View Full Version : Homeworld 2 Complex 8.4.3
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Lankles
19th Jul 06, 2:27 AM
Indeed! Beghins must have all the time necessary.
beghins
21st Jul 06, 1:44 AM
It would be fantastic if we could have this mod finished by the end of july, but if it isn't, it'll be for a good reason. I'll be glad to see it out, but I don't want to see a half-finished mod. The whole thing, or no-thing
It will be finished by the end of July.
ArcTrooper1773
21st Jul 06, 2:04 AM
Awesome. Fantastic work, Beghins :D
fabrythrash
21st Jul 06, 3:43 AM
Finally the battle "beghins" !!!
Pete J
21st Jul 06, 9:49 AM
Quick question,
Is there a way to make HW2 display in a widescreen resolution (1440x900 in my case)? I think I've seen this mentioned but I'm having trouble tracking it down.
Thanks.
Babbo
21st Jul 06, 10:38 AM
You may try the command line switches -w and -h. More of them here http://wiki.hw2.info/CommandLineParameters. Good luck.
Pete J
21st Jul 06, 11:56 AM
Thanks Babbo, it works and looks fantastic on my lovely new screen!
@Beghins: Great work! Can't wait!
my mod loader has resolution options
Sarkazein
22nd Jul 06, 12:59 PM
I've been able to run HW2 in 3080x1050 with the -w and -h command line things. Fun times ^_^
Looking forward to thew new version!
what will version 5 have over version 4.3?
and will the problem with the interceptors crashing be fixed?
Gotcha
30th Jul 06, 1:49 AM
Well, I use an old 1,3 GHz, 384 Mb RAM, Geforce 2 system and everything works fine, even vs 3 CPU's.
Bump?
Herrosuen
30th Jul 06, 3:55 AM
almost the end of july
CAN'T WAIT :flamer:
SOOOO want to play HW2 complex!
but anyway , pls complete the mod , i'll bind myself to wait :Panda:
Chakra
30th Jul 06, 10:48 AM
tic toc old boy .... tic toc. :hmm:
Pete J
30th Jul 06, 1:31 PM
Beghins said:
In any case within the 30 of July at max, that's the date of my holidays, in Spain, but I think to release the 5.0 around the 25
Unfortunately I think 5.0 is going to be delayed further :cry:
Oh well, you know what they say, patience is a virtue. At least it'll be worth the wait!
P.S. Hope you have a good holiday Beghins! :cool:
-=[F@LC0]=-
30th Jul 06, 1:46 PM
Oh ... It's still not the End of 30 th. I believe in Beghins.
Jim Starluck
30th Jul 06, 3:15 PM
First off, I *love* the mod. Way more interesting to play than default HW2, but not quite as intensive as PDS. I only have a few concerns/suggestions.
Firstly, debris from frigates. I don't know about anyone else, but I rarely bother to salvage battle debris, simply because it takes way too long for the Collectors to haul in every tiny bit. If I do, I usually only grab the biggest chunks. The little bits left behind by frigates just clutter up the map, and in late-game can cause a major reduction in framerate.
Second, a few minor ship issues (mainly Higaraan, since the Vagyr are largely unchanged). Once you get Ion Destroyers, the regular DD's become largely obsolete--the DD-I can do the same job, and better. Maybe offer an upgrade to give the regular DD a few anti-fighter weapons (flak cannons or hull defense guns)?
Also, the Higaraan Battlecruiser has an annoying habit of facing away from a target when ordered to attack directly, giving them a free shot at its engines and preventing most of the kinetic cannons from hitting the target.
It would also be nice if the Higaraans had a general-purpose frigate--I'm thinking a Flak frigate with Pulsar Cannons instead of Flak Cannons, as a basic anti-Corvette/Frigate ship.
Finally, the AI tends to go overboard--I've seen them with two or three Shipyards and a half-dozen Carriers. I'd understand if they were churning out huge fleets, but they barely seem to be using them at all.
beghins
1st Aug 06, 11:14 AM
Sorry, as abvious, deadline failed, we've encountered some problems about finalizing the Crew Station, a new unit concerning Complex 5.0.
It's a work of few hours, and others Complex team members are fixing it, but now I'm in Spain for a trip; the 10-11 of August you will see Complex 5.0.
Thanks to who still assiduosly visit this thread, any day, your patience will be satisfied.
ArcTrooper1773
2nd Aug 06, 2:36 AM
thanks for the update, Beghins - that's great :D
Solarmech
2nd Aug 06, 4:59 AM
Thanks for keeping us apraised of your progress. sm
Yargnit
2nd Aug 06, 9:42 AM
What about since it's only a couple hour fix that you said they are handleing if they go ahead and release it as soon as they are finished? That should bump it up a week or so right?
Sarkazein
3rd Aug 06, 4:19 PM
I'd say the extra time is for testing the fix, to make sure it does fix it, and doesn't break anything else.
Plus getting the release packaged up and uploaded somewhere. That could take a while depending on beghins' connection.
Gotcha
3rd Aug 06, 11:40 PM
"Crew Station"... Not only you must recruit new pilots for your fleet, but you now must also build a new capital ship for them?... :) Interesting.
I wonder what other concept(s) we'll find in v5.0
Maybe more cap ships?
Yargnit
4th Aug 06, 10:17 AM
I'm wondering if maybe the station will be a second was to increase the # of avalible pilots, besides raking up.
archaeum
4th Aug 06, 11:59 PM
right so this is pretty aggravating...both DEATHMATCH1.LUA and DEATHMATCH.LUA return OnInit function errors whenever they are loaded when starting a game...i looked in both files and the function the HW2.log file *says* isnt there, *is* there.
anyone else have this problem? because it pretty much halts any form of gameplay :/
EDIT: I have v4.3, by the way, and I definately know this thing is messed up because while the HW2 logfile has returned these two errors when trying to load EITHER of the rule .lua's:
stack traceback:
1: function `OnInit' at line 240 [string ""]
SCAR ERROR: could not find OnInit function in rule file (data:LevelData\Multiplayer\DEATHMATCH.LUA) -- FATAL EXIT -- scar/223:! --stack trace-- 0x0062519F: getLibraryID
~and~
stack traceback:
1: function `OnInit' at line 299 [string ""]
SCAR ERROR: could not find OnInit function in rule file (data:LevelData\Multiplayer\DEATHMATCH1.LUA) -- FATAL EXIT -- scar/223:! --stack trace-- 0x0062519F: getLibraryID
both rulefiles clearly state with no extraneous formatting or comments:
function OnInit()
MPRestrict();
Rule_Add("MainRule")
just wanted to be clear on that ;-p
Sarkazein
5th Aug 06, 9:52 PM
Odd. never had that problem. Try redownloading the mod? Also, does it crash, or are you just concerned by the error?
archaeum
6th Aug 06, 6:23 AM
Yes, it crashes. Loads the level all the way up to the point where it gets to SCAR, then crashes. I thought "FATAL EXIT" specified that ;-p
Anyway, i guess i should stop whining and start trying to fix it myself :)
ill try redownloading it first. Then comes the troubleshooting itself if taht doesn't work. And then...then comes teh sledgehammer. :D
Sarkazein
6th Aug 06, 7:23 AM
My bad ^_^ must have missed that part.
Yah, also make sure you install the HW2 Patch.
But, yah, this is a weird error, especially since the file sis intact. I'd say a resownload should fix it... I assume from your previous post that this IS starting a new game, right? Because we've had similar issues with loading saves...
shadow51689
6th Aug 06, 7:24 AM
Thanks for the update, I can't wait for 5.0, sounds like there are going to be many great changes!
@ Starluck, While I do think that perhaps the Ion Destroyers need to be toned down (holy friggen ions LOL), the regular DD is actually not too terrible at anti fighter, and especially anti Corvette. When supported by your own fighters and corvettes, they can help tip the balance of a huge fighter fight in your favor. Of course they can be swarmed by large amounts of smaller ships...
One thing that does irk me, is the Khopesh (think I spelled that right?) Corvettes... they seem to come waay too late in the techtree in order to be of much use... And they seem to get shot down like flies by larger ships for their expenses.
archaeum
6th Aug 06, 9:09 PM
oh hell...the update. right. i've been meaning to fix that. see, i dont really have a real version of HW2 to call my own, i've been meaning to go and buy a copy this month. And yea, i know its wrong but in the beginning all i wanted was to try the whole thing out, then i was hooked but i still didnt have the money to spare :P
but suffice it to say that with my 'copy' the patch doesnt patch right, so i guess i have to put this mod on hold until i go buy it in a few/several days :(
im happy for now though, i just got maya 8 :D
time to start making my OWN ships :nyah:
but i betcha the patch is directly related to the fatal errors. figures ;-p
Oh and no, Sark, im not loading saves, this is from starting new games :)
Yargnit
7th Aug 06, 12:34 PM
Arch, if you look hard enough, you can find a working 'fix' for the 1.1 patch as well. It's just a lot harder than finding one for 1.0 ;)
archaeum
7th Aug 06, 2:25 PM
hmm, ill have to look into that...seeing as how NOBODY NEAR ME CARRIES HOMEWORLD 2! :cry:
called all the gamestop's (formerly known as eb games) near me, theres like 3, and none of them had it...then i resorted to generic computer superstores, none of them had it...and finally i resorted to places like target and fred meyer...none of them had it. GHEY.
ill have to either find that 'fix' or...god forbid...order homeworld2 from online D:
jjwinter
7th Aug 06, 7:51 PM
http://www.grabcart.com/product/mob/phone/1025483
$10.00, plus shipping
Ontaga
7th Aug 06, 8:53 PM
hey Archaeum do you live in Ann Arbor
archaeum
7th Aug 06, 11:26 PM
@ Ontaga: Uhm, no I live in Kirkland, Washington. :D
And I am happy to report that it WAS the patch that gave me the problem. Found the fix and i am ENJOYING Complex!!!
@ jjwinter: Thats a nice link you've got there, interesting how it lists Homeworld 2 as a cell phone. ;-p
jjwinter
8th Aug 06, 5:47 AM
Yeah, thought that interesting. Worst case, you get a $10 cell phone with 1" x 1" screen to play Homeworld on. :)
MadCatChiken
8th Aug 06, 7:54 AM
Quote: Sling848(guest)20-09-2004, 04:38 PM
"how did you manage to finnish the mod when the game hasnt even been released?"
ERmmm retard.. The game was released in 2003.....
archaeum
8th Aug 06, 12:17 PM
"how did you manage to finnish the mod when the game hasnt even been released?
ERmmm retard.. The game was released in 2003.....
Hmm. You do realize that you've decided to insult a guest that made that post almost two years ago, right?!
It just seems a tad futile and, to be honest, INCREDIBLY DELAYED. We all see that second post on the first page of the thread, but if someone hasn't said anything about it the first week it was posted, then there is absolutely no point in mentioning it, or even insulting the poster for that matter, almost TWO YEARS later. It's like that one guy we all know that always jokes about things way too late, and then nobody laughs because that window of opportunity has long since passed. C'mon man, dont be that guy. :P
@jjwinter: LOL i'd hate to see the slowdown on that phone after a big fleet battle and all the debris is strewn about. it'd crash firshir! :D
(sorry, i don't really mean to rant like that...flaming is stupid in my book :] )
MadCatChiken
8th Aug 06, 1:35 PM
Hmmm oh yeah.... my bad lol :jig::gonemad:
Juggernaughty
8th Aug 06, 8:27 PM
Wow... I just had a rough day, and it all got better after seeing this. Thanks for the laugh Archaeum. That was a good rant.
Getting Complex is the first thing I'm gonna do once I get a lap top. A.K.A. a computer with more than 888 mhz processor speed and 256 md ram of memory, and a good video card too. This thing runs sooo slow, can't wait to go super fast someday soon. :tread:
:gnight:
archaeum
8th Aug 06, 9:12 PM
a computer with more than 888 mhz processor speed and 256 md ram of memory, and a good video card too. This thing runs sooo slow, can't wait to go super fast someday soon.
OH GAWD! I thought i had issues with my 1.6ghz...but 888mhz?! jesus man! when did you get that thing, '91? lol!
Juggernaughty
8th Aug 06, 10:24 PM
Actually it's an old computer my brother gave to me for free after I crashed my mom's computer from dowloading mods for Homeworld 2. Don't download Star Wars Warlords or whatever it's called, that's the last one that the computer started acting up on right after it finished dowloading and I installed it. :-/
But I know Complex is safe cuz I dowloaded it and scanned it several times a while back. All squeeky clean. :-D
Yeah, I'm pretty excited about the new Core Duo processor coming out. Can't wait for it to be put into laptops. Evidentally it'll be out in laptops in a few weeks. But even more so I'm excited about getting a new computer and playing Complex. :-D
Sarkazein
8th Aug 06, 10:51 PM
Mmmm.... yah me MacBook Pro has a 2.16 CoreDuo in it and it performs quite nicely. HW2 Complex is SOOO much faster on this thing than me old computer.
archaeum
9th Aug 06, 12:44 AM
You must have just gotten that, Sark? Nice anyway. I want to upgrade my processor soooo bad...but alas i have a dell minitower dimension 4300s...with this motherboard and pin layout i can only go from 1.6ghz to a whopping 1.7! :-D
Better off saving up and building my own comp...someday...*dreams*
Of course then i'd have TWO computers! Think of the possibilities! :D
ArcTrooper1773
9th Aug 06, 11:40 AM
You could put em together and make an even awesomer HW2- :jig: Game-Playing-For-Fun-And-Amusement Computer!
:jig:
acrolyte
11th Aug 06, 8:07 AM
I believe today is the day we will see version 5.0!
Fingers crossed :clap:
Herrosuen
11th Aug 06, 10:44 AM
Hope Can See It Today!!
beghins
11th Aug 06, 5:04 PM
Some screens before the 5.0 release, some icons and details still are missing, but now all works fine, take a look.
http://www.homeworld2complex.com/images/ss00021.jpg
http://www.homeworld2complex.com/images/ss00022.jpg
http://www.homeworld2complex.com/images/ss00023.jpg
http://www.homeworld2complex.com/images/ss00024.jpg
http://www.homeworld2complex.com/images/ss00025.jpg
http://www.homeworld2complex.com/images/ss00026.jpg
http://www.homeworld2complex.com/images/ss00027.jpg
yacoub
11th Aug 06, 6:32 PM
wow, yes it definitely looks COMPLEX! hehe
Looking forward to trying out this mod when 5.0 comes out =)
84HAGN
11th Aug 06, 7:59 PM
When When can we get it
shadow51689
11th Aug 06, 8:05 PM
Wow!!! Amazing stuff there beghins. I can't wait for 5.0. =)
Heck, I say finish the icons if you perfer. It is the 11th. We saw 5.0 as you said we would though right? :P
Oh man... My poor computer is gonna fry when this comes out LOL.
(Do I see a Tulwar in that frigate menu? I loved that little ship from PDS lol)
BigDeth
11th Aug 06, 8:45 PM
I cant wait! Take your time. Oh the conflicting emotion! We are all anxious for release thats for sure, but I would rather see a few little bugs than shovelware....great job Behgins and Team. Really looking forward to playing, and I speak for about 10 ppl I know and play with.:clap: :turtle:
darkwave
12th Aug 06, 1:37 AM
I become crazy as hell when i see thaht screenshots !!!!
Wonderfully great work !!!!
Hope that it releases soon :D
Lankles
12th Aug 06, 7:54 AM
It seems we will not be disappointed! Not that I ever thought we would be.
Pete J
12th Aug 06, 8:12 AM
So close!
I hope it's finished before tomorrow, I can spend the whole day playing complex!
Until then I'll just keep twiddling my thumbs! :comp:
Fantastic work as always Beghins! Hope 5.0 becames available for download soon. Thanks for sharing your talent with us.
Best regards
acrolyte
12th Aug 06, 9:54 AM
Hmm what to do until it comes out... I KNOW, I'll play complex!! :D
Gotcha
12th Aug 06, 10:48 AM
Two new Hiig cap ships and a new frigate... :)
Anything new in the Vaygr fleet?
Looks like we'll have to recruit officers too... :cool:
Sarkazein
12th Aug 06, 11:17 AM
Looks great! Was that a trade ship? Ala trade carts in AoE? Sweet.
Ontaga
12th Aug 06, 1:06 PM
this looks off the hook
man beghins you and your guys should make homeworld 3, you have taken this game to a whole new level
you should also try to make a Bentusi mod, i've played alot of them but they all suck
maybe you could all make a good one
Juggernaughty
12th Aug 06, 2:22 PM
This is one massive freaking thread. It's getting close to 100 pages! Now you've GOT to have something special for THAT to happen. Makes me all the more excited that I'm getting a new computer soon. :-D Can't wait, looks bloody friggin' awesome!
yacoub
15th Aug 06, 3:37 AM
yeah looking forward to this
84HAGN
15th Aug 06, 5:34 PM
Got any time frame really want to play it really really bad
Thanks
darkhelmet
16th Aug 06, 5:52 PM
I tried to make the changes to my desktop shortcut (type -mod Complex43.big at the end of the path) but when I click OK, I get an error message, "The name C:\program files\homeworld2\BLAH BLAH BLAH...specified in the Target box is invalid. Make sure the path and file name are correct."
I tried changing the "Start in" and "Target" boxes, both no go.
And I figure this is the only way to play the game with this new mod, right?
Whatttup?
Reven37
16th Aug 06, 8:05 PM
Hi guys. Just stoping by to say how much I am enjoying this mod; been playing a while and decided to sign up for the forum to say so. Keep up the work. Looking forward to the next version.
shadow51689
16th Aug 06, 11:21 PM
Darkhelmet: Make sure you put -mod Complex43.big AFTER the quotation marks, and you want the "Target" box. Example:
"C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -mod Complex43.big
Gotcha
16th Aug 06, 11:57 PM
Please read the thread a few pages pack, this question must have been asked at least... too many times.
Beghins, do you have plans for new DD and BC ships? The more I look at HW1 destroyers and dreadnoughts, the less I like the HW2 versions... Especially the Hiigarans...
darkhelmet
17th Aug 06, 7:19 AM
shadow51689
THANK U! I even Googled and no help was there, so thanks.
Been playing for a couple hours and was wondering if anyone has volunteered to spell check. I noticed a lot in just the little time I have been playing so if I can help with the next version let me know how.
Juggernaughty
17th Aug 06, 10:49 AM
A random question, because I can't find instructions anywhere else, how do you use those damn Hyperspace Gates with the Vaygr? I was thinking of strategies the other day and remembered about the Vaygr's special platform used oh so much in campaign, and how I tried to use it in a skirmish and couldn't figure out how to use them. How do you connect 2 gates, and how do you get them to hyperspace a group of ships?? (And does it still cost anything?)
twcooke
17th Aug 06, 11:39 AM
hi fantastic mod, its awsome, keep up the good work
@juggernaughty, you send one to were you want to go, then select one and right click on the other, then you select a group of ships and right clilck on the closest gate.
Yargnit
17th Aug 06, 4:02 PM
Behgins, when can we expect to see release? You'd last said like the 11th hen you got back from vacation... which was almost a week ago.
Also, do I see that right n that the Juggernaught is just a flying bomb?
acrolyte
18th Aug 06, 4:43 AM
Yeah that was bugging the crap outa me, I thought the Juggernaught was an obese battlecruiser not a kamikaze capital ship!
shadow51689
18th Aug 06, 9:39 AM
We did "see" 5.0 on the 11th. See the screenshots? :p
Not so sure about having a giant capital ship bomb... but I have faith that Behgins has created something unique and worthy of the Complex mod.
Juggernaughty
18th Aug 06, 10:57 AM
I doubt it's a kamikazee capital ship, that would be so cheap, you could build one and hyperspace it next to their mothership, move it in closer and detonate and kill everything. I don't think he'd do that. It says on the description that it's armed with 2 nuclear bombs. And if you look at the screens closely you can see upgrades for bomb detonation power and bomb detonation range.
There, it "launches(?)" nuclear bombs. Not a kamikazee ship...
acrolyte
18th Aug 06, 4:32 PM
i hope your right but then why wud beghins giv us a screenie of it blowing up? also in 1 of the screenshots you can see that were getting new strike formations, a great idea and a welcome addition to complex i say! oh and what do you think the purpose of the trade container is going to be?
Pete J
18th Aug 06, 5:03 PM
I think building trade containers is like putting money in a bank and gathering the interest.
Similar to the 'hacking' units on the Chinese side in C&C Generals.
Lankles
19th Aug 06, 12:12 AM
Any news..? :cry:
darkwave
19th Aug 06, 2:45 AM
We are waiting so long so long for the best HW2's mod ever, but it will pay for that long waiting by many hours of battles :tread: :jig: and fun
Gotcha
19th Aug 06, 3:01 AM
:boohoo: :boohoo: :boohoo: :boohoo: :boohoo: :boohoo: :boohoo: :boohoo: :boohoo: :boohoo:
Juggernaughty
19th Aug 06, 11:32 AM
Yes, he posted a screenshot of the juggernaut blowing up. But does that nessecarily mean anything at all? And the trade containers, it says in the description in the screenshot that they increase the amount of interest you gain by storing ru's in your trade network? Hmmmm...
acrolyte
19th Aug 06, 12:09 PM
ok thanks juggernaughty. also i was just wondering are there gonna be any new vaygr units in v5. because the game already seems to be focusing on the hiigaran fleet, i just think that the vaygr need more capital ships and maybe a reworked research tree
Sarkazein
20th Aug 06, 12:23 AM
Yah so far the Vaygr haven't recieved much attention, so mebbe in 5 they get a lift. Mmmm...
Juggernaughty
20th Aug 06, 11:53 AM
Despite the fact that this originally was a Hiigaran based mod when it first started out, I believe that it should be focusing just as much on the Vaygr as it is the Hiigarans. If the Vaygr had just as much tweaking and modifying as the Hiigaran's do this could very well be the number 1 mod. Come on lets face it, you really are only as stong as your weakest part. The same rule appies here.
extreme_wookie
20th Aug 06, 3:51 PM
Someone help me please I don't know how to install the mod.
Juggernaughty
20th Aug 06, 6:32 PM
Extreme Wookie, try looking back in the forums, pretty much every problem has been covered several times too many, you should find the info you're looking for if you just do a little research.
And for next time you ask for help, also tell what the problem is. As in WHY can't you install.
Pete J
20th Aug 06, 11:25 PM
@ extreme_wookie
look at replies 1314 and 1316 on page 88 of this thread.
Ontaga
21st Aug 06, 9:33 PM
this mod is worth all the wait, its going to be off the hook
Yargnit
22nd Aug 06, 1:45 AM
This mod *would* be worth the wait... if it were ever being released. At this point I think Complex 5 release is just a myth... I've treid to hold out hope, but 3.5 months late and release dates just being skipped without word until after does not bode well.
beghins
22nd Aug 06, 7:42 AM
I'm starting the last lonely match, now, against the CPU, and it's the last one before the release!
extreme_wookie
22nd Aug 06, 8:12 AM
Pete J, that's not my problem. I inserted the line after the quotation marks, and it just didn't acknowledge the mod at all. It was like I never downloaded it. Maybe a problem when I unzipped it or something? Did everyone else need HardEd to unzip it too?
Actually, come to think of it, I may not have unzipped it properly. Basically, when I unzip it, HardEd pops up completely blank. What am I doing wrong? I extracted the file to the Homeworld 2 folder afterwards, but I'm not sure I was supposed to do that.
jjwinter
22nd Aug 06, 8:39 AM
Glad to hear it, Beghins. Thanks for the update, and for your hard work.
Juggernaughty
22nd Aug 06, 9:18 AM
Wow, as of now Beghins' match would be going 1 1/2 hours, I wonder how it's going... :) Let us know how it went! Win/lose, what side were you and what did you play against...
Mrbunchy
22nd Aug 06, 2:49 PM
:argh: :argh: :argh:
The anticapation is killing me.
Please... please let this be the day that Complex Ver 5.0 comes out.
beghins
22nd Aug 06, 3:03 PM
Last Match closed, all works fine, Complex 5.0 is ready, only the time to pack it and to upload/upgrade the web site
Yargnit
22nd Aug 06, 3:14 PM
Well I'm heading to work in an hour with high hopes Complex 5 will be awaiting my return. :)
Juggernaughty
22nd Aug 06, 3:19 PM
Aaaahhhh! Dammit! I Still Don't Have A New Computer! Aaahhhhhh! :madashel: I'm starting to have bipolar episodes now... :cry: It's almost ready and I still can't play... ARRRRRRRRR! http://forums.relicnews.com/images/smiley/Sad%20-%20Green.gif
Sarkazein
22nd Aug 06, 4:09 PM
XD Can't wait 'till we get this!
Lankles
22nd Aug 06, 4:25 PM
*Drools with eyeball pulsating excitement*
84HAGN
22nd Aug 06, 6:49 PM
well
shadow51689
22nd Aug 06, 9:52 PM
Sheesh calm down. I know of mods (for Freelancer) that are "supposedly' still alive, even after being started, progress being made, then TOTALLY scrapped 4 times, and after 3+ years of waiting. The funny thing is, people STILL await the release of the mod, and many people still have hope with much anticipation.
3 months delayed is NOTHING. Try 3 years. I trust Behgins to release the mod, be it another month from now, but it'll be well worth the wait.
Again I have to thank you and your team for all your work Behgins! This really is the greatest HW2 mod out there. (I FINALLY got a new Vid card LOL, goodbye Geforce 4! Just in time for Complex 5.0 it seems! :D )
extreme_wookie: HardEd? You shouldn't need HardEd at all. All you do is extract the Complex 4.3 big file to /Homeworld 2/Data folder, and than make a shortcut of the exe with the line mentioned in my earlier post.
Sarkazein
22nd Aug 06, 10:04 PM
Having been an active part of the Freelancer modding scene, I know what you mean, I'm still a part of one of the few still alive (FL:TNG). But, yah, this is nothing, and the wait is gonna be well worth it.
Yargnit
22nd Aug 06, 10:39 PM
*Looks around confused* Still can't find anything on the website, even when I manually change the 43 download link to 50. Ehem?
Sarkazein
23rd Aug 06, 8:08 AM
Mmm... mebbe he has a reeely slow connection and it took forever to upload and he went to sleep or something.... hmmm....
beghins
23rd Aug 06, 8:46 AM
I'm creating the big file
BigDeth
23rd Aug 06, 10:08 AM
Sweeeeet, thanks much for all your hard work behgins. FINALLY we dont have to hear yargnit whine any more. Cant wait to play it after work today!!!!
acrolyte
23rd Aug 06, 10:32 AM
FINALLY its here! Downloading now! cant wait!
thank you beghins
Thorney
23rd Aug 06, 10:41 AM
Thank you Beghins and crew for continuing one of the best mods available for any game! PDS and Complex are really keeping Homeworld 2 alive even in the deep shadow of Company of Heroes.
5.0 up - 38MB woohoo!
Kou Uraki
23rd Aug 06, 10:59 AM
whats different about this version?
Pete J
23rd Aug 06, 11:59 AM
THANK YOU BEGHINS!!!!!!!!!!
:beer: :banana: :bandit: :yippee: :clap:
Juggernaughty
23rd Aug 06, 12:08 PM
Somebody must post screenshots somewhere or send them to me so that I can see how cool it is. I've seen all the ones posted up right now. I foy uwanna take some screens of all the new ships and whatnot in action and send them to me, say so and I'll give you mt e-mail. Grrrr, can't wait to play... I even downloaded it and deleted it because I was so bored. :-/
hipbear38
23rd Aug 06, 1:26 PM
WOW!!! Its to bad i have to go to work and can't play any more. The Juggernaut is very cool! But can a fully upgraded Juggernaut kill a fully upgraded Mothership? Keep up the work, great job! Also I might have found a bug or its my computer (don't have time to look now) but I just installed the game to play this mod. I have v 1.1 and when i went to apply my changes to the video settings it went to desktop, it also did it if I try to go to the gameplay tab. So its nothing big and the game runs fine well you play. No slow down so far in the first half of the game! :jig: :jig: :jig: :jig:
Mrbunchy
23rd Aug 06, 1:35 PM
Wow.... Just Wow. Finished my first game. it's great to see all that you have added to the HW universe. The juggernnaut it so cool. it's a great way to soften up defences. just hyper one in a skuttle.... no more platforms or any other small ships.
Great update to the mod.:)
Juggernaughty
23rd Aug 06, 2:00 PM
:jig: The Intel core 2 Duo Processor comes out in laptops in all stores in about 2 weeks now. Can't wait...gotta...play.........complex.....homeworld.....mmmmmmm......
Sarkazein
23rd Aug 06, 5:26 PM
WOOHOOO!
Teh juggernaut is AWESOME. This is great.
Reven37
23rd Aug 06, 5:26 PM
Just downloaded it and I'm fixing to start my first game. Reading the read me, already looking to 6.0 I see.
Pete J
23rd Aug 06, 5:29 PM
I hate to be the first pessimistic person, but is anyone else having problems with constant CTDs?
I love the idea of the crew station (complete with transferring shuttles)!
The vanilla destroyer is also perfect for countering those AI frigate rushes as well!
Yargnit
23rd Aug 06, 7:54 PM
Downloading 5.0 as I speak. Will let you know on CTD's after I test a game Pete.
shadow51689
23rd Aug 06, 8:57 PM
WOW! 5.0 is just... fantastic. I love the new crew station, along with the trade containers and crew shuttles. Only thing is that it does kinda get annoying having them fly all the way out to my Mothership when I'm busy destryoing enemy capships with the heavy ion cannon LOL.
Yeah, I've played 3 different games already today (two online with a friend). The first two multiplayer games both CTD'ed (both of us), one about an hour into the game, the other about 3 hours.
I just started up a player vs cpu game and I'd been playing for about 4-5 hours now (lol long game, playing the new Boundless Galaxy map), and it finally just crashed. I made saved game RIGHT before it crashed, and every time I load up the game, I hear "new construction options available" then it crashes.
The game is definitely smoother, and runs smoother until much later. (Though there still is some lag after a couple hours of play)... Overall I like the new balance and changes to the ship, I was actually using frigate fleets the last two games, and doing quite well! Great work Behgins!
hipbear38: I haven't fully upgraded the Juggernaut, but a 2\3 upgraded one is enough to take a Vaygr BC to about 15% health. I doubt it would really scratch the new Flag\Mother ships much (Heck, It took several blasts from my Heavy Ion Cannon on my MS to take the enemy flagship out, compared to the single shot back in 4.3)
Yargnit
23rd Aug 06, 10:06 PM
Ok, 1st game report:
Can't seem to get the Jug to do anything, it just acts like it's trying to dock or something? Am I missing how to fire it? (No button seems to highlight under special options)
No crash problems here, played about a 2h game vs an easy AI just to play around with the new stuff. Noticed the Hig BC got 1 more gun slot, haven't played Vagyr yet to see what they get. Never could tell whether you gain benefit from having more than 1 trade container?
Like the crew station idea, nice to get the crew upgrade out of the research tree which massively clogs up. Also like that the hig research station doesn't take a cap facility anymore. :) (maybe do the same with crew station for people who don't want play cap station until they've ranked at least once?) Also I'd maybe make the initial starting officer pool 12-15 instead of 10 so that if one wants they can build to shipyard 1st without having a carrier easier?
Just some suggestions and things I've noticed, great release though. :)
(Wasn't the shuttle listed in the 4.3 manual as being ready for 5.0?)
ouch
23rd Aug 06, 11:30 PM
the jugernaught is a kamakazie ship. when it dies either by hiting a large enough ship or by enemy weapons fire, it dies in a big way... best to have your forces clear the area when it does. it also has a lot of armor makeing it usefull as a dummy target for the enemy.
I have not been able to complete a game due to the crashing but it's so fun I don't care... lol (last game locked up saying "there's nothing left out here")
and yes what is the stats on those tradeing pods? also does it matter if an enemy kills one of those crew pods?
any chance of makeing the higy friggates last longer? right now it's best to not build the friggate facility. I've had groups of flak friggates die before takeing a fighter out against the initial AI fighter/bomber raid when you start the game on easy. missile frigates also die quite quickly especially if you compare the stats to the vager version of the missile friggate. I know vager is supposed to have tougher friggates but you would need like 4-5 hig missile friggates to take out one vager one. the same can be said (to a lesser extent) about destroyers. the vager destroyer is now the ultimate general purpose killing machine... the missiles are fast enough to kill corvettes (in one hit, even when speed and armor is maxed) and the missiles pack a punch against the higy destroyer. it'll hit fighters when they slow down to turn as well.
however the mod is great, I love it. just need to fix the balance issues and finish the shuttle/carrier thing that's been in the mod but unusable for ages... :)
if your looking for ship ideas, even for that shuttle. a ship I have been wanting is one that is dedicated to salvageing support. sort of like a resource platform but it only accepts salvage stuff. something like 500-800 more RU's than the current resource platforms. and make them just as fast as the current resource platform as well. but if your going to use that shuttle for this then I would recomend makeing it so that when you salvage something it like increases the value of the salvage by a percentage (20%-30%?) of some kind. cause that ship is quite expensive. plus I would imagine a ship that big built just for this would have the best machinery around to extract the RUs from the wreckage.
darkwave
24th Aug 06, 2:35 AM
I have no words to explain that I feel, but i try to say something like ....
Wonderfull, beautyfull, Homeworld 2 reborns, simply fantastic, lags on version 4.3 are disapeared, so now going to play :D
Thank you for your great work Beghins and your team....
shadow51689
24th Aug 06, 3:07 AM
Eh I have to disagree about the Frigates. Don't forget, the "torpedo frigate" is now the missile frigate, and is a general purpose anti corvette, and really only okay on frigates. It truely shines when attacking corvettes like lasers and multilancers. The Vaygr version, is inteded for heavy capital ship barrage. Ion frigs's are more of a match to the HM frigate, though you'll probably need more.
In my last game I lost a total of 2 frigates the entire game (out of approx 30-35), only because they got seperated from the frigate wolfpack. They singlehandedly took on many multi lancers wings, bomber wings and even took out two carriers (and defenses) solo, and later on, defending my mothership from countless destroyers and BC... Then I crashed. lol. It's funny, I used to never even bother with the frigate facility...
Just have to keep them together, keep a good mix (replace the Flaks as they go down quick), and keep them behind your bigger ships. Need a lot of micromanagement, and some thinking (what do I need to counter x unit with?).
Edit: You can also Scuttle the Juggernaut near the enemy. Dunno if it does the same damage, but when it's scuttled, it has two 'explosions', the 'death' explosion, and then a second one which does the damage. I managed to bring a VBC to about 10% like this (and also accidentally wiped out all my bombers attacking a nearby VDD LOL)
Edit 2: Forgot to mention, There seems to be something slightly strange with the late game techtree...
In my last game as Hiiggy, I was holding off my BC research and Juggernaut research for later (after I built my Engineering div, so I had resources to spend). After the Engineering divison on my research ship completed, I heard "New research available". So I go to research Juggernaut to try it out...
Only... IT's NOT there! The Juggernaut chassis AND BC chassis research options dissapeared. I even checked using "Show All". Nothing. So 10 minutes later, after waiting a bit, I decide to retire my Engineering Division... I check research. Nothing. Still no chassis research.
A couple seconds later however, I suddenly had both Chassis research options available. Okay... So I start the Juggernaut one, and rebuild the Engineering Division... When the Engineering finishes, the BC chassis yet again vanishes. Only to return about 5 minutes later.
So what gives? Seems like something doesn't quite match up there... I don't think it was lag or anything... I did note that during the time the Chasis research 'vanished', I could not build any capital ships at my Mothership. (I had plenty of Officers and Crew)
beghins
24th Aug 06, 7:31 AM
OK, Complex 5.0 is finally gone out; a new release 5.1 will be available soon and it will be based on H2 Complex community feedback, bug report, suggestions, ecc... I hope, but I'm sure, your feedback will be great and detailed, as in previous releases.
The Complex 5.0 galleries (Game and Action) are in development, some screens will be available in a couple of hours.
If you want contribute, follow these few rules:
-screens must be free from any kind of game interface;
-1280 x 1024 screen resolution (better 1600 x 1200);
-anti aliasing 4x (better 8x);
-asinotropic filtering 16x;
-send to beghins@homeworld2complex.com, you can post this forum too.
You will have credit for your screens in the Complex web site.
Thanks, Beghins
DragonRR
24th Aug 06, 12:03 PM
Awesome new version!!! Much improved (generally) over 4.3.............
However.... I have to confirm the CTDs in other posts:
1. 3 CTDs in 2 skirmish games all of which didn't happen again (at least at similar points) after a reload sometime before the CTDs happened.
2. 1 Lock which resolved itself after an alt-tab.. Odd that one.
3. 1 Lock where alt tab didn't work and although the system itself didn't lock (windows mouse cursor moved OK) I couldn't see anything other than the Homeworld game itself so I had to hard reset.
The first crash happened just before the AI annihilated me anyway.
The only crash that "appeared" to have a reason was when I clicked on adding an upgrade (in the build menu) to a Battle cruiser. I can't even be sure with that one that it wouldn't have happened anyway unfortunately.
Hopefully Beghins' team will resolve the CTDs!
ouch
24th Aug 06, 12:59 PM
lol, I don't think beghins realizes we already have given him feedback ;)
I can live with the higgy frigates as they are I guess but that flak frigate is just far too weak.
BigDeth
24th Aug 06, 1:12 PM
I had a CTD when I was checking out the new attack formations. I clicked the Claw formation and went straight to desktop.
I like the juggernaut. Take the x-bombers and knock out the gravity wells, and bye bye fleet! very cool.
Juggernaughty
24th Aug 06, 1:28 PM
As for the Flak Frigate, I never used it in skirmishes back when I played all the time. For the very reason that they died so easily. Perhaps give it armor upgrades to make it tougher against cap ship weaponry? It shouldn't need anti fighter armor because its weapon kind of already counters that...Just my 2 cents.
More stable release than 4.3 but I still have a lot of chrashin'. Some of the crashs are even reproducable, so I turned write-protection of Hw2.log off and searched for the reason...
1: function `interfacecontainer' at line 468 [string ""]
Ship vgr_resourcecontroller has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID (D:\Programme\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x0064773D: getLibraryID (D:\Programme\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x00461BB5: GSLobbySessionDesc::operator= (D:\Programme\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x005982E1: getLibraryID (D:\Programme\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x00598E41: getLibraryID (D:\Programme\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x0049463B: GSLobbySessionDesc::operator= (D:\Programme\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x005AE71A: getLibraryID (D:\Programme\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x00491221: GSLobbySessionDesc::operator= (D:\Programme\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
The crash happens aprox. half a minute after loading the saveplay, no matter what I do.
Hope it will help to find the bug...
But till this point, playin' 5.0 was real fun! Especially the Juggernaught... :devil:
yacoub
24th Aug 06, 3:36 PM
4 pics @ 1680x1050 , 8x AA, 16x AF, NVidia 7900GT
http://users.adelphia.net/~jrockcls/23.jpg (http://users.adelphia.net/%7Ejrockcls/23.jpg)
http://users.adelphia.net/~jrockcls/24.jpg (http://users.adelphia.net/%7Ejrockcls/24.jpg)
http://users.adelphia.net/~jrockcls/25.jpg (http://users.adelphia.net/%7Ejrockcls/25.jpg)
http://users.adelphia.net/~jrockcls/26.jpg (http://users.adelphia.net/%7Ejrockcls/26.jpg)
I figure maybe one of those strikes you as the best of the bunch. :)
I'll try to capture some combat in the future.
Orion
24th Aug 06, 7:53 PM
I Sugest a creation of new frigate to help the flaks in combat. the "Disruptor frigate" may help the weak frigates in combat.
Sorry by my english.
Juggernaughty
24th Aug 06, 8:22 PM
@ Orion. Sounds interesting. How do you propose it would do that? How does it work?
Orion
24th Aug 06, 9:19 PM
Intergrading the disruptor module on a DFG chassis and include new techs:
DFG conversion
disruptor power
Disruptor range
Juggernaughty
24th Aug 06, 9:52 PM
What would the disruptor do though? How would it help weaker frigates? Would it be like a beam that shoots down enemy fire or what?
Yargnit
24th Aug 06, 10:15 PM
I think he means something like the cap-ship module already in existance that reduces accuracy and damage of enemy's in AOE. At least thats what I take it as. I'd almost say go more for a module (or researched upgrade) you could build on the flak frig itself that would possibly alter it's armor class to one more damage resistant? Or maybe something that doubles it's accuracy reenforcing it's role of killing the normally hard-to-hit fighters/'vettes without increasing it's dmg vs the already easy to hit frigs?
Pete J
24th Aug 06, 11:46 PM
I've played two games so far and have found the following (playing as the Higaraans):
There are problems with constant CTDs in the 'Epopea' map. Also attempting to build the Hig BC rapid sweeper results in a CTD in this map.
The map 'Balcora' worked fine until I got down to the last enemy (who was Vagyr). The savegame I have CTD a few seconds after loading regardless of what I do.
The juggernaught's brilliant though! Makes all those pesky bombers go *poof*! I managed to full upgrade mine and it apparently had a whopping 6750m range and could cause 512000 damage(within 500m)...hmmm, I'm going to set out a row of them and set off the first in line, kind of like space dominoes!
Gotcha
25th Aug 06, 12:53 AM
Sorry if I missed something (I only have played one game yesterday and could not even finish it), but how do you increase the number of officers you can have? 10 isn't much (mothership, crew station, research station, carrier and only 1 DD).
The way I see it, the officers' availability greatly reduce the number of cap ships you can have, so it makes the game even slower than v4.3
In 4.3 frigates weren't worth the time and Ru's because you were better off building 3 or 4 Destroyers asap, but due to the officers' limit this is not possible any more. So I had to use my one and only DD flanked with a half dozen missile frigs to get rid of two CPUs Vaygr flagships.
I also found the AI isn't as fast as it used to be, building and research-wise. Still, with only one DD it takes for ever to destroy an ennemy's flagship.
The crew shuttles are nice, but they don't add anything to the game, strategy-wise. Just more targets for your opponents. As a matter of fact, I've spent the first hours destroying my opponents' small ships (such as scouts and resource collectors, with the occasional mobile refinery and assault crafts) to get a little honor. Real fights between corvettes and frigates happened only much later.
I haven't played as Vaygr yet, but I didn't spot anything new on their side (as far as I can tell).
DragonRR
25th Aug 06, 1:00 AM
All of my CTDs have been on the Epopea map too. Although.... I've only tried that one map so far!
Will test others.
DragonRR
25th Aug 06, 2:45 AM
Found a repeatable bug on the Epopea map, have a save if needed.. Complete log file if needed.
Every time you click to build a rapid sweeper gun on a battle cruiser it CTDs.
Log file excerpt:
1: main of string "" at line 31
SUBSYSTEM ERROR: problem loading the subs file for HGN_RAPIDTURRET
parameter: attempt to index global `NewShipType' (a nil value)
stack traceback:
1: main of string "" at line 31
SUBSYSTEM ERROR: problem loading the subs file for HGN_RAPIDTURRET1
parameter: attempt to index global `NewShipType' (a nil value)
stack traceback:
1: main of string "" at line 31
SUBSYSTEM ERROR: problem loading the subs file for HGN_RAPIDTURRET2
Error in Ship/Missile:'HGN_TANGOMINE': The Thruster brake time needs to be smaller than the acceleration time!
Error in Ship/Missile:'HGN_TANGOMINE': The mainEngine brake time needs to be smaller than the acceleration time!
Error in Ship/Missile:'HGN_TANGOMINE': The Rotation brake time needs to be smaller than the acceleration time!
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
stack traceback:
1: function `interfacecontainer' at line 465 [string ""]
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
stack traceback:
1: function `interfacecontainer' at line 469 [string ""]
luaplayer 514: Player_IsAlive: unable to find player 2
parameter: 2
stack traceback:
1: function `pcount' at line 5 [string ""]
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
stack traceback:
1: function `interfacecontainer' at line 465 [string ""]
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
stack traceback:
1: function `interfacecontainer' at line 469 [string ""]
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
darkwave
25th Aug 06, 3:45 AM
What about "The Core" Emergency cell. I build a Hyperspace core and when i choose it, normaly I can construct (regenerate ?) another mothership but as on Complex 4.3 when I do that, the game bugs and coming back to Windows :dot: What the hell can we do with the core ? :mod:
beghins
25th Aug 06, 5:24 AM
Hanx,
More stable release than 4.3 but I still have a lot of chrashin'. Some of the crashs are even reproducable, so I turned write-protection of Hw2.log off and searched for the reason...
Code:
Ship vgr_resourcecontroller has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID
The crash happens aprox. half a minute after loading the saveplay, no matter what I do.
Hope it will help to find the bug...
But till this point, playin' 5.0 was real fun! Especially the Juggernaught...
We've found a CTD, and fixed, thanks Hanx
DragonRR,
Found a repeatable bug on the Epopea map, have a save if needed.. Complete log file if needed.
Every time you click to build a rapid sweeper gun on a battle cruiser it CTDs.
Log file excerpt:
1: main of string "" at line 31
SUBSYSTEM ERROR: problem loading the subs file for HGN_RAPIDTURRET
parameter: attempt to index global `NewShipType' (a nil value)
stack traceback:
1: main of string "" at line 31
SUBSYSTEM ERROR: problem loading the subs file for HGN_RAPIDTURRET1
parameter: attempt to index global `NewShipType' (a nil value)
stack traceback:
1: main of string "" at line 31
SUBSYSTEM ERROR: problem loading the subs file for HGN_RAPIDTURRET2
Error in Ship/Missile:'HGN_TANGOMINE': The Thruster brake time needs to be smaller than the acceleration time!
Error in Ship/Missile:'HGN_TANGOMINE': The mainEngine brake time needs to be smaller than the acceleration time!
Error in Ship/Missile:'HGN_TANGOMINE': The Rotation brake time needs to be smaller than the acceleration time! luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
stack traceback:
1: function `interfacecontainer' at line 465 [string ""]
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
stack traceback:1: function `interfacecontainer' at line 469 [string ""]
luaplayer 514: Player_IsAlive: unable to find player 2
parameter: 2
stack traceback:
1: function `pcount' at line 5 [string ""]
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
stack traceback:
1: function `interfacecontainer' at line 465 [string ""]
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
stack traceback:
1: function `interfacecontainer' at line 469 [string ""]
luasobgroupquery 120: SobGroupCount: could not find sobgroup (last_container0)
parameter: last_container0
May be someone here, but I need to verify.
For the Rapid Sweeper there is nothing to do, in my PC is OK and for my friends too; in some machines it cause CTD; I think is a bug not due to scripts rather to the Model.
For who have crash with the Rapid Sweeper on Higaaran BC keep in mind that the game crash even if a CPU try to build that module, so a lot of crashes in advanced game phases are due to this reason.
DragonRR
25th Aug 06, 7:20 AM
Beghins,
If you would like me to mail you the save game for you to double check I would be quite happy to.
I will double check the problem on another map. If I get chance I'll check on another PC too.
I might try a fresh install too and see if it is some problem at my end.
Orion
25th Aug 06, 7:25 AM
I think he means something like the cap-ship module already in existance that reduces accuracy and damage of enemy's in AOE.
Bingo! :up:
hanx
25th Aug 06, 10:50 AM
@ beghins
Couldn't you simply add an option for disabling the Rapid Sweepers?
I don't think the impact on gameplay would be worse than not being able to continue playin'.
As player you can avoid a CTD by not building the Sweepers... but the CPU... just as you said.
And these CTDs due to this reason ruined some of my best matches.
DragonRR
25th Aug 06, 1:19 PM
Beghins,
I have done a totally fresh install on another machine - the machines are *totally* different except:
Machine 1: AMD 64 4800+
Machine 1: ATI X850 graphics card
Machine 2: AMD 64 3500+
Machine 2 ATI X1900XTX graphics card
Used the save game from machine 1 on machine 2..
As I said I would be quite happy to send you the save game - you just load it, click on the battlecruiser rapid sweeper and then it CTDs.
Could the map - Epopea be causing this problem?
Shifty
25th Aug 06, 1:40 PM
This mod is one of the best i have ever played but having said that i suffer constant CTD on more than one map, they all occur when i choose to build or research something on the menu. This really makes it unplayable as i dont like having to save every few minutes just incase it happens. Please look into it, and if you want any assistance with testing future releases id be more than happy to help.
godman
25th Aug 06, 2:07 PM
Hi, guys!
Explain me please, how do i post here my screens?
They'r already uploaded on imageshack, but all what i have is 'Your Post contains one or more URLs, please remove them before submitting your message again'!
Thank you, and sorry for my bad english.
yacoub
25th Aug 06, 3:24 PM
Perhaps he can remove the item that is causing CTDs so at least folks can play crash-free for now until the item is revised so that it no longer causes CTDs, at which point it can be added back into the game in a later version?
Gotcha
26th Aug 06, 1:21 AM
"Homeworld2.exe caused a Breakpoint in module Debug.dll at 001b:003519b6." :raincloud
beghins
26th Aug 06, 4:54 AM
DragonRR,
Beghins,
I have done a totally fresh install on another machine - the machines are *totally* different except:
Machine 1: AMD 64 4800+
Machine 1: ATI X850 graphics card
Machine 2: AMD 64 3500+
Machine 2 ATI X1900XTX graphics card
Used the save game from machine 1 on machine 2..
As I said I would be quite happy to send you the save game - you just load it, click on the battlecruiser rapid sweeper and then it CTDs.
Could the map - Epopea be causing this problem?
OK if it's no so big send me your saved game beghins@homeworld2complex.com; I don't think it's a problem due to the Epopea Map.
DragonRR
26th Aug 06, 7:53 AM
Mail sent Beghins.
0.73mb
Good luck!
Awesome mod, adds a level which is definitely needed :)
Okay, my feedback for what I would like to see:
- Basic readme seperate from the in-game tutorial for us forgetful types who don't want the in-game tutorial running.
- I can't find information on the new formations.
- Research information expanded to include the benefits of the research, in an abbreviated form perhaps, else you have to jump back and forth between the build and research menus.
- An extra tactical option of "Hold" which stops all movement but is weapons free.
Just in case I can't find it in this thread, how do I capture a mining base? :(
Thanks again guys!
Fobolous
26th Aug 06, 8:42 PM
Great mod guys!! I really appreciate your work =) so keep it up. Anyways, is there a way you guys can make fighters split up formation during a fight to make it seem like a real dog fight? Thanks in advance.
DragonRR
27th Aug 06, 2:26 AM
I can confirm that the Rapid Sweeper problem occurs for me on more than just the Epopea map. I think the CPU player caused the issue this time by building a rapid sweeper....
Awesome mod, adds a level which is definitely needed :)
Okay, my feedback for what I would like to see:
- Basic readme seperate from the in-game tutorial for us forgetful types who don't want the in-game tutorial running.
- I can't find information on the new formations.
- Research information expanded to include the benefits of the research, in an abbreviated form perhaps, else you have to jump back and forth between the build and research menus.
- An extra tactical option of "Hold" which stops all movement but is weapons free.
Just in case I can't find it in this thread, how do I capture a mining base? :(
Thanks again guys!
You capture a mining base by taking it with a marine frigate and then put harvesters in it to get RU income.
DragonRR
27th Aug 06, 4:07 AM
Ok I think I have found the problem and fixed it... probably! :| I've tested this by building several rapid sweepers and letting the game run for 15 minutes or so with the sweepers in operation.
You will need to be able to extract the complex50.big file (I use unfbig.exe) and rebuild it again with modpackager.
-------------------------------------
Once you have extracted the .big, the path to the files is :
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\
hgn_rapidturret\hgn_rapidturret.subs
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\
hgn_rapidturret1\hgn_rapidturret1.subs
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\
hgn_rapidturret2\hgn_rapidturret2.subs
Note that:
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\
hgn_rapidturretb\hgn_rapidturretb.subs
Doesn't need modifying since it doesn't have the newshiptype line in it...
In each of the three files this line (#31) needs deleting completely:
"NewShipType.canHaveShadows = 0"
-------------------------------------
I haven't tested this for a huge length of time and suspect it isn't the only cause of the CTDs but it appears to fix the rapid sweeper issue for me at least.
It isn't practical for me to host the completed big file (39mb)
Juggernaughty
27th Aug 06, 10:56 AM
" Once you have extracted the .big, the path to the files is :
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\hgn_rapidturret\hgn_rapidt urret.subs
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\hgn_rapidturret1\hgn_rapid turret1.subs
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\hgn_rapidturret2\hgn_rapid turret2.subs"
On the first line, at the end where it says "Rapid Turrets". The t for turrets is at the end of rapid, and a space is between them. Like this- "rapidt urret.subs"
Just wanted to make sure nobody copies and pastes that with the missprint. That would be another annoying thing that causes problems. Right? I dunno much about code, but that would cause a problem, right?
DragonRR
27th Aug 06, 11:20 AM
Thanks Juggernaughty.. I've edited it :)
Should be OK now.
BTW: I've tested it for a lot longer now. Rapid turret building is OK as far as I can see. Game still CTDs but at least not there!
Mrbunchy
27th Aug 06, 1:26 PM
ok i think i found a bug with the crew station.
As i type this i'm playing a game vs one cpu. i have a crew station and one carrier. it seems that the carrier will not launch collectors or anything else that dock in the same place untill one of the crew shuttle on it's way to the carrier docks. :confused:
I really like the crew station and the shuttles. but is there a way to make it so the shuttles go to the carrier first then try to dock?
other wise looks like i have to keep all my production ship close each other and the crewstation.
jjwinter
27th Aug 06, 5:42 PM
What is the purpose of the little crew ships? Is there a manual or readme I missed?
Ontaga
27th Aug 06, 8:43 PM
Yay It Is Here!!!!!!!!!!!
Gotcha
28th Aug 06, 2:21 AM
Yes the launching of new units can be delayed when another unit is preparing to dock. This has nothing to do with the crew shuttles, specifically ; this happened in the previous version as well, especially when collectors come back with debris. But yes, the new units that come and go between cap ships (trade containers, crew shuttles) just make this "problem" more annoying when you're pressed for time.
Has anybody esle noted some kind of sluggish building and research on the AI part? I believe that winning a game, at least when playing vs CPUs set on "easy", is even more easy in v5.0 than it used to be in v4.3. Maybe this is due to the new tech tree and units? I'll have to try with different difficulty settings, but with the "easy" setting it's not even fair...
I'm a bit disappointed nothing new was added on the Vaygr side. No new icons, nothing in the gallery, nothing new except the "recruit officers" research item.
The new Hiig Juggernaught is cool (very nice model, but it's usefulness could be discussed since nearby smaller ships all explode anyway when you kill a cap ship in this new version) and the new Hiig frigate looks nice too, but I usually win the game without having to build these units (again, due to the slow development of ennemy forces).
-=[F@LC0]=-
28th Aug 06, 5:51 AM
Play on standart, hard or expert my friend and you'll see an opponent ;-)
godman
28th Aug 06, 7:46 AM
My desktop
http://img235.imageshack.us/img235/9329/ss00473rt4copyxn6.jpg
Some screens:
http://img466.imageshack.us/img466/984/ss00457jx7.jpg
http://img183.imageshack.us/img183/966/ss00350rn7.jpg
http://img243.imageshack.us/img243/329/ss00367ql3.jpg
http://img242.imageshack.us/img242/8552/ss00386uf6.jpg
http://img129.imageshack.us/img129/5554/ss00440cp3.jpg
http://img466.imageshack.us/img466/8306/ss00452ho1.jpg
http://img466.imageshack.us/img466/3601/ss00483in5.jpg
http://img174.imageshack.us/img174/6702/ss00485bl1.jpg
http://img466.imageshack.us/img466/4593/ss00490rg2.jpg
http://img174.imageshack.us/img174/5241/ss00498wt6.jpg
http://img466.imageshack.us/img466/3951/ss00506em2.jpg
http://img466.imageshack.us/img466/9531/ss00513hw5.jpg
1280x1024
Sarkazein
28th Aug 06, 8:54 AM
@Gotcha:
The Juggernaut is rather useful if used strategically. I sent a fully upgraded one unto their main base and it exploded VERY close to their mothership. Took out almost everything in their base except the mothership, which it took down to about 1/2-ish health. Not that I'm going to say the jugger is exceptionally useful, given that it takes so long for it to move, any adequately prepared player could destory it long before it was a threat (unless it is hypered, tho).
Mmm... need more playing....
godman
28th Aug 06, 10:48 AM
Originally Posted by DragonRR
Ok I think I have found the problem and fixed it... probably! :| I've tested this by building several rapid sweepers and letting the game run for 15 minutes or so with the sweepers in operation.
You will need to be able to extract the complex50.big file (I use unfbig.exe) and rebuild it again with modpackager
-------------------------------------
Once you have extracted the .big, the path to the files is :
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\
hgn_rapidturret\hgn_rapidturret.subs
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\
hgn_rapidturret1\hgn_rapidturret1.subs
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\
hgn_rapidturret2\hgn_rapidturret2.subs
Note that:
C:\(where-you-extracted-the-big-file-to)\Complex50\subsystem\
hgn_rapidturretb\hgn_rapidturretb.subs
Doesn't need modifying since it doesn't have the newshiptype line in it...
In each of the three files this line (#31) needs deleting completely:
"NewShipType.canHaveShadows = 0"
-------------------------------------
Yes, it's worked for me also. Thanks!
Still have a problem with vgr_ResourceController parade formation! I've edited vgr_ResourceController.ship file, put in NewShip.ParadeData "vgr_carrier_parade" (like in hgn_ResourceController.ship), but problem still persists. Deletation of this line also doesn't help.
DragonRR
28th Aug 06, 10:57 AM
Glad it helped godman!
I've fixed a couple of minor issues (not sure if they caused CTDs - just errors in the log) in connection with the tangomine thrusters brake/acceleration being incorrect but I still get CTDs here and there. I've managed to get a couple of games completed using a number of saves. The CTDs get much worse towards the end of the research tree.
When Beghins' team fix the issues the mod will be awesome :)
beghins
28th Aug 06, 1:18 PM
5.1 out, some critical bugs found by the Community have been removed, I hope, and with little improvements/fixes, let me know if now this release is more stable.
DragonRR
28th Aug 06, 1:22 PM
Great news Beghins :)
Early too.. you said September on your site.
DragonRR
28th Aug 06, 2:31 PM
Hate to be the bearer of bad news but quite an early CTD - Resource controller parade formation issue it seems:
1: function `ai' at line 39 [string ""]
luaplayer 170: Player_Research: unable to start (researchstationMAXSPEEDUpgrade1)
parameter: 1
stack traceback:
1: function `ai' at line 40 [string ""]
luaplayer 170: Player_Research: unable to start (crewstationHealthUpgrade1)
parameter: 1
stack traceback:
1: function `ai' at line 52 [string ""]
Ship Hgn_ResourceController has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID () 0x0064773D: getLibraryID () 0x00461BB5: GSLobbySessionDesc::operator= () 0x005982E1: getLibraryID () 0x00598E41: getLibraryID () 0x0049463B: GSLobbySessionDesc::operator= () 0x005AE71A: getLibraryID () 0x00491221: GSLobbySessionDesc::operator= ()
I'm very impressed.... No CTDs and I won the match. There is nothing i could want else. :banana:
You did a great job with 5.1 beghins, I think most of the bugs are gone...
If not, I'll tell you ;)
beghins
28th Aug 06, 5:01 PM
Hate to be the bearer of bad news but quite an early CTD - Resource controller parade formation issue it seems:
1: function `ai' at line 39 [string ""]
luaplayer 170: Player_Research: unable to start (researchstationMAXSPEEDUpgrade1)
parameter: 1
stack traceback:
1: function `ai' at line 40 [string ""]
luaplayer 170: Player_Research: unable to start (crewstationHealthUpgrade1)
parameter: 1
stack traceback:
1: function `ai' at line 52 [string ""]
Ship Hgn_ResourceController has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID () 0x0064773D: getLibraryID () 0x00461BB5: GSLobbySessionDesc::operator= () 0x005982E1: getLibraryID () 0x00598E41: getLibraryID () 0x0049463B: GSLobbySessionDesc::operator= () 0x005AE71A: getLibraryID () 0x00491221: GSLobbySessionDesc::operator= ()
I never have this error, someone other have it? And in which game circumstance/phase?
Complex 5 serie Gallery/Wallpapers are under construction, you can see few pics in the web site; your screens are appreciated.
yacoub
28th Aug 06, 5:42 PM
godman: needs more anti-aliasing on those pics. lotsa jaggies! ;P
DragonRR
29th Aug 06, 1:24 AM
Beghins,
Playing Hiigaran 1 human player against 1 expert CPU player also playing Hiigaran. CTD happened not long after getting Lieutenant rank - so very early on really.
Map ... I think is Epopea 2
I have a save not long before the CTD. I'll have another try and see if it's repeatable.
Beghins... I notice you haven't changed the Hiigaran Tangomine thruster acceleration against braking which causes a logged error. Is that deliberate?
beghins
29th Aug 06, 1:40 AM
Tangomine has been changed, and "last_container0 not found" too; in 5.0 trade networks didn't work.
Post your CTD logs, they are very usefull, because I have't your errors, in both my PCs, they depend by hardware configurations, but anyway we can try to fix them.
DragonRR
29th Aug 06, 2:50 AM
Beghins,
I've loaded the savegame up several times now. The CTD hasn't repeated.
The log after the CTD was pretty specfic so I guess there must be some chain of events which cause that issue.
The tangomine settings are identical from 5.0 to 5.1... (or they appear to be) Are you saying that you have fixed the tangomine error in some other way?
I haven't seen any container error logs in 5.1 as yet.
I do still get a lot of "unable to restrict/unrestrict" "unable to start" logs entries.. Do you need to know about these?
beghins
29th Aug 06, 3:00 AM
The tangomine settings are identical from 5.0 to 5.1... Are you saying that you have fixed the tangomine error in some other way?Tangos for me are OK, have you find that error in the log?
I do still get a lot of "unable to restrict/unrestrict" "unable to start" logs entries.. Do you need to know about these?
For these last ones it seems there's nothing to do.
snake
29th Aug 06, 4:01 AM
concerning the Hgn_ResourceController parade problem, i had it too. Example : an asteroid is "empty", so the ressourcers go in parade with the nearer mothership or ressource controller. If a ressource controller is here, "crash" when the ressourcers are trying to go in parade with it
beghins
29th Aug 06, 5:22 AM
DragonRR:
I do still get a lot of "unable to restrict/unrestrict" "unable to start" logs entries.. Do you need to know about these?
"unable to start", fixed; "unable to restrict/unrestrict" may be, but it's hard.
Snake:
concerning the Hgn_ResourceController parade problem, i had it too. Example : an asteroid is "empty", so the ressourcers go in parade with the nearer mothership or ressource controller. If a ressource controller is here, "crash" when the ressourcers are trying to go in parade with it
Take far from your Cap Ship one Mobile Refinery and One Resource Collector, then order to your Collector to parade with the Refinery (SHIFT + P or the button grey in your special buttons) and tell me what happen.
Someone other has this criptical problem?
snake
29th Aug 06, 7:02 AM
i'll try that this evening and tell you what happen
DragonRR
29th Aug 06, 8:01 AM
Beghins,
I am at work so I can't verify exact details but will check later on, however:
Yes.. in the later game when the AI builds Tangomines I get a large number of log entries stating that the braking time cannot be less than the acceleration time (or vica versa!). In the files they are generally set to 1 and 2 respectively. I don't think the error is critical. In complex 5.0 I modified the files which removed the error message in the logs.
The parade issue makes sense Snake although from the log, in my case, the AI player caused the CTD.
The restrict/unrestrict messages - I will post a log extract to provide you with more info!
Overall the hw2.log file was 20mb+ after about 45mins playtesting this morning! Mainly full of unrestrict/restrict messages, references to the Tulwar ship and a few other things. I'll try and get some examples for you later today.
DragonRR
29th Aug 06, 10:38 AM
Beghins,
1. Tangomine - the error is something like "thruster/engine braketime cannot be higher than thruster/engine brake time" to get rid of this message I changed all tangomine file entries to that effect which got rid of the error logged...
Original:
NewShipType.thrusterAccelTime = 1
NewShipType.thrusterBrakeTime = 2
NewShipType.mainEngineAccelTime = 1
NewShipType.mainEngineBrakeTime = 2
NewShipType.rotationAccelTime = 1
NewShipType.rotationBrakeTime = 2
New:
NewShipType.thrusterAccelTime = 2
NewShipType.thrusterBrakeTime = 1
NewShipType.mainEngineAccelTime = 2
NewShipType.mainEngineBrakeTime = 1
NewShipType.rotationAccelTime = 2
NewShipType.rotationBrakeTime = 1
2. Current errors. I can't copy & paste the whole file (20mb!) so below gives you an idea only of the current errors logged:
Note that the "Population" one takes up around 60% of the file.
luasobgroupactions 1721: SobGroup_FillShipsByType: could not find sobgroup (hgn_tulwar0)
parameter: hgn_tulwar0
----------------------------------------
1: function `sobgroups' at line 170 [string ""]
luaplayer 514: Player_IsAlive: unable to find player 4
parameter: 4
stack traceback:
1: function `sobgroups' at line 254 [string ""]
luasobgroupactions 1721: SobGroup_FillShipsByType: could not find sobgroup (hgn_tulwar1)
parameter: hgn_tulwar1
stack traceback:
1: function `sobgroups' at line 170 [string ""]
luaplayer 514: Player_IsAlive: unable to find player 4
parameter: 4
stack traceback:
1: function `sobgroups' at line 254 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_gunturret)
parameter: 0
----------------------------------------
1: function `population' at line 147 [string ""]
luaplayer 334: Player_RestrictBuildOption: unable to restrict (hgn_gunturret1)
parameter: 0
stack traceback:
1: function `population' at line 148 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_pulsarturret)
parameter: 0
stack traceback:
1: function `population' at line 156 [string ""]
luaplayer 334: Player_RestrictBuildOption: unable to restrict (hgn_pulsarturret1)
parameter: 0
stack traceback:
1: function `population' at line 157 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_resourcecollector)
parameter: 0
stack traceback:
1: function `population' at line 158 [string ""]
luaplayer 334: Player_RestrictBuildOption: unable to restrict (hgn_resourcecollector1)
parameter: 0
stack traceback:
1: function `population' at line 159 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_scout)
parameter: 0
stack traceback:
1: function `population' at line 169 [string ""]
luaplayer 334: Player_RestrictBuildOption: unable to restrict (hgn_scout1)
parameter: 0
----------------------------------------
1: function `ai' at line 314 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 316 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade2ai)
parameter: 0
stack traceback:
1: function `ai' at line 317 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade3ai)
parameter: 0
stack traceback:
1: function `ai' at line 318 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 319 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade2ai)
parameter: 0
stack traceback:
1: function `ai' at line 320 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade3ai)
parameter: 0
stack traceback:
1: function `ai' at line 321 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretMAXWEAPONDAMAGEUpgrade1ai)
parameter: 0
----------------------------------------
1: function `ai' at line 314 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 316 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade2ai)
parameter: 0
stack traceback:
1: function `ai' at line 317 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade3ai)
parameter: 0
stack traceback:
1: function `ai' at line 318 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 319 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade2ai)
parameter: 0
stack traceback:
1: function `ai' at line 320 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade3ai)
parameter: 0
stack traceback:
1: function `ai' at line 321 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretMAXWEAPONDAMAGEUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 322 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretMAXWEAPONDAMAGEUpgrade2ai)
parameter: 0
----------------------------------------
1: function `sobgroups' at line 254 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (lbombertech)
parameter: 0
stack traceback:
1: function `researchstation' at line 13 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (SensDisProbe)
parameter: 0
stack traceback:
1: function `researchstation' at line 14 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (CapitalRetire)
parameter: 0
stack traceback:
1: function `researchstation' at line 15 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (lbombertech)
parameter: 1
stack traceback:
1: function `researchstation' at line 13 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (SensDisProbe)
parameter: 1
stack traceback:
1: function `researchstation' at line 14 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (CapitalRetire)
parameter: 1
stack traceback:
1: function `researchstation' at line 15 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_gunturret)
parameter: 0
----------------------------------------
1: function `research' at line 10 [string ""]
luaplayer 126: Player_GrantResearchOption: unable to grant (instanttech1)
parameter: 0
stack traceback:
1: function `research' at line 12 [string ""]
luaplayer 126: Player_GrantResearchOption: unable to grant (instanttech)
parameter: 1
stack traceback:
1: function `research' at line 10 [string ""]
luaplayer 126: Player_GrantResearchOption: unable to grant (instanttech1)
parameter: 1
**********************************
3. The parade formation issue:
Tested your suggestion regarding the resource controller. I couldn't get much to happen with the mothership around so I loaded a save well into the game, scuttled:
Mothership
Shipyard
Leaving a carrier only.
Moved 1 controller & 1 collector 20km away and SHIFT-P...
1: function `research' at line 12 [string ""]
Ship Hgn_ResourceController has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID () 0x0064773D: getLibraryID () 0x00461BB5: GSLobbySessionDesc::operator= () 0x005982E1: getLibraryID () 0x00598E41: getLibraryID () 0x0049463B: GSLobbySessionDesc::operator= () 0x005AE71A: getLibraryID () 0x00491221: GSLobbySessionDesc::operator= ()
Talien
29th Aug 06, 11:09 AM
I'm also getting the Resource Controller Parade error:
stack traceback:
1: function `ai' at line 330 [string ""]
Ship Hgn_ResourceController has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID () 0x0064773D: getLibraryID () 0x00461BB5: GSLobbySessionDesc::operator= () 0x005982E1: getLibraryID () 0x00598E41: getLibraryID () 0x0049463B: GSLobbySessionDesc::operator= () 0x005AE71A: getLibraryID () 0x00491221: GSLobbySessionDesc::operator= ()
And I've been getting the Tangomine and population errors too just like DragonRR, I had a 34 MB HW2.log file after a 2 hour game yesterday and almost all of it was the same kind of population errors he got.
beghins
29th Aug 06, 11:35 AM
Thanks,
1. Tangomine - the error is something like "thruster/engine braketime cannot be higher than thruster/engine brake time" to get rid of this message I changed all tangomine file entries to that effect which got rid of the error logged...
Original:
NewShipType.thrusterAccelTime = 1
NewShipType.thrusterBrakeTime = 2
NewShipType.mainEngineAccelTime = 1
NewShipType.mainEngineBrakeTime = 2
NewShipType.rotationAccelTime = 1
NewShipType.rotationBrakeTime = 2
New:
NewShipType.thrusterAccelTime = 2
NewShipType.thrusterBrakeTime = 1
NewShipType.mainEngineAccelTime = 2
NewShipType.mainEngineBrakeTime = 1
NewShipType.rotationAccelTime = 2
NewShipType.rotationBrakeTime = 1
Just done in 5.1
2. Current errors. I can't copy & paste the whole file (20mb!) so below gives you an idea only of the current errors logged:
Note that the "Population" one takes up around 60% of the file.
luasobgroupactions 1721: SobGroup_FillShipsByType: could not find sobgroup (hgn_tulwar0)
parameter: hgn_tulwar0
----------------------------------------
1: function `sobgroups' at line 170 [string ""]
luaplayer 514: Player_IsAlive: unable to find player 4
parameter: 4
stack traceback:
1: function `sobgroups' at line 254 [string ""]
luasobgroupactions 1721: SobGroup_FillShipsByType: could not find sobgroup (hgn_tulwar1)
parameter: hgn_tulwar1
stack traceback:
1: function `sobgroups' at line 170 [string ""]
luaplayer 514: Player_IsAlive: unable to find player 4
parameter: 4
stack traceback:
1: function `sobgroups' at line 254 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_gunturret)
parameter: 0
Fixed, Sadly discovered that in 5.1 Tulwar Frigate has no Sobgroup definitions.
----------------------------------------
1
: function `population' at line 147 [string ""]
luaplayer 334: Player_RestrictBuildOption: unable to restrict (hgn_gunturret1)
parameter: 0
stack traceback:
1: function `population' at line 148 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_pulsarturret)
parameter: 0
stack traceback:
1: function `population' at line 156 [string ""]
luaplayer 334: Player_RestrictBuildOption: unable to restrict (hgn_pulsarturret1)
parameter: 0
stack traceback:
1: function `population' at line 157 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_resourcecollector)
parameter: 0
stack traceback:
1: function `population' at line 158 [string ""]
luaplayer 334: Player_RestrictBuildOption: unable to restrict (hgn_resourcecollector1)
parameter: 0
stack traceback:
1: function `population' at line 159 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_scout)
parameter: 0
stack traceback:
1: function `population' at line 169 [string ""]
luaplayer 334: Player_RestrictBuildOption: unable to restrict (hgn_scout1)
parameter: 0
Hard to do
----------------------------------------
1: function `ai' at line 314 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 316 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade2ai)
parameter: 0
stack traceback:
1: function `ai' at line 317 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade3ai)
parameter: 0
stack traceback:
1: function `ai' at line 318 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 319 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade2ai)
parameter: 0
stack traceback:
1: function `ai' at line 320 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade3ai)
parameter: 0
stack traceback:
1: function `ai' at line 321 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretMAXWEAPONDAMAGEUpgrade1ai)
parameter: 0
----------------------------------------
1: function `ai' at line 314 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 316 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade2ai)
parameter: 0
stack traceback:
1: function `ai' at line 317 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (GunTurretHealthUpgrade3ai)
parameter: 0
stack traceback:
1: function `ai' at line 318 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 319 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade2ai)
parameter: 0
stack traceback:
1: function `ai' at line 320 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretHealthUpgrade3ai)
parameter: 0
stack traceback:
1: function `ai' at line 321 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretMAXWEAPONDAMAGEUpgrade1ai)
parameter: 0
stack traceback:
1: function `ai' at line 322 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (PulsarTurretMAXWEAPONDAMAGEUpgrade2ai)
parameter: 0
Fixed
----------------------------------------
1: function `sobgroups' at line 254 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (lbombertech)
parameter: 0
stack traceback:
1: function `researchstation' at line 13 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (SensDisProbe)
parameter: 0
stack traceback:
1: function `researchstation' at line 14 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (CapitalRetire)
parameter: 0
stack traceback:
1: function `researchstation' at line 15 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (lbombertech)
parameter: 1
stack traceback:
1: function `researchstation' at line 13 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (SensDisProbe)
parameter: 1
stack traceback:
1: function `researchstation' at line 14 [string ""]
luaplayer 98: Player_UnrestrictResearchOption: unable to unrestrict (CapitalRetire)
parameter: 1
stack traceback:
1: function `researchstation' at line 15 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_gunturret)
parameter: 0
Fixed
----------------------------------------
1: function `research' at line 10 [string ""]
luaplayer 126: Player_GrantResearchOption: unable to grant (instanttech1)
parameter: 0
stack traceback:
1: function `research' at line 12 [string ""]
luaplayer 126: Player_GrantResearchOption: unable to grant (instanttech)
parameter: 1
stack traceback:
1: function `research' at line 10 [string ""]
luaplayer 126: Player_GrantResearchOption: unable to grant (instanttech1)
parameter: 1
Fixed
**********************************
3. The parade formation issue:
Tested your suggestion regarding the resource controller. I couldn't get much to happen with the mothership around so I loaded a save well into the game, scuttled:
Mothership
Shipyard
Leaving a carrier only.
Moved 1 controller & 1 collector 20km away and SHIFT-P...
1: function `research' at line 12 [string ""]
Ship Hgn_ResourceController has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID () 0x0064773D: getLibraryID () 0x00461BB5: GSLobbySessionDesc::operator= () 0x005982E1: getLibraryID () 0x00598E41: getLibraryID () 0x0049463B: GSLobbySessionDesc::operator= () 0x005AE71A: getLibraryID () 0x00491221: GSLobbySessionDesc::operator= ()
I don't have this error, but, I think, solution is to enable the line with "dummy_parade" in the hgn_resourcecontroller.ship taking out --
You can try and inform me
Juggernaughty
29th Aug 06, 11:41 AM
Concidering that everything I've seen on this mod is about how wonderful it is, but that there isn't enough Vaygr imporvements, I think that for 6.0 you should focus more on improving the Vaygr.
DragonRR
29th Aug 06, 12:35 PM
Beghins,
Putting the dummy_parade line back in appears to have resolved the issue!
The collector basically does nothing if no cap ships are available (I scuttled all cap ships after trying just the mothership and the shipyard as before). Does this mean that the "dummy_parade" line when inserted stops the controller from becoming a ship that collectors can parade from?
I am not ABSOLUTELY certain the issue is resolved 100% without more extensive testing but I think it is.
I don't understand why you wouldn't get this issue. I could understand the rapid sweeper issue since it may be graphics card related but this one seems to just be part of the game.... Odd..
----------------------------
Are you intending to release a 5.2 or are you just going to update 5.1?
----------------------------
DragonRR
29th Aug 06, 1:57 PM
Unfortunately I had the same crash again using the dummy_parade line. It happened this time as Snake mentioned - when an asteroid field was emptied.
I've sent you a save game just before the CTD happens.
Ship Hgn_ResourceController has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID () 0x0064773D: getLibraryID () 0x00461BB5: GSLobbySessionDesc::operator= () 0x005982E1: getLibraryID () 0x00598E41: getLibraryID () 0x0049463B: GSLobbySessionDesc::operator= () 0x005AE71A: getLibraryID () 0x00491221: GSLobbySessionDesc::operator= ()
Yorkie
29th Aug 06, 3:59 PM
Lo peeps ive not been able to play complex since 3.0 because it always crashes to destop when i build the engenieering mod.
system spces are -
Ath 3500+ cpu
1gig ram
Geforce 6800 ultra
heres the error log file if it helps . any help in this matter would be great.
TIA
Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 001b:00500992.
Error occurred at 8/29/2006 23:50:54.
Homeworld2.exe, run by Yorkie.
Microsoft Windows XP?.
1 processor(s), type 586.
1024 MBytes physical memory.
Read from location 00000074 caused an access violation.
MiniDump saved to file 'D:\Games\Strat\Homeworld2\Bin\Release\8-29-2006_23_50_54_MiniDump.dmp'
Registers:
EAX=00000000 CS=001b EIP=00500992 EFLGS=00010206
EBX=10c316b0 SS=0023 ESP=0012fd40 EBP=0012fd5c
ECX=109f5120 DS=0023 ESI=10c32040 FS=003b
EDX=0000000a ES=0023 EDI=109f411c GS=0000
Bytes at CS:EIP:
8b 78 74 83 ff ff 0f 95 c0 83 ff ff 88 46 0d 0f
Call Stack:
0x00500992: GSLobbySessionDesc::operator= ()
Stack dump:
Module list: names, addresses, sizes, time stamps and file times:
D:\Games\Strat\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00320000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
D:\Games\Strat\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00330000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
D:\Games\Strat\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00350000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
D:\Games\Strat\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00360000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
D:\Games\Strat\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00380000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
D:\Games\Strat\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003b0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
D:\Games\Strat\Homeworld2\Bin\Release\lua.dll, loaded at 0x003c0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
D:\Games\Strat\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x003e0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
D:\Games\Strat\Homeworld2\Bin\Release\util.dll, loaded at 0x003f0000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
D:\Games\Strat\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 527a5220 - file date is 12/23/2003 20:21:42
D:\Games\Strat\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00970000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
D:\Games\Strat\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00990000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
D:\Games\Strat\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00a00000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
D:\Games\Strat\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a20000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
D:\Games\Strat\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a30000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
D:\Games\Strat\Homeworld2\Bin\Release\console.dll, loaded at 0x00be0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
D:\Games\Strat\Homeworld2\Bin\Release\GL.dll, loaded at 0x025f0000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
D:\Games\Strat\Homeworld2\Bin\Release\seFDAudio.dll, loaded at 0x039f0000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20
C:\WINDOWS\system32\rsaenh.dll , loaded at 0x0ffd0000 - 152576 bytes - 40eb5d28 - file date is 8/4/2004 13:00:00
D:\Games\Strat\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x10000000 - 135168 bytes - 3fe0cf28 - file date is 12/17/2003 13:48:24
C:\WINDOWS\system32\xpsp2res.dll , loaded at 0x20000000 - 2897920 bytes - 411096b9 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 44b7b8db - file date is 7/14/2006 16:31:40
C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\ESENT.dll , loaded at 0x606b0000 - 1082368 bytes - 43581812 - file date is 10/20/2005 23:20:04
C:\WINDOWS\system32\dpnet.dll , loaded at 0x60da0000 - 375296 bytes - 411096c4 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\hnetcfg.dll , loaded at 0x662b0000 - 344064 bytes - 411096a0 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\nvoglnt.dll , loaded at 0x69500000 - 5419008 bytes - 4410c08b - file date is 3/9/2006 15:29:00
C:\WINDOWS\system32\dpnhupnp.dll , loaded at 0x6c6d0000 - 60928 bytes - 411096c6 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\dpnhpast.dll , loaded at 0x6c6f0000 - 35328 bytes - 411096c5 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\mswsock.dll , loaded at 0x71a50000 - 245248 bytes - 41109758 - file date is 8/4/2004 13:00:00
C:\WINDOWS\System32\wshtcpip.dll , loaded at 0x71a90000 - 19968 bytes - 411096fd - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\SAMLIB.dll , loaded at 0x71bf0000 - 64000 bytes - 411096ad - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 00:56:58
C:\WINDOWS\system32\WZCSAPI.DLL , loaded at 0x73030000 - 51712 bytes - 41109705 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\WINSTA.dll , loaded at 0x76360000 - 53760 bytes - 411096b8 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\netshell.dll , loaded at 0x76400000 - 1708032 bytes - 411096b5 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\ATL.DLL , loaded at 0x76b20000 - 58880 bytes - 411096c7 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\credui.dll , loaded at 0x76c00000 - 163840 bytes - 411096ba - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\WMI.dll , loaded at 0x76d30000 - 5632 bytes - 411096c3 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\MPRAPI.dll , loaded at 0x76d40000 - 87040 bytes - 411096bf - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\iphlpapi.dll , loaded at 0x76d60000 - 94720 bytes - 446dc13d - file date is 5/19/2006 13:59:42
C:\WINDOWS\system32\DHCPCSVC.DLL , loaded at 0x76d80000 - 111616 bytes - 446dc13d - file date is 5/19/2006 13:59:42
C:\WINDOWS\system32\adsldpc.dll , loaded at 0x76e10000 - 143360 bytes - 4110969d - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\rtutils.dll , loaded at 0x76e80000 - 44032 bytes - 411096b4 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\rasman.dll , loaded at 0x76e90000 - 61440 bytes - 411096ad - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\TAPI32.dll , loaded at 0x76eb0000 - 181760 bytes - 411096b6 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\rasapi32.dll , loaded at 0x76ee0000 - 236544 bytes - 411096a9 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 44a01b46 - file date is 6/26/2006 18:37:10
C:\WINDOWS\system32\WTSAPI32.dll , loaded at 0x76f50000 - 18432 bytes - 41109703 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 13:00:00
C:\WINDOWS\System32\winrnr.dll , loaded at 0x76fb0000 - 16896 bytes - 411096b3 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\rasadhlp.dll , loaded at 0x76fc0000 - 8192 bytes - 44a01b46 - file date is 6/26/2006 18:37:10
C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 498688 bytes - 42e5be90 - file date is 7/26/2005 05:39:44
C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 658944 bytes - 449bca5b - file date is 6/23/2006 12:02:52
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll, loaded at 0x773d0000 - 1050624 bytes - 4110968c - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/26/2005 05:39:48
C:\WINDOWS\system32\WZCSvc.DLL , loaded at 0x77620000 - 359936 bytes - 41109706 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\SETUPAPI.dll , loaded at 0x77920000 - 983552 bytes - 411096b0 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\Apphelp.dll , loaded at 0x77b40000 - 126976 bytes - 411096b4 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\ACTIVEDS.dll , loaded at 0x77cc0000 - 194048 bytes - 41109693 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\netman.dll , loaded at 0x77d00000 - 197632 bytes - 430a199a - file date is 8/22/2005 19:29:46
C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 42260159 - file date is 3/2/2005 19:09:30
C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 280064 bytes - 43b34feb - file date is 12/29/2005 03:54:36
C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 474112 bytes - 449bca5b - file date is 6/23/2006 12:02:52
C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 13:00:00
D:\Games\Strat\Homeworld2\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 18:08:58
C:\WINDOWS\system32\kernel32.dll , loaded at 0x7c800000 - 984064 bytes - 44ab9a84 - file date is 7/5/2006 11:55:02
C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 13:00:00
C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8453632 bytes - 44b64ba4 - file date is 7/13/2006 14:33:28
beghins
29th Aug 06, 6:05 PM
Ship Hgn_ResourceController has no parade formation! Make sure it has one. -- FATAL EXIT -- paradecommand/351:! --stack trace-- 0x006474DC: getLibraryID () 0x0064773D: getLibraryID () 0x00461BB5: GSLobbySessionDesc::operator= () 0x005982E1: getLibraryID () 0x00598E41: getLibraryID () 0x0049463B: GSLobbySessionDesc::operator= () 0x005AE71A: getLibraryID () 0x00491221: GSLobbySessionDesc::operator= ()
And this last one is fixed, your testing has benn great. DragonRR, I've loaded your saved game and tested with that... amazing to see your 7 Battlecruisers full upgraded, and 28 Collectors!
5.1 crash if you try to dock an empty Resource Collector into a Mobile Refinery, independently from other Cap Ships.
Are you intending to release a 5.2 or are you just going to update 5.1?
This bug is just fixed in the 5.2
Schakal
29th Aug 06, 11:50 PM
cool mod. but i think the vagyr need some more ships.
i dont know where i can build something to have more
crew...
and i think you should make another modell for the ion destroyer. the destroyer modell is boring, because of his two time use.
DragonRR
30th Aug 06, 1:16 AM
Beghins,
Pleased to be of assistance :)
I had a bit of trouble with the expert CPU player.. Decided an overwhelming force was needed :smash:
Yorkie:
Have you had the same system since v3.0?
Have you formatted since v3.0?
Have you tried completely removing HW2 & re-installing with the patch?
Are you running any graphics driver forced settings?
Have you tried running memtest86 on your system?
What motherboard is installed in your system?
FenrirStriker
30th Aug 06, 5:18 AM
I've been playing this mod for quite some time, and it's my favorite up untill now.
But since I've gotten the 5.0 version, I'm experiencing frequent framedrops (read : freezes) every few seconds. And the game shuts down after 1 hour of playtime.
And after I rebooted after installing 5.1, the freezes became more frequent and it shuts down after 30 minutes.
My system specs are :
Pentium 4 3.00Ghz
1 GB DDR PC 3200 RAM
GeForce FX 5700LE 256mb
formatting is not an option, to much data.
snake
30th Aug 06, 8:02 AM
nice, i'm happy to know that my suggestion helped you to fix the parade problem. I had no time yesterday evening to test it myself. I had, hum, how can i explain it, hum, better things to "manipulate" that my keyboard LOL
Juggernaughty
30th Aug 06, 8:56 AM
Wow snake. That's pretty gross. Thanks for sharing... NOT!
FenrirStriker
30th Aug 06, 8:58 AM
http://www.megaupload.com/?d=F2C1GJH0
here's my latest dump and errorlogs
Yorkie
30th Aug 06, 9:51 AM
Beghins,
Pleased to be of assistance :)
I had a bit of trouble with the expert CPU player.. Decided an overwhelming force was needed :smash:
Yorkie:
Have you had the same system since v3.0?
Have you formatted since v3.0?
Have you tried completely removing HW2 & re-installing with the patch?
Are you running any graphics driver forced settings?
Have you tried running memtest86 on your system?
What motherboard is installed in your system?
ive tried it with a clean system with the same prob at the same time.
ive have updated my system since 3.0 but again the same problem
ive uninstalled hw2 more times than softmick again with the same prob .
my gfx setting are at factory default setting atm, but still having the same problem.
my M/b is a NF4UK8AA
All drivers are upto date.
cheers for the help, as im at a loss ere :(
DragonRR
30th Aug 06, 9:53 AM
Yorkie,
Is there anything in your hardware common to both the original system and your updated one?
Yorkie
30th Aug 06, 10:10 AM
c/drw and dvd/rw are still old apart from that everything is new.. rite down to the case and tft monitor :)
I realy cant see it being a hardware problems because it crashes when the engineering mod is built. If i dont build it the game wont crash out .
I can even complete a game lasting over 4hrs with 6 cpus but of course i miss out on the big ships :(
DragonRR
30th Aug 06, 12:30 PM
Yorkie,
Well thats just weird. More questions:
Are you sure you installed complex correctly? Do you see complex 5.1 on the main screen? When you go to play against the CPU do you see Complex 5.1 in the drop down box?
Have you got any odd programs running, for example some AV software which you ran on your old system?
I can't see how you can have this huge coincidence with the same issue on two basically different systems without something being common to both of them. I can't imagine that your DVD or DVDRW could be causing the problem although I guess if I were you I would disconnect them just to make sure!
Have ANY other programs crashed on your PC with a blue screen or a reset?
Yorkie
30th Aug 06, 2:06 PM
Yorkie,
Well thats just weird. More questions:
Are you sure you installed complex correctly? Do you see complex 5.1 on the main screen? When you go to play against the CPU do you see Complex 5.1 in the drop down box?
Have you got any odd programs running, for example some AV software which you ran on your old system?
I can't see how you can have this huge coincidence with the same issue on two basically different systems without something being common to both of them. I can't imagine that your DVD or DVDRW could be causing the problem although I guess if I were you I would disconnect them just to make sure!
Have ANY other programs crashed on your PC with a blue screen or a reset?
yeah 5.1 is on the splash screen and 5.1 is on the drop down menu.
No ive even tried running HW without non-ess background progs with the same problem.
Ive even d/L complex 5.1 twice to see if it was the file at fault, but no joy there.
one time Oblivion crashed but that was a sound driver problem, no other game crashes.. which frustrates me even more .. :(
DragonRR
30th Aug 06, 2:24 PM
Yorkie,
I'm at a bit of a loss. If other people were complaining about the same issue it would be a mod/game system compatibility issue but I can't see anyone doing that.
You are probably going to say that it's a waste of time but if your PC came in for this problem (I work in IT support) we would run memtest86 from a boot disk for 8+ hours (ANY memory error means memory or CPU is bad), prime95 for a similar amount of time and finally something like 3D mark, again for 8+ hrs to prove the hardware is OK. It is unlikely that your hardware is faulty but when you've explored every other avenue......
Sorry I can't be of more help.
Yorkie
30th Aug 06, 2:31 PM
np fella, thanx for trying though .
I cant see it being a hardware prob myself as mysystem is stable for everything else, and complex runs fine if i dont build the eng mod :( ..
but looking on the bright side, im blooy good with DD`s and strike craft :)
DragonRR
30th Aug 06, 3:22 PM
LOL, yeh bet you are!
I agree, I really doubt it is hardware mainly because it's just too coincidental but I've seen a suprisingly large number of systems come and go that appear fine with just about everything... except one game or app that crashes, run memtest86.. one bit in 1gb ram faulty showing up after an 8hr run, replace ram.. sorted. I even have a system next to me that has Crucial Ballistix ram, fine with everything except Rise of Legends which CTD'd from time to time, faulty ram which showed up after one 5 minute run using memtest!
Coldfilth
30th Aug 06, 3:59 PM
HI all Love the Mod But i to have same prob a Yorkie Is u play 1v6 or 1v1 expert on radom so time after eng mod game will crash more now with 5.1 with 5.0 i could get to 2 3 hours 5.1 some time crash within 15 to 30 min now when i crash just goes to desk top How do i see errors ? (played one game lost night where i spawn camped 1v1 pc and all my colletors of my i i turned off game playeded for 4 hours never crashed had huge fleet 10 battelships full upgated and full fleet of other ship game played fine with no lag but 1v1 boring) Keep the good work up
O i have 1 more thing that i might ask for is there a way to edit the ship debris so it goes away after time think that help with lag alot when there killing allover
DJGspinNHitz
30th Aug 06, 4:57 PM
Okay this is my first post so I hope I haven't missed it somewhere. Is there a guide to all the new stuff in this MOD? I just found this sight and started playing HW2 again. My laptop wouldn't play it, but now I have my PC again and I have been looking around my old games and seeing what is out there. As a huge SC4 fan I figured someone had to be MODing other games besides SC4. So here I am. I have played 4 games now with this MOD and gotten wooped each time within 30 minutes. Of course maybe I should play on easy and not standard and not 4CPU vs Me and a CPU for just starting to play again. I used to clean up the board easily before but I don't know all the ins and outs of this MOD. Also is there a reason there is no sound when playing the MOD? Any help would be greatly appreciated.
GQ
beghins
31st Aug 06, 12:55 AM
This Week End stable 5.2 release available, I need to release it so speedly because a lot of your system crash are due to the Mobile Refinery parade bug, in any game phase, even when crash doesn't seem due to it. At this way is impossible have a full game.
May be there are other few bugs, I hope who of you has been so important and active for last tests, still continue with tests in these 1-2 days; it's very usefull have the HW2.log file with the line "FATAL EXIT".
Thanks, Beghins
DragonRR
31st Aug 06, 4:02 AM
Beghins,
OK will watch out for the release. Sooner the better!
Coldfilth,
The file you need is hw2.log in the same folder as the main executable file. Something like Homeworld2\release\bin\hw2.log
Make sure the file isn't set to read only. Run the game, wait for the crash then open the file up with notepad and look for FATAL EXIT. Copy the stuff immediately before that and post it here. The hw2.log file is reset each time you run the game.
If you can't see a FATAL EXIT look for the last error logged and copy & paste that.
Coldfilth
31st Aug 06, 4:29 AM
Sorry if this long or wronge thing looks like i got tons of this file if u like to see more this was 2 3 hour game before it crash
Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 001b:00439191.
Error occurred at 8/31/2006 04:19:24.
Homeworld2.exe, run by Dan.
Microsoft Windows XP?.
2 processor(s), type 586.
1023 MBytes physical memory.
Read from location 0000000c caused an access violation.
MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\8-31-2006_04_19_24_MiniDump.dmp'
Registers:
EAX=00000000 CS=001b EIP=00439191 EFLGS=00010246
EBX=00000008 SS=0023 ESP=0012f58c EBP=0012f5a8
ECX=0000001c DS=0023 ESI=291c79f8 FS=003b
EDX=00000000 ES=0023 EDI=10efd194 GS=0000
Bytes at CS:EIP:
3b 58 0c 0f 82 6e fd ff ff 8b b6 0c 03 00 00 d9
Call Stack:
0x00439191: GSLobbySessionDesc::operator= ()
0x00482C95: GSLobbySessionDesc::operator= ()
0x00598C9F: getLibraryID ()
0x0049463B: GSLobbySessionDesc::operator= ()
0x005AE71A: getLibraryID ()
0x00491221: GSLobbySessionDesc::operator= ()
Stack dump:
Exception encountered during stack dump.
Module list: names, addresses, sizes, time stamps and file times:
C:\Program Files\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00320000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
C:\Program Files\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00330000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00350000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00360000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00380000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003b0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003c0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
C:\Program Files\Sierra\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x003e0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
C:\Program Files\Sierra\Homeworld2\Bin\Release\util.dll, loaded at 0x003f0000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 3fe0d29b - file date is 12/17/2003 14:39:04
C:\Program Files\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00970000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00990000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00a00000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a20000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a30000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
C:\Program Files\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x00be0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
C:\WINDOWS\system32\CmdLineExt03.dll, loaded at 0x017c0000 - 43520 bytes - 3fcb7916 - file date is 8/31/2006 02:14:38
C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x027b0000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
C:\PROGRA~1\Sierra\HOMEWO~1\Bin\Release\seFDAudio.dll, loaded at 0x0d570000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20
C:\Program Files\Sierra\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x10000000 - 135168 bytes - 3fe0cf28 - file date is 12/17/2003 13:48:24
C:\Program Files\Logitech\SetPoint\lgscroll.dll, loaded at 0x10100000 - 44544 bytes - 44a4cf6c - file date is 6/30/2006 00:14:54
C:\Program Files\Logitech\SetPoint\GameHook.dll, loaded at 0x10d00000 - 57344 bytes - 44a4cf34 - file date is 6/30/2006 00:13:58
C:\WINDOWS\system32\xpsp2res.dll , loaded at 0x20000000 - 2897920 bytes - 411096b9 - file date is 8/4/2004 00:56:36
C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 44b7b8db - file date is 7/14/2006 08:31:40
C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\atioglxx.dll , loaded at 0x69000000 - 5136384 bytes - 44d11cee - file date is 8/2/2006 14:45:26
C:\WINDOWS\system32\SYNCOR11.DLL , loaded at 0x6bd00000 - 40820 bytes - 3b8d4187 - file date is 10/4/2001 16:50:08
C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\SAMLIB.dll , loaded at 0x71bf0000 - 64000 bytes - 411096ad - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/29/2002 05:00:00
C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 00:56:58
C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 00:56:42
C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 00:56:46
C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 00:56:46
C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 00:56:46
C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 44a01b46 - file date is 6/26/2006 10:37:10
C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 498688 bytes - 42e5be90 - file date is 7/25/2005 21:39:44
C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 664576 bytes - 449bcfaa - file date is 6/23/2006 04:25:32
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll, loaded at 0x773d0000 - 1050624 bytes - 4110968c - file date is 8/4/2004 00:57:00
C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/25/2005 21:39:48
C:\WINDOWS\system32\NTMARTA.DLL , loaded at 0x77690000 - 118784 bytes - 411096ce - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\SETUPAPI.DLL , loaded at 0x77920000 - 983552 bytes - 411096b0 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 42260159 - file date is 3/2/2005 11:09:30
C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 280064 bytes - 43b34feb - file date is 12/28/2005 19:54:36
C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 474112 bytes - 449bcfaa - file date is 6/23/2006 04:25:30
C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 00:56:44
C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.163_x-ww_681e29fb\MSVCR80.dll, loaded at 0x78130000 - 626688 bytes - 44849dd9 - file date is 6/5/2006 14:14:28
C:\Program Files\Sierra\Homeworld2\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 18:08:58
C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.163_x-ww_681e29fb\MSVCP80.dll, loaded at 0x7c420000 - 548864 bytes - 44849e81 - file date is 6/5/2006 14:14:28
C:\WINDOWS\system32\kernel32.dll , loaded at 0x7c800000 - 984064 bytes - 44ab9a84 - file date is 7/5/2006 03:55:02
C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 00:56:36
C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8453632 bytes - 44b64ba4 - file date is 7/13/2006 06:33:28
FenrirStriker
31st Aug 06, 4:53 AM
ok since I haven't had any answers about my previous post, I'll post it again.
As I stated earlier, this mod gives me extreme slowdowns every few seconds.
It almost doubles my game time, and that's kinda irritating.
I don't experience these slowdowns in any other mod or in the plain game.
The previous versions (without honorrank, research score etc) didn't give me these lag problems.
If you can find a way to cut or spread the calculations over a period of time, instead of doing them all at once, it might reduce this lag.
DragonRR
31st Aug 06, 6:12 AM
Coldfilth,
I think (but not certain) you've copied the mindump file. Look for hw2.log
Chakra
31st Aug 06, 6:21 AM
So ....anyone beat a vagyr AI on expert yet? I sure as hell can't. Don't see how its possible. By the time I've got some reasonable force to contend with, they have around 40 frigates crashing down on me. :yield:
..doesn't it seem a little unbalanced? The hiigaran have to spend 'a lot' of time and money on first building a research station, with 3 expensive levels, then a capital facility, 'then' a crew station, THEN a crew barracks, and all their research upgrades are to specific units only.... meanwhile vagyr can build a research station, upgrade entire classes, and be on their merry way.
I understand the concept of 'hiigaran start off bad but end good, and opposite for vagyr', but in practice its really ...stupid. :hmm:
FenrirStriker
31st Aug 06, 6:45 AM
Try to capture the megalith, build up resources, do your research, build Ion Platforms backed up by Gun Platforms.
Set them in a barrage infront of your perimeter. Not a single ship should be able to get through.
Chakra
31st Aug 06, 9:20 AM
Nice plan. Just tried that. By the time I got to being able to build 8 Ion Cannons, and having so much cash to spare that I could research them to 2/3 damage and armour... behold, 25 frigates come wipe them out.
Not amateur friendly I guess.
shadow51689
31st Aug 06, 9:35 AM
Just wanted to put in, that I've had 2 successful and completed games (both in which I lost lol, but meh), on multiplayer with a friend in 5.1.
I did notice the Resource controller crash, and I even figured out how to crash it when I wanted lol. Glad that's fixed.
Yeah, the Expert Vaygr CPU is quite insane. My first 5.1 game was Me and 1 Expert Vaygr vs a friend and 1 expert Hiigaaran.
Let's just say that I never managed to lay a finger on my opponent (other than destroying one wave of fighters from the Hiiggy). I even broke alliance with my CPU, and I only ended up getting owned too LOL.
I have beaten the Expert Vaygr in 4.3 and 5.0, though it wasn't easy. Just remember, as the Vaygr CPU is busy sending out wave after wave of frigates at everyone, they rarely defend their Flagship\Shipyard with more than a fraction of their forces. If you can get someone to distract them... Not to mention they will send Shipyard after Shipyard (or Carrier) to the same resource patch over and over again.
callumnoble
31st Aug 06, 11:52 AM
Does anybody now if this works for the SP campaign. thanks
ouch
31st Aug 06, 11:53 AM
yeah I know, if that's not bad enough vagyr frigates are "god like" compared to higy ones.
they do however have a weakness... they constantly rely on missiles. build gun platforms and upgrade them to anti-missile defense. if you have got the resources go ahead and build those shield frigates as well.
early on build nothing but pulse laser corvettes. when you get kadishi corvettes switch to building nothing but those. minelayers are good if you see you have some time between strikes. the ai is stupid enough to always come from the same direction. and they usually have thier fighters in a formation which puts a couple frigates ahead of the fighter groups.
the only capital ship usefull is the battlecruiser. once you have one of those with 2 ion beam turrets you win, cause thier even more overpowered than vagyr frigates.
the ion destroyer is not bad if you can get like 5 of them together with torpedo upgrades. but a group of pulse laser corvettes equallying the cost of a destroyer will last longer and cause more damage than one of them when outnumbered. (which you will be on expert... trust me... ;) )
oh, if your on a map with a monolith don't bother haveing anything more than 10 resourcers. capture the monolith and then put them in there as soon as you can. the ai doesn't understand the importance of those things and will not make desperate attempts to overthrow a force thier to get it. but they might send a small group to capture it (just because they can I guess...) so you will need a small force there. or just move the mother ship thier and make it your main base of operations. also if a monolith exists don't build any harvesting upgrades, it's just a waste of RU's.
another tactic that seldom works is to build a small "distraction group" of fighters or corvettes and nothing but capture frigates... but beware because they are higy frigates they will seem to explode before the vagyr fleet even looks at them... but keep in mind while the bad guys are being captured they don't fire much. so if you can build enough to capture the entire fleet at the same time you will disable most if not all of thier weapon capabilities, allowing your frigates to do thier job un-opposed. use your distraction force to eliminate any stray corvettes/fighters that might try to ruin everything.
Gotcha
31st Aug 06, 12:02 PM
Just build 8-10 fighters (playing Vaygr or Hiig, no difference -- although it's more easy to win when playing Vaygr, eventually, because of the über DD or BC) and wipe all your ennemy collectors early on. Best strategy ever. Win every time. The AI doesn't seem to know what to do. LOL
Coldfilth
31st Aug 06, 4:28 PM
As far as beat the expert AI i found 1v4 expert with them all teamed just buid carrirer with platform and buid PP till u can make ion ones then once u kill the 1 to 6 waves and u see dd and stuff u b fine to make anystye of army to wipe them (me i like 10 BC's) then i like making that new ship and hyper jumping them into mother ships but i found once 1 nuke mother ship and kill half the rc and platform AI turn to butter and u can kill them with about anyships, sorry about spelling
Chakra
1st Sep 06, 5:25 AM
nevermind the spelling, try to speak english ...... what?
Think i'll just go back to the old version anyhow.
Osenefous
1st Sep 06, 10:35 AM
Me and a friend were playing us verse two hiigarans an two vaygr (vaygr expert hiigaran hard). We went after the vaygr resource patches early. One managed to rebuild and keep going but the other got wiped out by one of the hiigarans. So Gotcha is right, just strike earlier and keep striking at there resources and they eventually turn into a vegetable. Oh and i noticed after continually hitting an ai that he started going on the defensive more than the offensive, he would build more platforms and keep his fighters at home more often. Slaughtering his workers also gives you nice honour.
Juggernaughty
1st Sep 06, 12:38 PM
Hey Chakra, want that translated? He we go.
"As far as beat the expert AI i found 1v4 expert with them all teamed just buid carrirer with platform and buid PP till u can make ion ones then once u kill the 1 to 6 waves and u see dd and stuff u b fine to make anystye of army to wipe them (me i like 10 BC's) then i like making that new ship and hyper jumping them into mother ships but i found once 1 nuke mother ship and kill half the rc and platform AI turn to butter and u can kill them with about anyships, sorry about spelling"
Translation:
"As far as beating the extpert computer goes, I find that mev4 expert AI all teamed against me, just build a platform module on a carrier and build as many pulsar platforms as you can, just until you can build ion platforms. Then after you kill the 1 to 6 waves from the enemies, and you see dd's, feel free to build whatever kind of army you want to wipe them out. (He says he likes to use 10 Battlecruisers.) Then I like to use the Juggernaut (The new ship) to hyperspace into their main base of operations to blow up their mothership and it turns pretty much anything around there to butter and then you can use pretty much anything you want to finish them off. And sorry about my spelling."
There. And why play the old version? Can't HANDLE the Complexity of it all!?
grandpa
1st Sep 06, 3:44 PM
I follow the directions I put things where they are supposed to go but it does not work. I get A message that the game does not recognize the shortcut Icon and gives me an error messege to direct me to a web site about security
what am I doing wrong I have complex 5.1?
and I play HW2 all the time on my machine.
DJGspinNHitz
1st Sep 06, 4:14 PM
grandpa
I had the same problem, the - mod complex52.big goes after the quotes and it should work.
Now question for everyone else:
what is parade? I am sorry if this is stupid, but I am just returning to this game after more than a year.
Juggernaut: why is this a suicide ship? I would expect that of the Vag. not the Hig..
Chakra
1st Sep 06, 5:02 PM
The complexity is fine Juggernaughty, but hiigaran vs vagyr AI on expert is just bafflingly impossible. I used to walk over 5 of them vs me at a time in the pre-5.0 version.... now on this I can't even dent one of them.
I just played a game, somehow fending off their mass-corvette attacks long enough to build 25 missile frigates accompanied by flaks, bombers, etc.. few minutes later, they walk in with no less than 80 heavy missile frigates (i counted while waiting for the mothership to blow) and steam through everything. Where'd that come from?
Hats off to anyone who can beat them, 'cos I sure as hell can't.
Vagyr vs Hiigaran AI though ...walk in the park.
Juggernaughty
1st Sep 06, 10:56 PM
Ahh, I see. Well, keep at it, maybe you'll devise a good strategy for getting around their attacks. I for one am partial to using strike craft and picking at their weak points while staying on the defensive until I've got a good capital ship group for attacking built up. Use intercepters for taking out their resourcing operations, bombers to take out misc. carriers floating around and also kill lots of subsystems on the larger ships, and everything else focus on defending.
Although, I haven't played HW2 in a loong time and am talking about what I did back when I did play. Damn, I can't wait till I get a new computer so I can play again...
And also, I agree with Grandpa, suicide capital ship seems kind of harsh for the Hiigarans. Maybe keep the model and just add lots of defensive weaponry to it and make it more of a slow defensive ship for keeping at home while your faster ships go out and about. Probably like a large array of long range anti missile/strike craft gunnery, a defense field (Maybe), a large missile bay, both cap missiles and clusters, and some ion cannons maybe. Then of course make it REALLY slow with lots of armor. Then give it a large crew requirement and make it real expensive so that it's not easily expendible. Hence, the Juggernaut: Uber defensive God, like the Hiigarans tend to lean towards. And then make a custom model for the Vaygr and make THAT one a kamikazee death whore.
Yargnit
2nd Sep 06, 12:26 AM
/agreed
The Juggernaut is kind of wasted in current form, not to mention the 70k RU cost to fully research it's explosive upgrades... (2x 5,000 lvl1 + 2x 10,000 lvl2, +2x 20,000 lvl3 = 70,000) If you're deadset on keeping it a suicide ship, then I'd do two things. 1, cut those #'s in half across all 3 tech lvls, and 2, make it so if you order it to attack, it will blow when within optimum range automatically (like the missiles you can build from the mothership) having to wait for the enemy to destroy it or scuttle it makes it a big hastle to use.
But I'd really like to see it turn into this massive behemoth tank type vessel. At least as much HP as the mothership across all tech lvls + defencive field and more firepower than a battlecrusier. Then give it shipyard like speed. Make it something you either leave at home to deffend again Battlecrusier strike fleets, or something you hyperspace into the middle of the enemy's fleet and watch it tear em to shreds (but with weapons not by blowing up) I'd love to see it have similar weaponry to a fully completed BC plus give it something like a suped-up mega ion cannon designed specifically to tear through capital ships. (maily battlecrusiers, shipyards, and the mothership)
Predator...
2nd Sep 06, 3:10 AM
i would like to see the juggernaught launching nuclear missles - slow moving missles - like the cruise missle, will some armour but not a lot, so that it can be safely destroyed by the enemy if they see it in time. and possibly give the juggernaught a module slot or 2. also adding a detonate now button, so if the missle gets close enough then it goes bang, before the enemy can destroy it.
On a second note, why do the battle cruisers with ion batteries turn around so that the enemy is behind them - thus making the ion battery useless?
Lastly, is it possible to make things like starting resources higher or maybe add some of the original HW1 options like resource injections etc. like the classic rebalance mod.
DragonRR
2nd Sep 06, 1:20 PM
Beghins,
Played for a long time, mined out a couple of asteroid fields, built most ships, researched most of tech tree.
NO CTDs!!!!
Can't be absolutely sure everything is fixed of course.
:)
Well done!
FYI the log was 35mb at the end, was full of this sort of thing:
1: function `population' at line 310 [string ""]
luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_shipyard)
parameter: 0
You mentioned it would be difficult to fix and it doesn't seem to cause any issues.
I would tend to agree with other peeps comments regarding the Juggernaught... It's not a great deal of use really especially given the massive cost of producing a fully upgraded one.
The trade containers work well imo ;)
Chakra,
Played Hig against expert Vagyr CPU.
Difficult to beat but once you get over the first few waves its too easy. I do cheat a little by using save games tho. ;)
My main tips would be grab as much resources as possible, dock fighters between waves. Don't attack early use your mothership to help your ships even if it means losing a subsystem. I tend to use "buffers" so for example I let the crew ship get damaged & pull it out of the way before it gets destroyed, albeit rather slowly :)
Yargnit
2nd Sep 06, 2:01 PM
Question on the trade containers I haven't yet figured out. Are they only of a yes/no type benefit, or does their benefit grow with #'s? (IE will building a large # of them multiply the effect?) I've only treid with 1-2 so far, and couldn't be sure.
Edit: Deffinatly agree with the starting resource/more stating options thing. I like playing as Hig, so I play against the Vag AI, and it is either too hard in the early game, or too easy later on. I'd like to see some more advanced resource options to get through the early stages so I can play a harder AI late game.
Also, can we get AI support for the rest of the maps possibly? Friend and I like to team up vs 2 AI's, but we're kind of map-limited due to this.
shadow51689
2nd Sep 06, 2:51 PM
Definitely. You have to attack Vaygr CPU's weak points early on, such as their resource collectors. If you can kill atleast the majority of them, they'll go into a like defensive state, where they build platforms, and slowly rebuild their workers. Then they'll start rebuilding their fleet... Meanwhile, you can send raiding parties in to destroy their fighters and possibly platforms if you've advanced enough. During this time you can build up your forces (I generally start building my frigate fleet near the end of my Lieutenant rank, and finish once I'm a Captain)
As Hiigaaran vs Expert Vaygr, your Mothership is your primary line of defense. Be sure to research MS improved defense early on, and build that defense field subsystem! Leave a Carrier or something in place of your Mothership (Manufacturing Module so it can spam out those frigates).
When engaging a wave from the Vaygr, make sure your carrier or other production ships are far behind (they'll usually ignore your MS and go straight for a Carrier or something). Make sure to bring your Mothership to the front, and have your fleet riiight behind her. Turn on your defense field as soon as the first shots hit, and then send in your fleet to wipe them out. If you have enough fighters\corvettes, you can send them in from the side to also outflank them. Rinse and repeat until you've worked your way to their base, (hopefully by now with the heavy Ion Cannon).
Anyway that strategy works for me...
DragonRR
2nd Sep 06, 5:25 PM
The late game AI on expert and presumably easy and hard is really poor. Even when you give it a chance it just sends (relatively) small waves of ships at you. In the last game, after letting it do this for awhile I got bored and sent in 5 Hig battlecruisers to find ONE Vagyr battlecruiser (it was the first I'd seen and I'd done something like 90% of the research tree) and 3 or 4 destroyers. I assume there's a setting somewhere that can be altered so that it holds back more before sending a wave. The waves in the early game are basically the same waves you see later.
DJGspinNHitz
2nd Sep 06, 5:53 PM
I was wondering why there is no sound in the game when using this MOD. I do agree the MOD needs some tweaking to balance it a little more. My thouht are that the Hig should be able to collect resources faster and research faster, while the Vagyr should be able build quicker but since they steal most tech thier research should be slower and because they move so much utilizing what others have done collecting resources should be slower for them too. Just a thought.
As for the Juggernaut may this could become a slow moving heavy carrier or another form of cruiser or maybe a battleship, or give it to the Vagyr and create something new for the higs.
GQ
Osenefous
3rd Sep 06, 12:20 PM
I dont know how you researched 90% of the tech tree (were you hiigaran or vaygr edit: nvm dumb question) ? Especially against an expert ai and you saw no battlecruisers that far in. I was playing against an easy ai today, for screenshots mostly, and i had to fend of 4 battlecuiser attacks and porbably 8 destoryer attacks. I used four juggernaughts to decimate his flagship and its defenses (fully upgraded juugies), but he still had 4 shipyards and 6 carriers that i had to kill in order to defeat him. Byt he end of killing him i had 750 honour and had researched 46%!!!!!!! of the tree, pretty much constant researching. Total resources earned was over 1 million. So umm... i wish i had your ai lol.
As for juggernauight research being expensive, it isnt that bad, by the time i am using them and really want that extra power and range i can afford it. Besides it should be expensive for the ammount of power you get out of it, my god it was birhgt when they went off, my entire screen turned white.
Something a little wierd i noticed when i was playing, at one point i had around 180k resources and my ru trade was at -609 or so, what would have caused that, i did have a rather large number of trader containers but i dont think that caused it.
beghins
3rd Sep 06, 3:07 PM
Ciao,
Complex 5.2 has been released and it seems there are no more problems about crashes, lag, and so on, let me know if it's correct.
Complex 5 series galleries (action and game) also are completed, take a look at the web site!
We still are searching for someone that can write an English manual explaning main features of Complex series, it should be composed of 5-6 pages/sections and consultable by the Complex web site.
Also we're searching for, but this is more hard, someone that can give to the Complex series' fan a kind of on-line gaming, like a simple game room...
FenrirStriker
3rd Sep 06, 3:11 PM
still have lag here, though its a little bit less.... but it's still significant and noticeable.
DJGspinNHitz
3rd Sep 06, 6:11 PM
I still have some lag but it is not real bad. No crashes
Can anyone possibly answer why there is no sound when I play using the MOD?
thanks
GQ
just had a CTD. a pack of multilance corvettes destroyed one of my probes.
DOCa Cola
4th Sep 06, 6:23 AM
Great mod, love it...but i just had a CTD in a versus CPU game.
I don't know if it is of any help, but i have a savegame about 2 minutes before the CTD. I've loaded the savegame several times, but even if i just do nothing it still crashes.
Two days ago we had a like 6h game which ran without problems with 4 human players and 2 AIs so i am VERY surprised problems occour when i do play a 1on1 versus the CPU ;)
Anyway, if anyone has an idea how to circumvent the CTD just tell me then... i really like to continue that game ;)
If any other files (logfiles) are needed, just tell me ;)
Here is the savegame
borgcore.de/outerspace/docaversusexpertki.rar
(i hate the url prevention filter)
Thx, DOCa Cola
Gotcha
4th Sep 06, 11:02 AM
OK, I've finished quite a few more games, so maybe I can talk a bit more about the new version of the Mod.
The Juggernaught is the solution to Hiigaran Motherships with a defense field and lotsa platforms (I never bother to build platforms but AI seems to love that stuff). However, due to the new building and research cost, I usually use cheaper units to win.
Sure, the new features are great, but I would like to see the costs reduced. Research has become more expensive too, and you must set the resource multiplier to high unless you want the game to last for hours and hours and hours...
Beghins, I would suggest several tweaks and additions:
- Make research more affordable. 450 points for Engineering... Many options are great (they're what makes Complex kinda unique), but having to wait for ever just to get Khopesh corvettes or Tulwar frigates just spoils the fun IMHO.
- Create some kind of technology spying/stealing. I mean, make the Spy unit a real spy, if this can be added to the game mechanics. Like, you steal (Marine, Infiltrator Frig) a unit and get the technolgy for a price (reduced Research cost) or study an opponent's tech tree then get one invention for a reduced price...
- Create a new model for the Hiig BC. I hate it when it turns its back to a big ship (and I don't like the design so much).
- Create new Destroyers, or new Destroyer-like units (both sides, Hiigaran and Vaygr).
- Do something for the Vaygr. They need to feel the love of modders too. :Puppy:
Chakra
4th Sep 06, 11:35 AM
Yeah, I reckon the first step towards better balancing is reducing the cost of all research for the hiigarans. It's far too steep in comparison; theres more to research and its more expensive, even just to research (or be able to research) the most basic of needs.
Incidently I beat the Vagyr AI with Higgys last night. Just ran in there with a constant stream of flaks with bombers from the very beginning. It works, but doesn't make the most thrilling of games. Rather that than letting the bastards win though :|
beghins
4th Sep 06, 2:42 PM
Ciao,
I know it sounds curious but I need the Complex version 2.0, because I want give it for download, and I have lost it, someone of you still have that version?
Thanks.
DJGspinNHitz
5th Sep 06, 6:37 AM
I was thinking maybe a space station for the Hig would be cool.
GQ
Juggernaughty
5th Sep 06, 10:10 AM
Space stations would be awesome for both sides. Maybe Make it to where once you hyperspace it in, it can't be moved save for via hyperspacing it. Let it have lots of module slots, and some at least decent defences, and some resource drop offs including for debris, and also lots of docking ports for strike craft. And what else would be cool is if you could make a frigate and capital craft docking path so that they could sort of dock next to it and get repairs. But don't make it build capable, they should be more of a position fortifier, not a different kind of production ship. That's why they shouldn't be mobile, and have lots of cool abilities. Such as repairing frigates and capital craft. :-D That would be SO cool.
And another idea, for repairing frigates and capital craft, maybe when they dock next to the station, it releases some short range repair drones for effect. And possibly, if not that, make repair drones as a new ship, instead of having to sacrifice your harvesters' precious time to repair your ships. Or maybe even a repair frigate? Kinda like what was in the first HW, but without a repair beam, it kinda docks with the ships like the harvesters do? Support frigates would be awesome in HW2.
And also, when you select the build button for the Space Station, it brings up a movement kind of interface so you can select where on the map you want it to be hyperspaced in to maybe.
Ragnarokx
5th Sep 06, 1:15 PM
Downloading atm.
Hm is it just me or is the the latest version QUITE slow, gameplay-wise ? Even with 7 harvesters and 5000 start credits i almost feel asleep after watching for 10 minutes without any progress at all lol.
I totally agree with Gotcha and Juggernaughty. The mod is amazing but it could use a few tweaks and possibly some additions. Yes a station would be an absolutely wounderous addition.
Ragnarokx,
It is painstakingly slow at the beginning but once it picks up man does it pick up.
Yorkie
5th Sep 06, 5:05 PM
ere ere now that sounds tastey :)
DJGspinNHitz
5th Sep 06, 6:40 PM
I had a CTD today, sorry forgot to save the log, seems to be something with the expert AI vagyr. I played HIg with 2 hig AI against 3 Vagyr AI and suffered a crash, play with 1 AI Hig against 4 AI standard so far no problems, every game with a Expert AI Vagyer has CTD. I'll try to remember to save the log next time, but at least others can look out for it too.
DJGspinNHitz
6th Sep 06, 1:20 PM
Played a complete game researched about 50% of the upgrades. No CTD, however I noticed that the Vagyr AI made no BattleCruisers, they attacked mainly with Bombers and Destroyers. I also noticed that the AI Vagyer had huge amounts of RU 50,000-70,000 to my 0 and the Hig's 200, why is this? Are they not researching or building only cheap bombers and fighters? Tweaks needed IMO are speeding up research and build times. Suggestion is changing the research ship concept into areas, like weapons research, defensive research, drive research, harvesting research, special weapons research (shields/cloaking), repair/sensor research modules, instead on research, science, engineering modules. Just thoughts, love the mod though thank you for all your work!
GQ
i think the slow research is so u have to choose ur techs more carefully and give u time to play around at each stage of the game. as opposed having a carzy fast rush up the tech tree where half ur attacking force is obsolete by the time it reaches the enemy. i think the stations is a great idea. it might be a good idea to give them a little mobility, like around 5 or so, just so when it hypes in u can tweak the position a bit. there should be small and large versions too, small ones for outposts and larger ones to defend more imporatant targets. maybe even one thats like a repair yard and can service an entire fleet.
Juggernaughty
6th Sep 06, 6:46 PM
Repair yard...service entire fleet....it almost sounds sexual...
DJGspinNHitz
6th Sep 06, 7:39 PM
Shuttle Utility class ship what does it do?
Juggernaughty
6th Sep 06, 10:54 PM
The shuttle is a strike craft support ship. According to Behgins' description, it has high speed and armor ratings, and a large docking bay. That's it. If you can't figure it out from that information, well you're pretty much screwed... Sorry.
Apparently it can't be used due to no docking path but that was supposed to be fixed already?
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