing and spotted a very confusing typo. Had to re-read several times before it made sense.

On the Vaygr page:

While rumors of emerging unknown species area constant fact of life,

should be

While rumors of emerging unknown species *are a* constant fact of life,

Cheers!


(REARM V2) #564

It’s nice to play an SP mission that is mostly populated by mod units. Respect.


(Taiidan Republic Mod) #565

Hey, we released one over a year ago…!