Page 1 of 1

WWII and Modern Naval Combat Mods? Doable?

Posted: Fri Jun 17, 2022 2:35 pm
by LoBlo
I used to mod Homeworld2 and created two very fun mods once. One for a WWII mod that changed the cannons, ships speeds, ranges, and hit-points to mimic WWII battleships, destroyers, and fighters. Battleships had 20nm firing ranges and moved at 30 knots (x2 to 60 to speed game progress). Sensors ranges for line of sight. Bombers dropped torpedoes that could devastate a capital ship, but had terrible accuracy. Point defense cannons everywhere.

It was a lot of fun.

The modern combat centered around long range BVR missile bombardment and anti-missile defense. Vaygr were Soviet era with large, heavy supersonic missiles. Hiigaran's were NATO with slow, cheap missiles, but heavy anti-air and anti-missile defense with SM-2 and harpoons. Sensor ranges were line of sight 12 nm for ships. AEW aircraft extended ranges to 200nm but were easy to see and attack.

Typical engages looked like a firestorm of heavy missiles coming in and a fury of anti-missile defense missiles exploding from their launchers to intercept. CIWS would activate as some of the attack missiles always got through and caused devastating damage.

Strike fighters would flank the enemy fleet and launch crippling harpoon strikes on the enemy.

It was also a lot of fun. I never release them to the public though.

--------------------------------------------------------------

That being said. Think that DW2 could be modded similarly? Both mods can probably been combined in the tech tree.

The game would start with simple kinetics and fighters. Research would bring combat into the modern ages of missiles and radars, and then eventually into lasers, railguns, stealth, and nuclear power.

One of the challenges would be fixing fighter aircraft to model modern behavior. Fighters conduct very decisive strikes rather than the nagging swarms that DW models. Making fighters more controllable and relevant would be a challenge.

What do yall think?

Re: WWII and Modern Naval Combat Mods? Doable?

Posted: Sat Jun 18, 2022 7:29 am
by frankycl
Don't think so, since lot of the code is still obfuscated and the engine is also not easy to use/edit, although some parts/functions are open for public; maybe with Harmony - if you know how to use it.
But, anyway you would have to build all models, etc from scratch and then integrate them with Stride-3D... :? - but if you could do all this - maybe. ;)

Re: WWII and Modern Naval Combat Mods? Doable?

Posted: Mon Aug 15, 2022 10:36 am
by Rising-Sun
Yeah i believe so, just need that background screen as a the ocean, those big planets can be islands, etc. It would require alot of efforts tho and testing.

It world be interesting setup.

Re: WWII and Modern Naval Combat Mods? Doable?

Posted: Sun Mar 12, 2023 3:39 pm
by iancmtaylor
The issue is weapon accuracy is hardcoded to certain 'types'. 80-40% for direct fire, 80-60 for beams, 80-70 for tracking weapons. There is no way to make a naval gun that has a 1% accuracy at long range, and 100% accuracy at point blank.

You can use the Targeting modifier to change the accuracy, but it changes both the Point Blank and Maximum Range Accuracy at the same time.

So, I could make a weapon that has 80-40% with a -90% targeting, such that it's accuracy gets reduced to 8%-4%.

Ideally you would want the gun to be fired to a range where it has a reasonable hit chance, say 5%. The max range would thus be the range at which the accuracy has fallen to that 5% hit rate. Currently though, the max range is defined by the weapon damage. Since the game is balanced around weapons having damage decay and not accuracy decay.