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beghins
20th Sep 04, 8:18 AM
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www.Homeworld2Complex.com (http://www.Homeworld2Complex.com)
http://complex.mastertopforum.com

Complex 8.4.3 available
Release date: 14 April 2013
Compatibility: Windows, Macintosh, Homeworld 2 v1.1

http://www.homeworld2complex.com/images/H2CModdbNorelease1024x768.jpg

---

Sling848
20th Sep 04, 8:38 AM
how did you manage to finnish the mod when the game hasnt even been released?

beghins
20th Sep 04, 8:49 AM
? My mod is for Homeworld 2... is this the right place?
I only need a hosting of 15 MByte for give it for downloading, thanks

SvK
20th Sep 04, 9:24 AM
This is the HW2 forum for completed mods, so you are in the right place.

Loki
21st Sep 04, 1:57 PM
hmm,

Eagle114th
21st Sep 04, 2:23 PM
If you dont mind, can you please tell us what your mod is about, along with screen shots? I am very auxious and looking foward to try your mod out! Can't wait!

:)

Eagle out...

Archanon
21st Sep 04, 2:24 PM
15 MB isnt much for a mod with new ships.... hod files can be pretty large...

Berrik
22nd Sep 04, 3:37 AM
His new ships may be using existing ship graphics with new stuff glued onto them like the PDS crew does.

Medivh
22nd Sep 04, 10:11 AM
that still dont answer the question, What changes are there, shiplist and so on...

BaalRoG
24th Sep 04, 9:13 AM
I can host it for you, if you like!
www.haeggalaxy.com

Give me a logo of your mod and i will implement it into the page and create a forum area for it.
And if you like you will get a teamname as a leader to work on it -> Team SciFi20XX Delta...

Team Alpha works on Prophecy for Haegemonia at the moment!
Team Beta works on X-Treme for Nexus at the moment!
Team Gamma works on Fleet Command for Haegemonia together with Project90...

Another Team works on Shock and Awe for CnC, but that isnt sure at the moment!


So, if you like...
But please give me a short info about your mod and what it does.
And surely we have high quality demands for our mods...so i would like to see it first with some other members, if you are interested.

If so, please register on the page and pm me or write me a message (icq -> 86385437)

We are a growing scifi and mod community and want to expand.
Our goals are to make wonderful mods for scifi games ;)

Ragnarokx
25th Sep 04, 12:35 PM
Im interested in info about this mod, too :)

Avatar Terminus
26th Sep 04, 9:53 AM
Wow... this sounds...

...complex?

Archanon
26th Sep 04, 10:34 AM
@berrik... Well... you'll have to include the hod then also, so that's no argument...

I think this is just a lot of BS.....

beghins
28th Sep 04, 4:12 AM
OK,

Thanks BaalRoG, I'm going to contact you.
"Hiigaran Complex" is ready and will be downloadable from www.haeggalaxy.com over the next 2-3 days.

Only I've another task to do... I need the Pipakin,s Hardpoint Editor because I can't download it from server, I think it's off-line; someone can send it to me via mail? beghins@interfree.it

About description, English is not my first language, so I need too much time in writing, I'm sure that someone of you will be glad to make description of new features, ships, ecc. once played "Hiigaran Complex".

Thanks very much, Beghins.

BaalRoG
6th Oct 04, 10:29 AM
So didnt you reach me?

gthompsn
8th Oct 04, 5:56 PM
@ beghins : your English is pretty decent considering it is not your native language. One of the things I really like about the HW modding community is that people from all over are contributing to it.

basher
15th Oct 04, 3:29 AM
where can i get this mod

beghins
15th Oct 04, 8:19 AM
Ciao,

Complex 1.0 is ready, I've sent the file yesterday to BaalRoG, I think he's uploading Complex 1.0 on www.haeggalaxy.com right now.
A new post will follow this one once the mod will be uploaded.

BaalRoG
16th Oct 04, 5:26 PM
Its ready to be downloaded ;)

beghins
17th Oct 04, 7:56 AM
Complex 1.0 available for download (http://www.haeggalaxy.com/haeggalaxy/modules.php?name=Downloads&d_op=getit&lid=16).
Thanks to www.haeggalaxy.com (http://www.haeggalaxy.com/) for support.

Mithias
17th Oct 04, 1:00 PM
You still havent said what this mod does and theres no description on the site either.

beghins
17th Oct 04, 1:21 PM
Sorry, a description will follow over the next days.

DatonKallandor
17th Oct 04, 1:37 PM
I tried it, its very good. If you can expand the changes to the vaygr it will be one of the top 3 mods.

Only problem is on some of the new maps there are not enough rescources.




Daton

beghins
17th Oct 04, 1:43 PM
A new version is nearly ready, and it include Vaygr too.
A bug: in this version the map "Final Core" and "Vail Of Fire" shouldn't be included, only in those ones the resource are not enough, don't play them!

DatonKallandor
17th Oct 04, 2:33 PM
Great to hear Vaygr are thought of too.

Great also that I tried 2 maps and it was Final Core and Veil of Fire




Daton

beghins
18th Oct 04, 5:37 AM
Complex 1.0 available for download (http://www.haeggalaxy.com/haeggalaxy/modules.php?name=Downloads&d_op=getit&lid=16).
Thanks to www.haeggalaxy.com (http://www.haeggalaxy.com/) for support.


A short description of Complex 1.0
Complex is a mod for Homeworld 2 designed for players that like having long, tachtical and complex game matches; it's recommended only for H2 professional gamers, not for who's searching quick deathmatch.
Complex tries to expand all features (research, technologies, abilities, weapons, subsystems, unit characteristics and physics) of the original game without change its game structure.
Complex includes all the features I liked from the H2 community.
Complex rebalances H2, changing costs, time/mode of building and research, introducing new technologies.
Complex introduces new researchs, trying to exploit the H2 script engine to the maximum:
-Weapon damage;
-Weapon aim;
-Drive;
-Cloak strenght, detect and time;
-Repair;
-Shield power, regeneration and time;
-Sensor power, distortion.
Complex includes new units (ships, missiles):
-Intruder;
-Spy;
-XBomber;
-Multigun Corvette;
-Sniper Frigate;
-Shuttle;
-Viper Missile.
Complex includes new subsystems (modules, weapons):
-Harvest Control Module;
-Drive System;
-Advanced Defense System;
-Advanced Repair Module;
-Anti-Radiation Module;
-Plasma Bombs;
-Kinetik Cannon.
Complex includes new multiplayer maps with random generation of scenario.
Complex introduces new gameplay improvements:
-Bounties (grants RU after killing an enemy unit);
-Mining Bases (grants RU after capturing a mining base);
-Selectable Starting Fleet (allows to start with different fleet: small, normal, large, huge);
-Random music;
-Weapon effects, unit characteristics and physics rebalancing.
Complex has been tested for very much time during multiplayer matches; what has been ascertained: the medium time of a match is 2 hours; the medium percentual of research is 60%. This means that the player can choose various development lines (speed, technologies, weapons, ecc.).
Comples has been developed for Internet/LAN gaming only; AI doesn't work, I advice to play against AI (player VS CPU) only for testing and trainig.
Complex actually works only for the Hiigaran race, Vaygr race will be implemented depending of the diffusion of the mod.

Guilmaee
18th Oct 04, 10:33 AM
I cant get this mod work. I can select Complex options but i dont find any new units or subsystems.

Sorry my bad spelling.

beghins
18th Oct 04, 10:46 AM
Can you select Complex into game (multiplayer or player VS CPU)?
You should be able to view all, but you have to select Hiigaran race too, remember that Complex 1.0 works only for Hiigaran, Vaygr actually is in progress.
If you have any other mod installed you have to remove it.

Ciao...

Guilmaee
18th Oct 04, 10:48 AM
No help need anymore. Forgot "-overridebigfile".

Sorry DP

BaalRoG
18th Oct 04, 3:21 PM
This mod is great! Thank you that i can host it ;)

Many things could be expanded to make it even more fantastic!
Did you ask some modekllers to use their modells to integrate more units?

Ride
18th Oct 04, 11:14 PM
:meh: What!! No Vaygr enhancements! :smash:

Filthy Hiigaran whores!!! :cranky:

--Ride

beghins
19th Oct 04, 4:45 AM
Complex 1.1 is available for download, see the first post of this thread for details.
I apologize with who has a slow connection and has to download Complex two times in two days but I've discovered some critical bugs and I've fixed them.
I'm sure that the new version will be Complex 2.0 and will go out the next week; it will include full support for Vaygr.

Thanks, Beghins, ciao...

beghins
19th Oct 04, 5:50 AM
This mod is great! Thank you that i can host it

Many things could be expanded to make it even more fantastic!
Did you ask some modekllers to use their modells to integrate more units?

Thanks,
really I'm searching for 3D artists that want to cooperate in Complex.
If someone has time to spend in building units, let me know!
These are the improvements I would like to include at the moment:
One big cannon for Mothership (subsystem, like Cataclysm);
Weapon subsystems, still for Mothership (in this case it should be sufficient change the scale to ion, kinetik and plasma bombs just used for Battlecruiser);
Also a big Bomb Vassel (like Juggernaught in DR2, remember?), but this one is too complex and I think it require too much time.

Let me know if someone want join this job, ciao...

BaalRoG
19th Oct 04, 2:27 PM
New version is up! 1.1a ready for download!

The Monkey
20th Oct 04, 6:49 PM
I love your mod man. Gald someone thought about this! :bandit:

bobafett
24th Oct 04, 6:01 AM
hey baalrog i am logged in your site but i can't download complex mod or watch the newsletter, the Members List, Statistics, Journal, Top 10, Top Users, Project Summary
:cry:
can you help me

BaalRoG
25th Oct 04, 2:54 AM
hmm, which browser do you use?
are you logged in as bobafett and have you got the email to authentificate yourself?

voidster
25th Oct 04, 1:40 PM
Ill give this mod a shot. What the heck :)

voidster
25th Oct 04, 3:16 PM
Ok 1st impressions. Needs MAJOR work. Just going against a standard AI (vagar) and I as HG, they came in swarming around before i had a chance to really respond. It took WAY too long to build up enough resources and ships to counter attack. Resources are EXTREMELY low for something that is supposed to add to game time. If you fellas intend the resources to stay this low you must change the cost of subsystems, ships and research. Either that or just bump up the resource amounts (i mean seesh the type 4 asteroid is only 1600 :blah: )

good points though, is that many of the research technologies are well thought out, and make quite a bit of sense. (for instance the armor add on research for subsystems and the harvest improvement features)

Definately a good start, but needs a lot of TLC. Im sure once you get the Vagar side completed and update a few odds and ends this mod will be a lot more popular.

beghins
25th Oct 04, 5:06 PM
Voidster,

thanks for your analysis. All that you said will be arranged in Complex 2.0, I think it will go out over the next 3-4 days; it will support Vaygr side, and AI too (actually AI is not implemented, is that the reason "you had no chance to respond" :)
Complex 1.0/1.1 has been tested and created only for Hiigaran VS Hiigaran without CPU, and that's the way to play version 1.1
But, sorry, resource harvesting still will be slow, because that's the philosophy of Complex.


i mean seesh the type 4 asteroid is only 1600
Really I've not understood, resources are very large in Complex (have you set resource cap to high/very high?), may be you've found a bug...

Ciao, Beghins

Snuff
26th Oct 04, 7:08 AM
You realize that we have to become members of www.haeggalaxy.com in order to download this mod, don't you?

Mr. Pete
26th Oct 04, 9:11 AM
spiderweb marketing :)

voidster
26th Oct 04, 3:01 PM
beghins

Tried it again, This time i focused a bit more on that Anti-cap ship missile. Wow that made short work outta the opponents. :evilnod:
I didnt see very high listed under the resource option, ill check it again.

Looking foreward to the update fellas,
void

beghins
26th Oct 04, 3:11 PM
Ciao,

voidster,

I didnt see very high listed under the resource option, ill check it again.
In multiplayer menu you have to select "Complex" instead of "deathmatch" like game type elsewere the game rules don't work... this is another inperfection that I'm going to fix, thanks

BaalRoG
27th Oct 04, 12:48 AM
sure, because i cant support a download for thousands of people...
thats why onlay members can download... traffic is expensive...
sorry

Snuff
27th Oct 04, 7:11 PM
Crash Report: See bottom for details


Wed Oct 27 21:46:18 2004
UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\English'
Uing ..profiles\ for profiles folder
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using ATI Technologies Inc.'s 1.4.4063 WinXP Release RADEON 9800 Pro x86/SSE2 renderer (Suspected driver is atioglxx.dll 6.14.10.4063)
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: Sajuuk-Khar - AutoBuild3498 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Program Files\Sierra\Homeworld2\data
No mapping for font 'GenericSubtitleFont' - using 'default'
GAME -- Using player profile Player1
Resetting fp control word.
CmdLine: -overridebigfile
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
EngineTrailStatic::getTweaks requesing index(7) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(10) that doesn't exist.
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_1)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 27 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_2)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 28 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_3)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 29 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_4)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 30 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_5)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 31 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_6)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 32 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_1)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 33 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_2)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 34 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_3)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 35 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 89 [file `...orld2\Data\LevelData\Multiplayer\Deathmatch.lua']
Starting Level: data:LevelData\Multiplayer\deathmatch\2P_HOSTILITIES_END.LEVEL
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_1)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 27 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_2)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 28 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_3)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 29 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_4)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 30 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_5)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 31 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_6)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 32 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_1)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 33 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_2)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 34 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_3)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 35 [string ""]
2: function `MPRestrict' at line 69 [string ""]
3: function `OnInit' at line 204 [string ""]
parameter: attempt to call global `SetStartFleetSuffix' (a nil value)
stack traceback:
1: function `OnInit' at line 241 [string ""]
SCAR ERROR: could not find OnInit function in rule file (data:LevelData\Multiplayer\HOMEWORLDCLASSIC.LUA) -- FATAL EXIT -- scar/223:! --stack trace-- 0x0062519F: getLibraryID () 0x004948BF: GSLobbySessionDesc::operator= () 0x0049034A: GSLobbySessionDesc::operator= () 0x0049090B: GSLobbySessionDesc::operator= ()


The stuff in blue seems to be the real problem, but I don't know how to fix it.
Help anyone??

bobafett
28th Oct 04, 11:11 AM
baalrog wrotes

hmm, which browser do you use?
are you logged in as bobafett and have you got the email to authentificate yourself?
I it's internet explorer.
I am logged as bobafett and i have recived the e-mail, i have cliked the link and writed what it wants.
But when i go to "your account"(i log in) it says i'm offline and "you are not a subscriver of haegemonia galaxy"
Edit: i have found the problem(i am a stupid :spin: ), i'm downloading it now :yippee: , thanks for your assistance baalrog

beghins
29th Oct 04, 10:50 AM
Snuff,

wait for Complex 2.0, I'm going to upload right now, your problem should be fixed.

Snuff
29th Oct 04, 7:48 PM
Well thanks Beghins. :)

I know that I'm not a dummy when it comes to sorting through most of this, but that error is completely alien to me. So even though I could FIND the error, I couldn't DO anything about it. :argh:

By the way, the HW2 log complained about the Gun & Ion turrets having repairability but not having repair points. I fixed that error in mine by simply removing the "Canberepaired" bit. Didn't know if you knew that or not.

I look forward to playing your mod. I may be a part of PDS, but I always like to test out cool ideas. :D


Snuff :skull:

Snuff
29th Oct 04, 8:06 PM
Beghins, let me know when 2.0 is online.

BaalRoG
3rd Nov 04, 10:26 AM
Version 2.0 will be up in 10 minutes

beghins
3rd Nov 04, 12:37 PM
Complex 2.0 ready for download.

A lot of improvements inserted;
bugs fixed;
Vaygr full support included;
AI full support included.

See the first thread for more detail.

I hope you like it... Ciao, Beghins.

Snuff
4th Nov 04, 10:53 PM
I just want to say, I have finally downloaded v2.0 and I took it for a spin as soon as I could. I just finished a little skirmish and I think that you did a wonderful job on this mod. You have a pretty good level of detail here.
I only hope that you continue to pump out more stuff of this calibre.

Good Job!

Fortigurn
5th Nov 04, 7:35 AM
Tried to run 2.0 for the first time, today:


Homeworld2.exe caused a Breakpoint in module Debug.dll at 001b:003519b6.
Error occurred at 11/5/2004 22:36:44.
Homeworld2.exe, run by Fortigurn.
Microsoft Windows XP?.
1 processor(s), type 586.
768 MBytes physical memory.

MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\11-5-2004_22_36_44_MiniDump.dmp'

Registers:
EAX=00000000 CS=001b EIP=003519b6 EFLGS=00000202
EBX=00000000 SS=0023 ESP=0012b958 EBP=0012c410
ECX=7c014444 DS=0023 ESI=0000000c FS=003b
EDX=05075110 ES=0023 EDI=000003f1 GS=0000
Bytes at CS:EIP:
cc 83 4d fc ff 8d 8d 5c fe ff ff e8 9b fc ff ff

Call Stack:
0x003519B6: dbFatalfAux ()
0x0048E023: GSLobbySessionDesc::operator= ()
0x00478537: GSLobbySessionDesc::operator= ()
0x003C46B5: lua_error ()
0x003C4749: lua_error ()
0x003C47EE: lua_error ()
0x003C481E: lua_call ()
0x0046B9FC: GSLobbySessionDesc::operator= ()


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 0x01890000 - 43520 bytes - 3fcb7916 - file date is 11/5/2004 18:57:32
C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x029e0000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
C:\Program Files\Sierra\Homeworld2\Bin\Release\seFDAudio.dll, loaded at 0x034d0000 - 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:\WINDOWS\system32\xpsp2res.dll , loaded at 0x20000000 - 2897920 bytes - 411096b9 - file date is 8/4/2004 15:56:36
C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 411096ac - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\mslbui.dll , loaded at 0x605d0000 - 25088 bytes - 4110972f - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\LPK.DLL , loaded at 0x629c0000 - 22016 bytes - 411096aa - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\nvoglnt.dll , loaded at 0x69500000 - 4874240 bytes - 4061d3d3 - file date is 3/24/2004 08:04:00
C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/23/2001 20:00:00
C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 15:56:58
C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\USP10.dll , loaded at 0x74d90000 - 406528 bytes - 411096ba - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msctfime.ime , loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 15:56:14
C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\IMM32.DLL , loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 411096bd - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 501248 bytes - 411096a2 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 656896 bytes - 415b0328 - file date is 9/30/2004 02:47:04
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 15:57:00
C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1281536 bytes - 411096f2 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 411096b8 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 278016 bytes - 41109697 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 473600 bytes - 411096bc - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 15:56:44
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\system32\kernel32.dll , loaded at 0x7c800000 - 983552 bytes - 411096b4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 15:56:36
C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8384000 bytes - 411096b7 - file date is 8/4/2004 15:56:46

Fortigurn
5th Nov 04, 8:03 AM
Tried a complete uninstall/reinstall of HW2 and the Complex 2.0 mod, and it crashed when I tried to start the skirmish:


Homeworld2.exe caused a Breakpoint in module Debug.dll at 001b:003719b6.
Error occurred at 11/5/2004 23:05:12.
Homeworld2.exe, run by Fortigurn.
Microsoft Windows XP?.
1 processor(s), type 586.
768 MBytes physical memory.

MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\11-5-2004_23_05_12_MiniDump.dmp'

Registers:
EAX=00000000 CS=001b EIP=003719b6 EFLGS=00000202
EBX=00000000 SS=0023 ESP=0012ea50 EBP=0012f508
ECX=7c014444 DS=0023 ESI=0000000a FS=003b
EDX=04f251a0 ES=0023 EDI=000003f6 GS=0000
Bytes at CS:EIP:
cc 83 4d fc ff 8d 8d 5c fe ff ff e8 9b fc ff ff

Call Stack:
0x003719B6: dbFatalfAux ()
0x0062519F: getLibraryID ()
0x004948BF: GSLobbySessionDesc::operator= ()
0x0049034A: GSLobbySessionDesc::operator= ()

0x0049090B: GSLobbySessionDesc::operator= ()


Stack dump:



Module list: names, addresses, sizes, time stamps and file times:
C:\Program Files\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00320000 - 98304 bytes - 3f3c346d - file date is 8/14/2003 18:16:30
C:\Program Files\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00340000 - 33280 bytes - 3f3c341b - file date is 8/14/2003 18:15:08
C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00350000 - 94208 bytes - 3f3c3468 - file date is 8/14/2003 18:16:26
C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00370000 - 10752 bytes - 3f3c3417 - file date is 8/14/2003 18:15:04
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00380000 - 155648 bytes - 3f3c3461 - file date is 8/14/2003 18:16:18
C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003b0000 - 49152 bytes - 3f3c344d - file date is 8/14/2003 18:16:00
C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003c0000 - 73728 bytes - 3f3c3472 - file date is 8/14/2003 18:16:36
C:\Program Files\Sierra\Homeworld2\Bin\Release\LuaConfig.dll, loaded at 0x003e0000 - 53248 bytes - 3f3c3476 - file date is 8/14/2003 18:16:40
C:\Program Files\Sierra\Homeworld2\Bin\Release\Util.dll, loaded at 0x003f0000 - 36864 bytes - 3f3c3489 - file date is 8/14/2003 18:16:58
C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5390337 bytes - 3f3c3875 - file date is 8/15/2003 08:28:26
C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00940000 - 1093632 bytes - 3f3c358d - file date is 8/14/2003 18:21:20
C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00af0000 - 9728 bytes - 3f3c3486 - file date is 8/14/2003 18:16:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00b00000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00b20000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00b90000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x00bb0000 - 135168 bytes - 3f3c3510 - file date is 8/14/2003 18:19:14
C:\DOCUME~1\FORTIG~1\LOCALS~1\Temp\CmdLineExt03.dll, loaded at 0x01880000 - 90112 bytes - 3f2e94b5 - file date is 11/5/2004 23:04:24
C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x02790000 - 294912 bytes - 3f3c35a0 - file date is 8/14/2003 18:21:38
C:\Program Files\Sierra\Homeworld2\Bin\Release\seFDAudio.dll, loaded at 0x03280000 - 40960 bytes - 3f3c34d7 - file date is 8/14/2003 18:18:16
C:\Program Files\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x10000000 - 5632 bytes - 3f3c3514 - file date is 8/14/2003 18:19:18
C:\WINDOWS\system32\xpsp2res.dll , loaded at 0x20000000 - 2897920 bytes - 411096b9 - file date is 8/4/2004 15:56:36
C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 411096ac - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\mslbui.dll , loaded at 0x605d0000 - 25088 bytes - 4110972f - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\LPK.DLL , loaded at 0x629c0000 - 22016 bytes - 411096aa - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\nvoglnt.dll , loaded at 0x69500000 - 4874240 bytes - 4061d3d3 - file date is 3/24/2004 08:04:00
C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/23/2001 20:00:00
C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 15:56:58
C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\USP10.dll , loaded at 0x74d90000 - 406528 bytes - 411096ba - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msctfime.ime , loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 15:56:14
C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\IMM32.DLL , loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 411096bd - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 501248 bytes - 411096a2 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 656896 bytes - 415b0328 - file date is 9/30/2004 02:47:04
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 15:57:00
C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1281536 bytes - 411096f2 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 411096b8 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 278016 bytes - 41109697 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 473600 bytes - 411096bc - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 15:56:44
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\system32\kernel32.dll , loaded at 0x7c800000 - 983552 bytes - 411096b4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 15:56:36
C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8384000 bytes - 411096b7 - file date is 8/4/2004 15:56:46

Snuff
5th Nov 04, 8:17 AM
Fortigurn you need to post the HW2 Log file. This looks like the Minidump and doesn't specify where the problem occured.

By the way, make sure that the version of HW2 that you're installing the Complex mod into has been patched to v1.1.

beghins
5th Nov 04, 8:33 AM
Fortigurn,

If you've followed these instructions:

1) Install Homeworld and patch it with 1.1
2) Extract all files in your Homeworld 2 installation directory (example C:\Program Files\Sierra\Homeworld2);
3) open your shortcut to Homeworld 2 (in your desktop or whatever you have it) and type -overridebigfile at the end of the path (example C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe -overridebigfile);
4) If you have any other mods installed, uninstall them.

...the only thing you can still try is to remove the file "playercfg.lua" that you find in your homeworld2\data\defprofile

Fortigurn
5th Nov 04, 4:01 PM
Fortigurn you need to post the HW2 Log file. This looks like the Minidump and doesn't specify where the problem occured.

Ah, sorry.


By the way, make sure that the version of HW2 that you're installing the Complex mod into has been patched to v1.1.

Good grief, I can't believe I forgot that!

Fortigurn
5th Nov 04, 4:03 PM
Thanks beghins, I'll make sure I take all the relevant steps.

SilverDemon
7th Nov 04, 6:47 PM
oh, wow. This is the best mod ever. Finally, a mod with buildable weapon subsystems! The Battlecruiser rules! Other ships are very good additions as well, so are the new upgrades (damage, aim. amazing.) And of course.. the random music. Thank you very much!

However, it does have a few bugs:
A lot of descriptions are not right; ie, the Hiigaran Intruder Tech requires an Advanced Research Module, and not just a Research Module. A lot of buildable subsystems on the hiigaran battlecruiser actually do take module slots, though it is stated otherwise. There are others, too.. Can't remember now.

There is a buildable subsystem on the battlecruiser.. drive systems, I think, that gives you the following : +20% speed to ship, +15% speed to ships within radius. After I've built it, I saw no increase in the speed box of the BC. Made me wonder: does it really increase the BC's speed or does it do something else?

If you start with a standard or a low unit cap, the Fleet Info display (i) will tell you that you can build 6 motherships. ?

I get no additional units if I select any starting fleet options.

Also, the Easy setting seems to be harder than the Easy setting in the regular game. Vaygrs attacked me way too often.. although they did seem to die faster.. Not sure, have to play more. What are the advantages/disadvantages of the races now?

Actually, I'm dying for some sort of a tech/info sheet on the mod. Like what upgrades are available and when. This is still too good though. Hope you'll have the time to fix those descriptions sometime. Ok, back to Complex 2. Cheers!!

beghins
8th Nov 04, 3:27 AM
SilverDemon,

oh, wow. This is the best mod ever
Thanks very much SilverDemon, I do my best!
Thanks very much for bugs report too, see details:

the Hiigaran Intruder Tech requires an Advanced Research Module, and not just a Research Module. A lot of buildable subsystems on the hiigaran battlecruiser actually do take module slots, though it is stated otherwise.
Just fixed.

There is a buildable subsystem on the battlecruiser.. drive systems, I think, that gives you the following : +20% speed to ship, +15% speed to ships within radius. After I've built it, I saw no increase in the speed box of the BC. Made me wonder: does it really increase the BC's speed or does it do something else?
Drive module increase drive abilities and speed of ships as reported in description, may be it doesn't work for BC!? I'm going to verify.

If you start with a standard or a low unit cap, the Fleet Info display (i) will tell you that you can build 6 motherships.
Just fixed.

I get no additional units if I select any starting fleet options.
??? That works, what kind of problem do you have?

Also, the Easy setting seems to be harder than the Easy setting in the regular game. Vaygrs attacked me way too often.. although they did seem to die faster.. Not sure, have to play more. What are the advantages/disadvantages of the races now?
The game is a little bit more complex then the original game, due to the new technologies, AI also has been implemented with different kind of attacks and harvesting operations. I think the advantages/disadvantages should be the same of the original game, may be I wrong, do you agree with me?

Actually, I'm dying for some sort of a tech/info sheet on the mod. Like what upgrades are available and when. This is still too good though. Hope you'll have the time to fix those descriptions sometime. Ok, back to Complex 2. Cheers!!
WELL SilverDemon!!! I need help for this project, and you're the first one.
Sure I'll have time to fix your descriptions! They shoul be displayed like:
Description:
-a description of the carachteristics of upgrade/technology/ability
-Effect (ex. for upgrade: speed + 20%; ex. for technology: unlock XBomber; ex. for ability: allow to fire Torpedo)
-Researching time
-Cost
Prerequisites:
-What needed to activate upgrade/technology/ability
You can change directly my research.lua files or make new ones. I suggest to post an example for one upgrade or technology and, once we've decide the style togheter, you will do the rest.
Let me know what do you think about this.

Ciao, thanks, Beghins

Fortigurn
8th Nov 04, 3:55 AM
I've been messing about with this mod recently too, and I'm loving it. Superbly implemented, and very well polished for a one man job. :argh:

I love all the kit you can stack on the BCs - a dream come true! And you can even dock small strike craft in them. But I do think that there should be a limit on them. The Hig BCs are simply too powerful.

I can walk into most enemies with only two BCs. When fully decked out, they have almost 15,000 units of firepower, and taking turns with their shields they are almost untouchable. I would suggest that you should be able to build two at the most (when I built six I my fleet was ridiculously potent, there was no more challenge).

I love all the new options. Played Vaygr today, but didn't get to implement the distortion field which the Vaygr flagship can use.

One question - what on earth are the shuttles for? They carry no armament, and I can't dock anything with them.

beghins
8th Nov 04, 6:17 AM
Fortigurn,

I've been messing about with this mod recently too, and I'm loving it. Superbly implemented, and very well polished for a one man job.
Thanks very much, Complex is a "one man mod", sure, but has been tested for long challenges with the cooperation of at least 2-3 friends, and, I think, the hardest work is the game balancing.

I love all the kit you can stack on the BCs - a dream come true! And you can even dock small strike craft in them. But I do think that there should be a limit on them. The Hig BCs are simply too powerful.
I can walk into most enemies with only two BCs. When fully decked out, they have almost 15,000 units of firepower, and taking turns with their shields they are almost untouchable. I would suggest that you should be able to build two at the most (when I built six I my fleet was ridiculously potent, there was no more challenge).
Of course, the Higaaran BC is very poverfull but if you consider technologies (Chassis Research, Plasma Bombs), upgrades (Damage, Aim, Health, Drive, Speed), abilities (Torpedo), building modules (2x Ion Cannon, 3x Kinetic Cannon, Plasma Bombs, Advanced Defense System and other classic modules) you need at least of 12000-15000... I think, against the 6000-8000 request for Vaygr BC; In any case I'm thinking to downgrade that death machine :)

One question - what on earth are the shuttles for? They carry no armament, and I can't dock anything with them.
that's an heavy transporter, but doesn't work, I've tried to add that damned dock path but nothing, I'm searching someone that can make that, is there someone? Let me know.

Thanks for your analysis and bug reports, I absolutly will keep them in my mind for the new release.
Ciao, Beghins.

SilverDemon
8th Nov 04, 6:18 AM
Drive module increase drive abilities and speed of ships as reported in description, may be it doesn't work for BC!? I'm going to verify.

Well, I only meant that the speed display on the bottom panel doesn't get updated. The BC does seem to go pretty fast when fully-upgraded, but I am not sure if the drive system upgrade has anything to do with it. Like I said, it kept on saying speed 69 after the module has completed.


I get no additional units if I select any starting fleet options.
??? That works, what kind of problem do you have?

Hmm.. Interesting. No matter what fleet I choose (small, slarge huge), I always end up with 1 Mothership, a Carrier and 5 Resource Collectors.
Please note, that I am on a Mac, and some features may not work or may not work properly. Maybe you have to additionally specify starting researches; I see in your .lua that no resaearches are defined as completed, but the actual ships are. Maybe our port of the game checks for researches first and then adds ships if they are allowed to be added. I don't know, but it doesn't work at all. But that's really a minor annoyance. :)


The game is a little bit more complex then the original game, due to the new technologies, AI also has been implemented with different kind of attacks and harvesting operations. I think the advantages/disadvantages should be the same of the original game, may be I wrong, do you agree with me?

Yes! That is exactly why I love your mod - it ADDS to the game, but retains the original gameplay intact. - BUT, like I said, the Vaygr really did attack too often, but were easy to destroy. I only had 2 squads of bombers and intruders and they made short work of assault lances and torpedo frigates with the help of my Mothership. I haven't really played the mod for long, so I'm not really complaining about balance issues. Does seem strange though.


WELL SilverDemon!!! I need help for this project, and you're the first one.

Actrually, I started writing an Excel sheet yesterday, but without cost/speed/damage, etc. Just what techs are required for each ship and upgrade. I really need to think on my layout, so the info will be easily readable and not use too much space. hmm..

--


The Hig BCs are simply too powerful.

Yes, they are.. Way too powerful. I destroyed a carrier and a flagship in under 15 seconds with one fully upgraded BC. And they move way too fast.


One question - what on earth are the shuttles for? They carry no armament, and I can't dock anything with them.

Yea. Read the Read Me. They're not finished yet :( =)

SilverDemon
8th Nov 04, 6:22 AM
In any case I'm thinking to downgrade that death machine

Ahhh! Just do NOT, please, do not remove the upgrades! Just their stats, but not the ability to build them!!!! =)))))))))

Fortigurn
8th Nov 04, 7:03 AM
Of course, the Higaaran BC is very poverfull but if you consider technologies (Chassis Research, Plasma Bombs), upgrades (Damage, Aim, Health, Drive, Speed), abilities (Torpedo), building modules (2x Ion Cannon, 3x Kinetic Cannon, Plasma Bombs, Advanced Defense System and other classic modules) you need at least of 12000-15000... I think, against the 6000-8000 request for Vaygr BC; In any case I'm thinking to downgrade that death machine

True, true. They do take a long time to get up and running to full potential, and plenty of RUs. Actually the time it takes to kit them out completely does slow you down a bit.

But I still think you should only have 2 in a fleet, maximum. You really shouldn't need any more.

Great mod, following it closely.

Snuff
8th Nov 04, 8:24 AM
As am I.

Being part of the Dev Team for PDS certainly has it's challenges, but seeing the work done here is simply nothing short of amazing.

I think that this mod will become one of the more popular mods. Probably right up there with PDS. :D
I'll let you in on a little secret...Balancing will most likely be the thing that you work on the most. It's such a delicate thing.

The only thing that "bothers" me is that the Viper missiles are GREAT additions to the game, but you can completely wipe out your opponent from a distance suing nothing but a carrier with a platform module and a team of resourcers. That's how I finished my last couple of games. (Why bother wasting ships when a cruise-missile will do the job even better?)
I found that they weren't engaged enough by the computer. When they DID get engaged, they were easily destroyed. (That's GOOD.) Perhaps reworking the scripts to target them sooner?

Fortigurn
8th Nov 04, 9:00 AM
I know what you mean about the missiles - I used them as both Higaran and Vaygr with great success.

However, I found that unless I kept the computer distracted with small strike craft or some other nusiance (like a BC), then the computer was pretty good at shooting them down with either Assault Craft or onboard cannons.

I've experimented with sending them singly and in groups, and groups is definitely better, although they do all get targeted more easily.

I love the way that they stop if the target is destroyed, and you can re-target them! :)

Snuff
8th Nov 04, 9:15 AM
Yes, that is definitely a plus, even if it means they become sitting ducks until you retarget them.

Did you guys know that Beghins put the "Friendly Fire" option on to 0.5?? Here I am wondering why I was losing fighters when there were no enemies returning fire. I attack a resourcer and I lose fighters! I thought, "What the Hell...?", and then I checked the Tuning file....

...sneaky guy, that Beghins.

beghins
8th Nov 04, 9:46 AM
Snuff,

Being part of the Dev Team for PDS certainly has it's challenges, but seeing the work done here is simply nothing short of amazing.
I think that this mod will become one of the more popular mods. Probably right up there with PDS.
I'll let you in on a little secret...Balancing will most likely be the thing that you work on the most. It's such a delicate thing.
thanks, sure, I hope, I still have a lot of improvements to carry out, I'm engaging 3D Artists right now and I think you'll see something of very good over the next days, but I don't want speak about challenge with PDS. Complex and PDS are two different kind of things, and are focused on two different kind of gamers too.

The only thing that "bothers" me is that the Viper missiles are GREAT additions to the game, but you can completely wipe out your opponent from a distance suing nothing but a carrier with a platform module and a team of resourcers. That's how I finished my last couple of games. (Why bother wasting ships when a cruise-missile will do the job even better?)
I found that they weren't engaged enough by the computer. When they DID get engaged, they were easily destroyed. (That's GOOD.) Perhaps reworking the scripts to target them sooner?
Snuff, you're very right here, that's a problem of Complex 2.0 and I'm going to fix. Hiigaran and Vaygr Gun Turret have an Anti-Missile System ability, it must be researched, but seems that AI often forgets that. It's due to the Advanced Defense System, because it is a prerequisite for the Anti-Missile System and CPU build it as a secondary module. Anyway I'll fix that problem.
Also, Viper missile bust be calibrate: more speed, more health and I'm thinking about let it to sort out in couple.

I love the way that they stop if the target is destroyed, and you can re-target them!
Fortigurn, SHIFT + P and Vipers will come back to your Mothership.

Ciao, Beghins

DatonKallandor
8th Nov 04, 12:51 PM
First off I really like what you have acomplished with Complex.

But now come the suggestions:

First off the Vaygr Defenders have a too tight squad.

At the first attack half of them will surely be destroyed by friendly fire.

So after the first attack you are down to 3 fighters.


Also it would be nice if you could enable collision damage (if you dont have already).

I also like what you did with the comp, he is a real challenge now since he knows how to use the new ships. Especially the Hiigaran on Expert is tough. Those Sniper Frigates certainly hurt a lot. Did you make that model, beghins?

On further notice I know why it seemed as if the enemy ships died easier, SilverDemon. It is because the Mothership defense guns are MUCH more effective. They literaly shred all ships below frigate class.




Daton

Isutan
8th Nov 04, 1:32 PM
I absolutely love this idea, but I can't download the mod! :err: The site says I need a login name and I don't want to register for a site I'll only use once (maybe twice) :blink:

beghins
8th Nov 04, 3:01 PM
DatonKallandor,

First off I really like what you have acomplished with Complex.
Good! Thanks.

First off the Vaygr Defenders have a too tight squad.
At the first attack half of them will surely be destroyed by friendly fire.
OK, fixed; friendly fire has been downgraded too, as noticed by Snuff too.

Also it would be nice if you could enable collision damage (if you dont have already).
just enabled.

I also like what you did with the comp, he is a real challenge now since he knows how to use the new ships. Especially the Hiigaran on Expert is tough. Those Sniper Frigates certainly hurt a lot. Did you make that model, beghins?
No, I've no made any models of Complex, I've taken them here around from the H2 Community; Specially from Modernization (http://homeworld2.petroglif.ru/) (Units by Greggy's Lab, I think the greater work of H2 Community); I only have imported those models, changed carachteristics (physics, effects, weapons, ecc) and I've gived them a role in Complex.

On further notice I know why it seemed as if the enemy ships died easier, SilverDemon. It is because the Mothership defense guns are MUCH more effective. They literaly shred all ships below frigate class.
Yes, I notice, that's a my mistake; those defense guns should be available only after "Improves Mothership/Flagship Defense System" upgrade... I've just fixed it.

Always thanks for any suggestions, criticism and bug reports, Ciao, Beghins.

beghins
8th Nov 04, 3:38 PM
Isutan,

I absolutely love this idea, but I can't download the mod! The site says I need a login name and I don't want to register for a site I'll only use once (maybe twice)
You can try to grab Complex 2.0 by file sharing, if you prefer send me a message and I will give it by mail.
Also may be there will be a web site for Complex, depending on its diffusion, sure.
I don't mind what registration is for but... I think BaalRog will be more clear then me about this.
Finally, Complex is for free, and I'm sure you will find it very soon around here over the web :bandit:

SilverDemon
8th Nov 04, 5:23 PM
beghins,

the task is a little harder than I expected.. I have no tools for H2 editing, so I have to manually view .lua files and search for references and descriptions. For examples, where are descriptions $1502 and the like held? Can't seem to find that file. Also, I don't understand some things - for example, the speed upgrade - UpgradeValue = 1.6. So I go look in the corresponding .ship file, and there are like 3 different speed entried for thrust, turning and acceleration. It makes it kind of hard to tell what value gets increased and by how much. Besides, constant rebalancing will surely make these descriptions obsolete very quickly. So, maybe we could hold back on detailed stats for now? Hmm, if only it was easier somehow..

Also, the icon for the Multigun shows that it's a single unit, however, there are 3 in the group. :P

beghins
9th Nov 04, 4:20 AM
SilverDemon,
it's more simple than you image, but it's an hard work, I'm doing the same with units and, as you've seen, I've just done it for subsystems; let me know if you want to proceed.
I'm thinking about this layout:

http://www.haeggalaxy.com/pics/content.jpg

Follow the steps below:
1) go into ..\Homeworld2\Data\Scripts\Building And Research\Hiigaran (or Vaygr, I'm speaking about Complex data);
2) open research.lua with your notepad or another text editor;
3) edit content using HTML, see below, the line you are interested for is that colored one; be sure to change only that line, other values are for game balancing, but I'm sure you've just understood;
4) edit all upgrades, abilities and technologies for both Hiigaran and Vaygr: Types are Upgrade, Ability, Technology; Cost and Researching time are well displayed; 1.2 value stand for + 20%, 1.3 for +30% and so on.

{
Name = "ResourceCollectorRUCAPUpgrade1",
RequiredResearch = "",
RequiredSubSystems = "Research | AdvancedResearch & HarvestControlModule",
Cost = 1200,
Time = 55,
DisplayedName = "1/2 Collector Load",
DisplayPriority = 703,
Description = "<b>Description:</b> Improves Resource Collector max RU load. \n\n<b>Type:</b> Upgrade \n RU Load + 25% \n Cost 1200 RU \n Researching time 55 s \n\n<b>Prerequisites:</b> Research Module and Harvest Control Module.",
UpgradeType = Modifier,
TargetType = Ship,
TargetName = "Hgn_ResourceCollector",
UpgradeName = "ResourceCapacity",
UpgradeValue = 1.25,
Icon = Icon_RU,
ShortDisplayedName = "1/2 Collector Load", },

Let me know if you want to proceed, and if you have problems, thanks, Beghins.


For examples, where are descriptions $1502 and the like held? Can't seem to find that file.
This is the baddest thing, here I suggest to copy directly from screen (in game) because upgrades that don't just have HTML inserted are very few, only the original ones.

Also, I don't understand some things - for example, the speed upgrade - UpgradeValue = 1.6. So I go look in the corresponding .ship file, and there are like 3 different speed entried for thrust, turning and acceleration. It makes it kind of hard to tell what value gets increased and by how much.
You don't cure about this because in game those values are often changed by modules and upgrades and I think is not important put them in description.

Besides, constant rebalancing will surely make these descriptions obsolete very quickly.
No, I'll keep them constantly updated.

Also, the icon for the Multigun shows that it's a single unit, however, there are 3 in the group. :P
thanks.

SilverDemon
9th Nov 04, 5:35 AM
Your image isn't displaying for me :)

ohh.. 1.6 == 60%. Heh, simple. :P

Ok, I'll see what I can do. Just get that screenshot (or whatever it is) working =)

btw, did you check the starting fleet bug? but it works for you though hmm :(..

oh and umm I just played Vaygr, and it seems that their flagship also starts with a huge amount of weapon damage. Did you fix that also? :)

BaalRoG
9th Nov 04, 5:43 AM
Sorry for the registration, but i cant afford all people who download it without registration...

I am sure that many of you know what i mean... traffic is expansive...

I cant allow all public to download it, i wouldnt have control about the downloads anymore...

SilverDemon
9th Nov 04, 3:37 PM
beghins,

Well, I started writing those descriptions. Here's a sample preview:

http://www.sitosis.com/~silverdemon/hw2/1.jpg

It'll take me a few days to get the whole thing down - I don't have a huge amount of time, but it'll get done eventually.

Hope you like!

beghins
9th Nov 04, 4:55 PM
Well, Good, SilverDemon, I'll wait for your work before release Complex 2.1.
I suggest to keep only three titles: Description, Type, Prerequisites, because I've just use this method for Subsystems; so, could you include Cost and Research time in "Type"?
The rest is perfect! :)

SilverDemon
9th Nov 04, 5:16 PM
what do you mean? I only seperated them with a break because they look ugly otherwise. If there are no upgrades (ie, +x%), I don't do a break. Sounds good? Or you don't want me to make 'Cost' in bold at all?

beghins
9th Nov 04, 5:43 PM
SilverDemon,
sorry, I can't post screenshots and my english is too bad!
This is what I mean:

{
Name = "SubsystemMAXHEALTHUpgrade1",
Required = "",
RequiredSubSystems = "Research | AdvancedResearch",
Cost = 700,
Time = 45,
DisplayedName = "SubSystem Health Upgrade: Level 1",
DisplayPriority = 2,
Description = "<b>Description:</b> Improves armor of all SubSystems to make them more durable. \n\n<b>Type:</b> Upgrade \n + 30% SubSystem Health \n Cost 700 RU \n Research time 45 s \n\n<b>Prerequisites:</b> Research Module.",
UpgradeType = Modifier,
UpgradeName = "MAXHEALTH",
UpgradeValue = 1.3,
Icon = Icon_Health,
TargetType = Family,
TargetName = "SubSystemModule",
ShortDisplayedName = "1/2 SubSystem Health", },

SilverDemon
9th Nov 04, 5:55 PM
Ok, got it.
Nah, I think you've done more on your layout than I did on mine; we would only waste time doing it my way. Besides, I don't want to be the sole reason why the 2.1 update is being delayed!! =))))

anyway, umm, I'm also listing technologies in Prerequisites.. in example:

{

Name = "RadiationDefenseField",

RequiredResearch = "DefenseFieldFrigateShield",

RequiredSubSystems = "Research | AdvancedResearch & FrigateProduction & DefenseFieldShieldModule",

Cost = 500,

Time = 60,

DisplayedName = "Anti-Radiation Defense Field Ability",

DisplayPriority = 30,

Description = "<b>Description:</b> Improvements to Defense Field technology will allow protection from radiation, in addition to its existing qualities.\n\n<b>Type:</b> Ability\nCost 500 RU\nResearch time 60 s \n\n<b>Prerequisites:</b> Advanced Research Module, Frigate Facility, Defense Field Technology and Anti-Radiation Field Module.",

I mean, if we list prerequisites, we better make it complete, right? Of course, there is not much sense into listing prerequisites in Research, as you can only research things that you've already met the requirements for. But.. Ah, I don't know. It does make some sense to list all requirements, in case people want to remember what to build to get that ability again, right?

So.. do I keep listing every thing that is needed tro research a tech? :P

Sorry, my english is awful, too. :(

SilverDemon
9th Nov 04, 6:00 PM
oh, I almost forgot -

does that anti-radiation ability apply to Battlecruiser's defense field, too?

beghins
9th Nov 04, 6:09 PM
SilverDemon,

I mean, if we list prerequisites, we better make it complete, right? Of course, there is not much sense into listing prerequisites in Research, as you can only research things that you've already met the requirements for. But.. Ah, I don't know. It does make some sense to list all requirements, in case people want to remember what to build to get that ability again, right?

So.. do I keep listing every thing that is needed tro research a tech? :P
Yes, you do, I think this way is more complete; if I don't mind the original game was the same too.

beghins
13th Nov 04, 7:23 AM
A lot of you are asking to me Complex 2.0 by mail instead of download from Haeggalaxy Server.
There's no problem, sure, but I must ask to wait still a few days because into my machine I only have the new version 2.1 and I will post by mail that once it will be ready, I hope this WE (I've your mail list).
I need your mail address because the file is too big (25 MByte) and I need to post a web link (server recognize your mail and enable you for download).

SilverDemon
14th Nov 04, 6:15 PM
Whew. Done with Hiigaran research.lua.

http://www.sitosis.com/~silverdemon/hw2/hg_research.zip

Hmm. Took very long, I know, but I only have a few hours a day to work on it. :(

Tell me if you want me to start doing vaygr research.

BUG I stumbled onto:

the mothership (hg) has a module that supposedly doesn't take any module slots (Advanced Defense System). But when I research it, a module slot gets taken, anyway. And if it was the last slot (4/4), I seem to be able to build another module, even though the game says that all 4 slots are taken. Heh. =)

beghins
15th Nov 04, 4:15 AM
SilverDemon,

great work, I've taken a look and your work seems to be perfect! Start with Vaygr too, it should be more more simple then Hiigaran.
I've done the same with Hiigaran units build interface and I'm going to begin with Vaygr right now.
Stay connect for Complex 2.1!

BUG I stumbled onto:
the mothership (hg) has a module that supposedly doesn't take any module slots (Advanced Defense System). But when I research it, a module slot gets taken, anyway. And if it was the last slot (4/4), I seem to be able to build another module, even though the game says that all 4 slots are taken. Heh. =)
The Advanced Defense System is an extra-module, it can only be built into its prefixed place, and any other module can't be built there. This is the reason for "Does't take module slots"; I think that's the right way, let me know if you have other ideas...

SilverDemon
15th Nov 04, 7:41 AM
great work, I've taken a look and your work seems to be perfect! Start with Vaygr too, it should be more more simple then Hiigaran.

Hey, thanks. There might be some errors, though.. but we can fix those up as we stumble onto them. And I'm sorry, I didn't take note on your \n [space] . (no space before +30% and Cost), but that should be easily fixed with Find & Replace All.

Oh, and I didn't do descriptions for commented out items and items with a RESEARCH HACK prerequisite. :P

Ok, gonna start on vaygrs tonight, then.


The Advanced Defense System is an extra-module, it can only be built into its prefixed place, and any other module can't be built there. This is the reason for "Does't take module slots"; I think that's the right way, let me know if you have other ideas...

I understand. And that's how it should work, except the game shouldn't state that the module slot is taken. Example:

I Have a Research Module, Adv. Research Module and a Harvesting Control Module. On the info display, Mothership Available Module Slots: 3/4

Now, I build an Advanced Defense System Module and the panel says: 4/4 available slots. BUT I can still build an additional module.

The thing is, the panel should display the same number, since it doesn't take any module slots. The display is incorrect, but the function itself works. :)

Chance
15th Nov 04, 11:47 AM
Hey beghins
In the build menu would i be possible to implement a new module slot display for defensive modules including defensive gun modules so you would have

Build slots 3/3
Module slots 2/4
Sensor slots 0/1
Ship defense module slots 2/4

Or have it as advanced modules such as radiation sheild or harvest module

Build slots 0/2
Mudule slots 2/3
Advanced module slots 1/2
Sensor slots 1/1

SilverDemon
15th Nov 04, 5:03 PM
wow. I'll side with Chance on this one, too. That's a much better solution, if it is possible.

beghins
15th Nov 04, 5:23 PM
Uhm, yes, this seems the better solution, but I think it's hard to implement because we need to modify the game interface.
I'll do some trials...

beghins
16th Nov 04, 7:49 AM
SilverDemon,

oh, I almost forgot -
does that anti-radiation ability apply to Battlecruiser's defense field, too?
I think no, because the anti-radiation ability depends on Anti-Radiation Module that is a charachteristic of Carrier, it has been thought for harvensting resources into nebula fields.

Water
16th Nov 04, 11:04 AM
Wow. This is a great mod. I love the upgrades and the new ships. Too bad there is no SP though. Keep up the good work.

I do agree that this mod will become as popular as PDS. I think it would be really cool if both PDS and Complex joined together since I cant play both at the same time :D

beghins
16th Nov 04, 3:02 PM
water,

Wow. This is a great mod. I love the upgrades and the new ships. Too bad there is no SP though. Keep up the good work.
Thanks :beer: SP never will be, sorry, I've no much time to spend in modding, done once with Dark Reign 2 and it has destroyed me!

I do agree that this mod will become as popular as PDS. I think it would be really cool if both PDS and Complex joined together since I cant play both at the same time
Never say never, the ways of modding are infinite! I've played PDS only one time and seen on their thread that they are doing great works with 3D models, and this is the right way to still expand the Homeworld 2 universe.
Stay alert for Complex 2.1!!!

The Monkey
16th Nov 04, 6:59 PM
Nice. Cant wait to see the new version!

Tel'Quessir
16th Nov 04, 7:06 PM
I do agree that this mod will become as popular as PDS. I think it would be really cool if both PDS and Complex joined together since I cant play both at the same time

Insolent child... you do not know of what you speak of *cracks whip* :D

On topic:

Complex sounds intriguing and complex - I'd like to try it out given the time to do so.

At this time it will be impractical to attempt a merger between Complex and PDS as beghins as said we are operating on completely different environments. Not to mention it'll be like annexing countries with different cultures. However I will remain open for future exchanges of technology (scriptingwise of course) between our two projects.

beghins
19th Nov 04, 10:32 AM
Yes man, you speak right here! :)

beghins
30th Nov 04, 9:44 AM
Complex 2.1 ready, I'm going to give it for uplodad.

adamstrange
1st Dec 04, 2:39 AM
There are so many things to build in this mod...OH HOW I LOVE IT.

I did find one problem and its something that i have been trying to do for the past couple of days now.

The Intruder in this mod is the railgun fighter in the Modernization mod.

I have been trying for several days now to get it to launch a torpedo because i wanted a torpedo fighter but no matter what i have done,it never works.

It either does not fire or it crashes the game...until i notice that there is an upgrade for it to fire a cluster torpedo,and ,if it can fire a cluster then it should fire a regular or the big torpedo but when i buy the upgrade...it never fires anything except its laser weapon.

So today just to make sure,i went into the shp file and deleted its laser weapon,leaving just the cluster torpedo,which is named Hgn_callisto, and there is an entrie for it in the weapon folder.

Sure enough, just as it happened to me before, when i sent them out in battle and brought the cluster upgrade,they all were shot down because the cluster torpedo didn't fire.

So can someone tell me if for some reason this model cannot fire a torpedo or if its disabled in this mod?

DatonKallandor
1st Dec 04, 5:49 AM
If you think what I think you think, you have to use the z-key (or y-key?) to use the special weapon of a ship. Select the fighters press the button click on the enemy and voilla there you go.




Daton

beghins
1st Dec 04, 9:04 AM
Yes, AdamStrange think what you think DatonKallandor, Cluster is a Special Attack and need to press the Z key, like Acolyte in Cataclysm.
Really I don't like this ability, I'm thinking of change it with a single powerful anti-Frigate/Collector missile, what do you think about?
In Complex 2.1 a smart interface display this feature and others; it's uploaded in the server and available for download.

Ciao...

DatonKallandor
1st Dec 04, 9:13 AM
Will try it immediatly. And yeah you should change the cluster torp. It really isnt worth the hassle right now.



Daton

ThorinDP
1st Dec 04, 10:37 PM
Pretty. One problem, though:
Your sweeper cannon deforms. I can't explain it; I thought you could only do that sort of oddness in modeling software.

kodi
2nd Dec 04, 11:52 PM
I must say "wow". This mod become awesome. Keep up good work!

DatonKallandor
3rd Dec 04, 6:06 AM
yep the sweeper looks strange, but still thats nothing I would even consider a minor flaw. The Hiigaran BC is great, but not overpowered. A few strikecraft squadrons can easily kill one, if it is unsupported.




Daton

beghins
7th Dec 04, 3:16 AM
I must say "wow". This mod become awesome. Keep up good work!
kodi, Thanks :beer:

Pretty. One problem, though:
Your sweeper cannon deforms. I can't explain it; I thought you could only do that sort of oddness in modeling software.
ThorinDP, I've no made any of the models you see in Complex, I've taken them around from the H2 community, especially from Greggy's Lab, and then, I've modified their physic, weapons, carachteristics and so on.... Rapid Sweeper deforms but I've no idea of what's the reason. Really I think the H2 scripting engine has been push to the maximum, I'm speaking about relevant modifications and may be I wrong sure, but the only way to still expand the H2 universe is to make additional models... units, platforms, and so on. I've a lot of ideas about these integrations, but I've no modellers and this is the reason Complex 2.1, probably, is the last version :werd:

beghins
7th Dec 04, 3:20 AM
Complex 2.1 available for download.
It features:
-bugs fixed;
-units/weapons balancing;
-improved build/research interface;
-other few modifications.
See the first thread for details.

gthompsn
7th Dec 04, 8:59 AM
I think the LUA interface has been pushed to the edge. If there was some way to use it to interface to separate executables we might be able to do more...

Of course, it would be nice if there was more complete and/or accurate documentation on functionality. :smash:

adamstrange
10th Dec 04, 2:37 AM
beghins,How do you get the intruder to fire its cluster torpedos after you buy the upgrade?

It still just uses its laser weapon.

beghins
10th Dec 04, 10:11 AM
Cluster Torpedo is a special attack, press the Z key.

adamstrange
15th Dec 04, 11:19 AM
At times it gets a little confusing trying to select the proper upgrades [ since there are so many ]when your in the middle of a thick battle,which is excellent..."Which one should i upgrade ,my fighters or gunships...OH NO...HERE THEY COME...DOZENS OF THEM :argh:

beghins,Could you make a new upgrade that would arm the fighters with missiles ?

adamstrange
20th Dec 04, 1:43 AM
I notice that when playing against the Hiigarans, the AI does not build the intruders,any reason for this beghins?

beghins
20th Dec 04, 8:05 AM
Uhm, Hiigarans should build the Intruder, any other have the same problem? I'm going to verify. Thanks Adamstrange.

adamstrange
21st Dec 04, 1:34 PM
Yeah i played as the Hiigarans vs 5 Hiigaran fleets and as the Vayger vs 2 Hiigaran fleets and they never built the intruder.

If your wondering why i only fought against 2 Hig fleets its because it would be super hard to defeat 2 fleets in the event that the AI started building intruders since i modified them to launch torpedos across an entire map :argh:

I do think that may be one other ship that i had not seen built, but i may be mistaken.

Fusaiyuki
23rd Dec 04, 12:49 PM
Oh wow I love mods with lots of new stuff. This'll keep me busy for weeks!

Fusaiyuki
24th Dec 04, 5:36 AM
I really love this mod but I think it would be better with maybe one more type of frigate. Also, I had an idea for a different destroyer (Vaygr and/or Hiigaran). It would only have two heavy cannons and two flak frigate flack cannons and (here's the clever bit) a quadruple EMP missile launcher. With one of these, if all 4 missiles hit at the same time, you could put another destoyer to sleep for some time. The EMP effect of the missiles would add up to longer EMP times because destoyers have quite a lot of EMP resistance. It would be great for alternative strategy, because you could sneak in a few of these, EMP enemy destroyers and beat them with normal destroyers without even getting damaged. Each EMP missile would be quite powerful and it would be intended to be used on destroyers, frigates and, with more than one, on Battlecruisers. Currently you can't EMP BCs because of their super high resistance but with 2 or 3 of these you would be able to.

ThorinDP
24th Dec 04, 6:26 AM
So you're proposing an EMP suite destroyer? Would be good in concert with a triplet of capture frigates...

And BCs are supposed to be hard to disable. They have quite enough room for redundant power plants and computer systems, as well as proper emp shielding.

Jewegee
24th Dec 04, 8:49 PM
Yea I'm having a hard time dling the newest version. I'm getting "access denied" any suggestions?

Fusaiyuki
26th Dec 04, 12:52 PM
Yeah but they are un-EMPable at all. Even with like 300 scouts ( I didn't try thatmany but still...). You should be able to overpower them with enough EMPness. Even if it takes a lot.

I think the EMP destroyer would be great. It would open up the game for different tactics, instead of just the usual. I like the idea of using it with capture frigates but I'd use it with say, two normal destroyers. With an EMP destroyer or two with them you could take out much larger armadas of destroyers and frigates. Because if the enemy can't fire back or even run away, they're sitting ducks, even if they outnumber you.

Aha! I didn't know about the cluster torpedo thing. BTW I love the plasma tubes on the battlecruiser. Nice touch.

Fusaiyuki
28th Dec 04, 9:31 AM
In the normal HW2 the Hiigaran BC is much more powerful than the Vaygr one so it's good to see you can add 6 cannons to it. Just what it needed. I love this mod so much because it has just what I wanted from HW2 and didn't get: More stuff. Also, it's by far the most professional mod I've seen. It looks as if it could have been made by relic themselves and is seamlessly integrated. Plus, the whole thing is nicely balanced, not easy when you intoduce new units, and they're integrated, not just tacked on.The new subsystems work well and I love all the new units because they're all unique and clever. Such a great mod.

How exactly do the Viper/Cruise missiles work? When I make them they just lurk behind my shipyard and sit there, and you can't even move them once.

Also, what is the point of thye shuttle? It costs a lot to build and does bugger all.

DatonKallandor
28th Dec 04, 10:00 AM
If you had read the readme you would know that the shuttle is currently not working. It has no dockpaths since Beghins is unable to do them.

I have no idea how the missiles work either, but who needs them anyway, when you have such nice new toys like death-frigates.



Daton

Fusaiyuki
28th Dec 04, 10:02 AM
It's true. All the new units are great, I can't pick a favourite. Although, Hiigarans have less new ones than Vaygr. 3 new fighters, but 1 new frigate. I don't ever use the XBomber or Spy, whereas I use all the new Vaygr units.

kodi
29th Dec 04, 6:46 PM
Missiles? They are beautiful :) Build a lot of them, some strikecrafts to escort them, few capital ships to distract enemy's defence grid and now:
1. select all of these missiles,
2. right-click on single enemy capital ship
or
ctrl+left mouse button drag over enemy capital ships
3. escort missiles (they're very vulnerable to enemy fire...)
4. Watch fireworks :D

Jewegee
29th Dec 04, 7:20 PM
Does anyone have any suggestions about dling this mod? The website in the link says access denied. :(

DatonKallandor
30th Dec 04, 4:05 AM
You have to register at the site Je. You should do it, its worth it.




Daton

Jewegee
30th Dec 04, 9:29 PM
Ahh once again, Daton to the rescue! Thanks man!

adamstrange
30th Dec 04, 10:28 PM
beghins,is there a way to make the vayge mothership bigger and with some cannon turrets?

Snuff
1st Jan 05, 12:58 PM
That would involve model/mesh manipulation. I don't think that Beghins can do that from a few of his earlier posts.

As for the "Cruise-missiles", it's like Kodi said.
Shift + P makes them return to you from what was posted earlier.

Remember everyone: in order to DL this mod, you must first register at http://www.haeggalaxy.com
It's a stipulation of the site, but worth it.

adamstrange
1st Jan 05, 6:55 PM
Thats a shame, i wish it was like Generals were you just you just type SCALE= into a units code and it would make it bigger or smaller.

Fusaiyuki
2nd Jan 05, 2:46 PM
Oh OK. Thanks. I wasn't sure how to use them. Must go and have some fun with them now. :hwpilot: :D

Tel'Quessir
3rd Jan 05, 6:48 PM
Thats a shame, i wish it was like Generals were you just you just type SCALE= into a units code and it would make it bigger or smaller.

You know, that would be useful for an animals mod :)

Fusaiyuki
4th Jan 05, 12:23 PM
:argh: :argh: :argh: An animal mod?! What would that involve? New models with tigers firing missiles or have I just misunderstood what you mean? That would be totally crazy.

Snuff
4th Jan 05, 4:29 PM
Has anyone seen the Viking Ship that fired DeathGoats? :viking:

http://well-of-souls.com/homeworld/hws/hw2/goat_thrower.htm

:Slap:

Tel'Quessir
4th Jan 05, 8:32 PM
LOL! Well if we ever get our hands on that ship model...

yasotay
4th Jan 05, 9:15 PM
No Tel' many a great elder Homeworlder met a gruesome fate trying to get the Goat Throwing Viking Ship (or GTVS as it was known in the ancient days) Indeed when I first joined the Relic Forum in SEP of 00 the GTVS was already ancient. :viking:

Fusaiyuki
5th Jan 05, 9:20 AM
But its a great big longship that shoots goats!!! WTF is with that? It looks very fake but it's still cool. Where did it come from? And it shoots goats! And why goats? Also, it looks pretty powerful. That carrier is going down under a hail of goats there. Quite pretty with all the nice effects. It would be so cool if it really existed.

yasotay
5th Jan 05, 3:35 PM
Well it a little known secret that shooting large trout was a consideration, but it was finally discovered that the mass of the goat was better for long range attacks. Now this discussion of the GTVS must stop or heads will role!! :vikingb:

Tel'Quessir
5th Jan 05, 5:51 PM
Erm, you mean "roll". Its like having "capitol" ships.

Must be like flying the US Capitol building around. Just poking :D

yasotay
5th Jan 05, 8:28 PM
U don't liek meye spelink?

Deathblow
5th Jan 05, 9:24 PM
Just played this modd the other day. Nice.

Voice over with the the engineering system checks was a very nice surprise. Really set a nice aura for the coming battle. Random music was nice too, but I wish it came with a little bit more frequency with less silent space being the tracks.

Love the complexity of the research options....though personally, I thought some stat boost were a bit excessive.

nice job.

Qwaar-Jet
6th Jan 05, 3:51 PM
Download doesn't work.

AstroMat1
6th Jan 05, 7:48 PM
Greetings all. Got a bit of a problem with the mod. Downloaded it and installed it, and it crashed while loading. So I uninstalled, reinstalled, patched, and installed the mod again. Crashed again while loading. Here's the HW2 log file.

Thu Jan 06 20:14:26 2005
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'F:\Games\Sierra\Homeworld2\data\locale\english'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using ATI Technologies Inc.'s 1.5.4650 WinXP Release RADEON 9600 x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.4650)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : F:\Games\Sierra\Homeworld2\data
Resetting fp control word.
CmdLine: -overridebigfile
Creating new profile name:Kiith Aktaai folder:..\PROFILES\Profile1\
GAME -- Using player profile Kiith Aktaai
binding for hotkeyId:9 not found
binding for hotkeyId:19 not found
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'F:\Games\Sierra\Homeworld2\data\locale\english'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Kiith Aktaai
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using ATI Technologies Inc.'s 1.5.4650 WinXP Release RADEON 9600 x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.4650)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : F:\Games\Sierra\Homeworld2\data
Starting Level: data:LevelData\Multiplayer\deathmatch\ELLIPTICALASSAULT2.LEVEL
EngineTrailStatic::getTweaks requesing index(7) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(10) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(0) that doesn't exist.
VGR_ARTILLERYFRIGATE is marked as captureable in the shiptuning but has no capture points!
VGR_ARTILLERYFRIGATE is marked as repairable in the shiptuning but has no repair points!

Hopefully this is the right file to post. Don't know what's going on, since I have absolutely no modding experience. I just play the game.

Anyways, let me know what the hell is going on. Looking forward to playing the mod, however. Heard (and read) some pretty good things about this one. Keep up the good work.

beghins
7th Jan 05, 8:33 AM
Ciao, I was out for Holidays, very good, thanks for your interest in Complex.

First, Fusaiyuki,

I had an idea for a different destroyer (Vaygr and/or Hiigaran). It would only have two heavy cannons and two flak frigate flack cannons and (here's the clever bit) a quadruple EMP missile launcher. With one of these, if all 4 missiles hit at the same time, you could put another destoyer to sleep for some time. The EMP effect of the missiles would add up to longer EMP times because destoyers have quite a lot of EMP resistance. It would be great for alternative strategy, because you could sneak in a few of these, EMP enemy destroyers and beat them with normal destroyers without even getting damaged. Each EMP missile would be quite powerful and it would be intended to be used on destroyers, frigates and, with more than one, on Battlecruisers. Currently you can't EMP BCs because of their super high resistance but with 2 or 3 of these you would be able to.
Your idea is good, but no the concept, we can't add arms, cannons and characteristics to any ship, the Destroyer is the Destroyer and it have to do the Destroyer; we need new units, so, modellers that make those new units and we will implement your four powerful EMP cannons and will make a dedicated unit like the Death Frigate. Your idea is very good, and, as write ThorinDP "So you're proposing an EMP suite destroyer? Would be good in concert with a triplet of capture frigates..." it will create new strategies too!


I love this mod so much because it has just what I wanted from HW2 and didn't get: More stuff. Also, it's by far the most professional mod I've seen. It looks as if it could have been made by relic themselves and is seamlessly integrated. Plus, the whole thing is nicely balanced, not easy when you intoduce new units, and they're integrated, not just tacked on.The new subsystems work well and I love all the new units because they're all unique and clever. Such a great mod.
You're too good :beer: a toast for you!
Relic should call someone of those bad guys of the community and let them develop a real expansion for Homeworld2, is it too late? I think no, the H2 engine is still valid. Is there anyboby out there?


How exactly do the Viper/Cruise missiles work? When I make them they just lurk behind my shipyard and sit there, and you can't even move them once.

Also, what is the point of thye shuttle? It costs a lot to build and does bugger all.
Viper and Cruise missiles can point enemy Capital Ships and destroy them, but you have to keep them visible otherwise your missiles will stop, in this case CTRL + P and they will return in formation.
Shuttle, as write DatonKallandor... "If you had read the readme you would know that the shuttle is currently not working. It has no dockpaths since Beghins is unable to do them" is an heavy transport, its characterstics are resistence, speed, cargo capacity, ideal for large maps... you know in Complex hyperspace is expensive; someone can insert the dockpath?


It's true. All the new units are great, I can't pick a favourite. Although, Hiigarans have less new ones than Vaygr. 3 new fighters, but 1 new frigate. I don't ever use the XBomber or Spy, whereas I use all the new Vaygr units.

Nooo! Spy is fantastic, there's nothing great than go into the enemy base (I intend in front of his mothership, Spy can cloak itself) beween Gunships and Frigates, in silence and peace, and, here you can decide your tachtic, for example point the enemy Capital Ships with Viper missiles; Complex has been developed for multiplayer Human VS Human and here Spies are fundamental, believe in me.
XBomber? that's an anti-subsystem units, they fire only against sub-systems but, do you know any other way to destroy the Advanced Defense System? Or, if you want, try to send 5 XBomber against an Advanced Research Module, I think your opponent will not be happy, In Complex modules are much more long to build and research, more resistant too; here we go XBomber.

AstroMat1,
Remove oll the other mods you've installed, then install Complex, in any case, I'm sure someone here will help you using your posted log, I'm not able to read it, Snuff or someone other sure, wait...

Finally, I've seen something about cooperative mod developed by Mikail, it sounds great, I'm going to try...

Fusaiyuki
7th Jan 05, 9:44 AM
Nooo! Spy is fantastic, there's nothing great than go into the enemy base (I intend in front of his mothership, Spy can cloak itself) beween Gunships and Frigates, in silence and peace, and, here you can decide your tachtic, for example point the enemy Capital Ships with Viper missiles; Complex has been developed for multiplayer Human VS Human and here Spies are fundamental, believe in me.
XBomber? that's an anti-subsystem units, they fire only against sub-systems but, do you know any other way to destroy the Advanced Defense System? Or, if you want, try to send 5 XBomber against an Advanced Research Module, I think your opponent will not be happy, In Complex modules are much more long to build and research, more resistant too; here we go XBomber.
I understand how they're meant to be used but I haven't used them yet, that's all I'm saying. Maybe I have yet to discover another layer of strategy in which they'll be useful. I will try it. I've also tried Cruise/Viper missiles now I know how to use them and they're great! Much fun.


Your idea is very good, and, as write ThorinDP "So you're proposing an EMP suite destroyer? Would be good in concert with a triplet of capture frigates..." it will create new strategies too!
Thanks. :D I wish I was able to model it myself, but maybe you could recruit someone to be part of the Complex team so you can take the mod even further with new models?



You're too good :beer: a toast for you!
Cheers! :beer: Your mod derserves that praise though. It is amazingly good, especially as a one man effort. Again I wish that I had some skill so I could maybe be part of Complex mod but it is a great shame I can't code at all. Still, it's great to play it!

beghins
10th Jan 05, 2:53 AM
maybe you could recruit someone to be part of the Complex team so you can take the mod even further with new models?
Yes, I've some contacts, but it's not simple, at the moment Complex is stopped.
If someone want to join the project, please, let me know; I need to:
-refine some units (make dock path in Shuttle, enlarge the Viper Missile scale)
-implement 1-2 new units (a new big one, like an iron sphere, that move slowly into battle, then open itself, slowly, and begin to fire all around; a big heavy cannon to build on Mothership).
Any other idea is well accepted.
I think this game still can become more great!

Fusaiyuki
10th Jan 05, 11:41 AM
Indeed. I like the prospect of new stuff.

Beghins, is there any chance of getting this as a BIG file instead. Because it uses the 'override big file' command, I can only have this mod in my directory, unless the others are bigs. With BIG files you can use the command '-mod *.big' and so each can have an individual shortcut. With override big file, other mods may use it, and all are included. So a BIg file is much better so I can have multiple mods.

beghins
17th Jan 05, 7:07 AM
I know, may be, if I will find some 3D models to insert in Complex or if I will engage some modellers the new version will be in .big format, ciao.

adamstrange
19th Jan 05, 7:54 AM
What i would like to see is the ships from PDS put into complex.

I like all those extra weapons on the ships and the extra eye-candy explosion effects.

At the least it would be cool if you can upgrade your carrier to have extra defensive turrets and missile launchers.

adamstrange
20th Jan 05, 8:45 PM
beghins,have you ever figured out why the AI never builds the intruder?

beghins
24th Jan 05, 11:23 AM
beghins,have you ever figured out why the AI never builds the intruder?
Yes I know, AI has problems, after you play for a lot of time enemies stop to build units.


What i would like to see is the ships from PDS put into complex.
Are there new models in PDS? I've not see them in the last PDS version that I've played (I'm speaking about 2-3 months ago).


I like all those extra weapons on the ships and the extra eye-candy explosion effects.
I think no, original Homeworld 2 effects are enough.


At the least it would be cool if you can upgrade your carrier to have extra defensive turrets and missile launchers.
Uhm? I think Carrier is not a war ship. In any case it would be good have an anti-fighter/corvette subsystem to build over the carrier, but I need the 3D model, and I've not one; thanks, ciao.

DatonKallandor
24th Jan 05, 1:02 PM
Well PDS got a new heavy fighter model (Hiigaran), a new heavy frigate (Hiigaran), soon a new light cruiser (Hiigaran - see a pattern developing here?).
Edit: How could I forget the Heavy Corvette (Vaygr).


Daton

adamstrange
25th Jan 05, 10:00 PM
Are there new models in PDS? I've not see them in the last PDS version that I've played (I'm speaking about 2-3 months ago).
Can't you just import the models from PDS ?

How about this:

Titan long Range Missile Battery:

Upgrade for the motherships.
Only can target capitalships.
Powerful warhead,2 or 3 hits will destroy capitalship.
Give it a big engine burn and fat trail so you can see it coming.

Orbital Weapons Platform:

Built and launch from the carriers.
Combination single destroyer gun turrets [one on top and one on the bottom] and missle launcher.

Hiigaran and vaygr Missile Destroyers.
No turrets but would have those missile launchers on the bottom of the vaygr destroyers.

Heavy Repair Ship:
Able to repair any ship twice as fast as the RC with a repair upgrade.
Armed with antiship cannons.

Mass Cannon Battlecrusier:
No lasers or missiles.
Extra cannon turrets,slightly higher fire rate.

Proxcimity Detonator Mine:
Built and launch from the carriers.
Powerful blast radius.

Weapons upgrade for Resource Controller:
Over and under cannons.
Side mounted antifighter guns.

Larger explosions from certain weapons.

Double the amount of of explosions when capitals are destroyed.

DatonKallandor
27th Jan 05, 2:16 AM
You cant just import the models someone else made. Its is polite to ask first and you should give credit to the maker in any case.



Daton

adamstrange
1st Feb 05, 12:24 PM
Thats true.
It would be wrong to just take someone else's stuff without permission,even though the mods are free.

But you don't need to ask permission if your just taking models from other mods to put into your own private [non public release] mod :beer:

nicholasneko
3rd Feb 05, 5:19 AM
mewmew =^-^= like this. its very nice. umm.. can anyone make this into a big file? just feels cleaner to work with when playing.. but thats me.

beghins
7th Feb 05, 4:36 AM
Yes, in the new version, if there will be one and I think so.

beghins
7th Feb 05, 4:47 AM
I've seen the last PDS version, good work with those two new models, I'm speaking about the Avenger superiorithy fighter and the Shamshir heavy corvette.
Can I import them in an eventual new version of Complex?
Thanks.

jodonnell
7th Feb 05, 5:48 PM
Yeah, I'll PM you the relevant files. Of course, you'll need to credit me as the modeller and texturer. I'll also send you the scripts and weapons put together by Tel (who will also need crediting), and I'd request that you not alter the attack runs significantly. Lastly, Yasotay needs to be credited for the Shamshir concept design.

Tel'Quessir
7th Feb 05, 5:56 PM
One condition - no modification of flight models or attack scriptings.

jodonnell
7th Feb 05, 6:40 PM
Well, I'd prefer that you (beghins) maintain the intent of the respective crafts, but some modding of damage values/etc will be neccessary to make it fit into your mod.

shadowman14
11th Feb 05, 8:21 AM
whenever i install this mod i can get up to the part where it is loading the multiplayermap, at a point it stops and cuts to windows. I would really like to run this mod but it doesnt work. i have already patched hw2

shadowman14
11th Feb 05, 8:21 AM
whenever i install this mod i can get up to the part where it is loading the multiplayermap, at a point it stops and cuts to windows. I would really like to run this mod but it doesnt work. i have already patched hw2

VT001
13th Feb 05, 9:19 PM
can someone plez host a alt link i stll cant DL

Auditor
15th Feb 05, 1:02 PM
Sounds fun... but please.. dont put PSD stuff in it :-/ Im not that fond of it..

Cant try this mod though, when i try to download it wants me to register at some site.. :-(

Auditor
15th Feb 05, 1:12 PM
Sounds fun... but please.. dont put PSD stuff in it :-/ Im not that fond of it..

Cant try this mod though, when i try to download it wants me to register at some site.. :-(

3dfx
15th Feb 05, 4:37 PM
nice,very nice !

so have you sorted out the little AI building trouble you had ?

shadowman14
17th Feb 05, 1:33 PM
i do not know if anyone has seen my pervious post but can someone help me. my post is on the bottem of page 14 on this thread. :deal:

3dfx
19th Feb 05, 1:08 PM
help

whats that supost to mean ?

therjw
20th Feb 05, 7:27 AM
ok bit of a stupid question but how do you get this mod to work in multiplayer? On gamespy mine and my mates game is grayed out when we try and go on it and when we go on a Direct linked game it kicks him straight off

therjw
21st Feb 05, 11:13 AM
found the problem, it seems my mate was loading straight off the CD which byepassed the mod fixed now :D

3dfx
23rd Feb 05, 9:26 AM
There is a problem with the plasma missiles on the Higaran BC.Sometimes the missiles bump in the BC hull and explode.I didnt see doing any damage to it,but its verry anoying...also very often the missiles disappear in thin air just before they hit there target. :werd:

EDIT: it DOES damage the BC !! i lost one because of those stupid missguided missiles :banghead: :censored:

Charvell
24th Feb 05, 11:02 AM
I can't seem to make it work. Don't know what the problem is. It acts like it wants to load but then just stops after about 5 seconds...dunno?

DarkRaven
7th Mar 05, 6:57 AM
Fantastic mod, some competition for PDS at last!

Seriously though, I noticed that any ship with less than 50% hull randomly self-destructs on the next hit - both mine and theirs. Is this deliberate or a glitch? Things just aren't funny when someone launches a Vaygr BC with the deck/turret upgrades as practically anything in its path suffers a similar sudden death, almost irrespective of remaining hull armor...

nottoc
7th Mar 05, 10:12 PM
A pretty interesting mod... The buildable turrets on the battlecruisers are a lot of fun. The more options a ship has the more unique they may become. :jig:

I really like the path-type research. I had battlecruisers moving at 126- this is fun!

Destroyers at 240ish- I really like the way a player may specialize.

I love the cloaking fields and radiation fields on the carriers. :clap:

The AI doesn't handle radiation too well though :boohoo:

The plasma bombs are a bit of a problem. Depending on their target's location, they will often hit the hull of the ship that launched them :fright:

Im also not a fan of the collisions....Im not sure if this was intentional. I once watched my mothership crash into my own resource controller and both went up in a brilliant display of fireworks. :disagree:

I upgraded my defense field research for the frigates; the field depleted in about 5-10 seconds- was this intentional? Field duration seems way too short here. :confused:

DarkRaven
8th Mar 05, 7:10 AM
If some PDS content is coming in, and must retain the scripting it came with, wouldn't you need Drake's advanced-AI strikecraft scripts for the Avenger/Shamshir to be compatible with Complex? AFAIK Complex is running mostly stock script... all the AI in PDS is heavily optimised, and the mobility and damage values are designed for a different game. Having a wing of Shamshirs in Complex would be more like four small frigates rather than any kind of corvette...

adamstrange
15th Mar 05, 1:48 PM
I've been putting ships from PDS into Complex and one thing that i found was that there was something in the SHP file that would cause in coming missile and flak fire to show up as colored squares.

After replacing the EVENTS and HOD files,when i would remove the SHP file and overwrite it with the original ship's SHP file,the problem would be corrected...but i would not have the PDS weapons addons that the PDS ships had.

So what i did was to just copy and paste the weapon's hardpoint code into the stock ship's SHP file...and it works.

So now i have PDS Hiig and Vayg destroyers in Complex 2.1 with new configurations on them like Vayg destroyers firing rapid kinetic burst cannons on top but the bottom turret fires a slower, stronger blue pulse cannon with dual muzzle animatons.

Soban carriers with 5 ion beam cannons,Plasmacannonturret, long range AMC_MRAMpods and 2 BattleCruiserKineticBlastCannons :argh:

SNowie
20th Mar 05, 8:58 AM
heaggalaxy web dont work ... :/

Ragnarokx
25th Mar 05, 9:44 AM
A pity the download is not working. If i ever become a mod-author i will definitly make sure people can download my work, or else there is no reason to make a mod at all.

Stormx1213
26th Mar 05, 1:25 PM
Hey there,,

And Im sure as soon as he knows the link to the server, his work will be able to be downloaded,,,

Steve

Ragnarokx
26th Mar 05, 2:06 PM
Hopefully. I read about your server-offer and i think its a great idea. But it seems the hw2 mod community isnt growing at all...

Loki
26th Mar 05, 3:36 PM
Im also not a fan of the collisions....Im not sure if this was intentional. I once watched my mothership crash into my own resource controller and both went up in a brilliant display of fireworks.
lo thats funny, since i cant get this feking mod to work, because of the site, IM SCREWED! like always...

Stormx1213
27th Mar 05, 5:51 AM
good MOD,,,

Stormx1213
28th Mar 05, 4:21 AM
Hey there,

I tell you what,, this is a really good MOD......

I had destroyers up to 240 in speed,,,, And I just love all the addons to the HBC.

Steve

Ragnarokx
28th Mar 05, 7:28 AM
Nice mirroring this mod, Storm. Now i will finally be able to get it to work. Maybe you should make a new thread with all URLs to mods you are mirroring (if you have more than the Complex mod) ?

Stormx1213
28th Mar 05, 10:57 AM
Greetings,,

As it happens (Ragnarokx) The Complex MOD is on one of MY servers,, the guy whos the MOD is,, was having problems with the link,, URL.....

I have sorted it out,, and posted it on here....

So wind ya neck in....

Steve

SNowie
28th Mar 05, 12:57 PM
i have some question: why the hell ships blow up when they r not completetly destroyed just 3/4 health remaining and boooom ... or wing of fighters flying along MS and wzooom and MS has only 1/10 health (LOL) ... anti frig/cap corvettes dont do almost any dmg ... BC blowing up without any reason with almost full health ...
everything in MP TCP/IP

beghins
29th Mar 05, 9:05 AM
Hi,

Complex 2.1 Download Link recovered.
Now Complex is available for download (first thread), and without registration, Thanks to Stormx1213 for hosting!
Complex 3.0 nearly ready.

Legion116
29th Mar 05, 12:18 PM
Awsome!

Ragnarokx
30th Mar 05, 8:49 AM
Im having a problem though. Whenever i try to zoom in on a certain ship, the game crahses. I have tried changing resolutions and stuff, but i doesnt help at all. Any ideas ?

Stormx1213
30th Mar 05, 12:27 PM
Hey there,,

Well I have had nothing like that happen to me,, it works fine,,, the only thing that I dont know about is that I have Babylon 5 starfurys as intersepters??? But that might have been me... lol

Steve

Ragnarokx
1st Apr 05, 7:58 AM
lol funny Storm. That must be your mistake ;) Wrong HOD's as it seems ?

Fusaiyuki
9th Apr 05, 5:17 AM
Ooo...Complex 3

adamstrange
9th Apr 05, 11:42 AM
As far as BC's blowing up without any reason may be due to weapons placements.

I have had that happen to me also.

In my up and coming PDS minimod,the soban carriers are fully armed but the problem is that the type of ion burst cannons that i have on them tend to fire and hit the ships hull,thereby causing them major damage and then to explode.

If they are moving while they are firing then its even worse because the weapons don't fire ahead of the moving carrier,so that most of the weapon's fire is being directed at the carrier underside itself.

If a weapon like an ion laser is under a ship and this weapon is able to fire at a slightly upward angle,it may cut into the ship's hull without you realizing this.

This only happens with weapons that are beneath the ship's hull so i have to figure out how to give these weapons a limited range of firing so they don't strike the hull.

When your BC starts firing,try to look at the weapons that are firing near the hull and check for any weapon's fire under the hull.

One thing i did notice was that the BC with the plasmabomb launcher did this at times.

If you were about to fire at an enemy and the BC was banking [turning] and moving then one of those plasma bombs would in fact hit the BC itself.

I learned this when i imported this BC into PDS to use as a Nuclear Torpedo BC and it would at times destroy itself...along with most of my fleet.

Hope this helps :D

....Complex 3 ????? wow ...DIDN'T SEE THAT COMING :beer:

BaalRoG
11th Apr 05, 1:19 AM
sorry, my page went down for a while....

now its back online...

Serris
12th Apr 05, 5:28 AM
Greetings, :howdy:

First off i would like to say that this mod has to be one the best mod's I have played for Hormworld2. Well done :D

I know mod's like this are for multiplayer only and not intended for single player mode. I can only play the single player mode due to my job, so I had to slightly change the scripting work you have done. It works really well now I don’t see why people don’t mainly make mod’s for single player.

Complex is very unique and enjoyable. I would like to see some other "complex" type things to appear in future updates if there are going to be any. Like for instance build-able components like weapon mounts or other equipment on corvettes, fighter’s etc. to make a totally customisable fleet.

beghins
12th Apr 05, 7:43 AM
I had to slightly change the scripting work you have done. It works really well now I don’t see why people don’t mainly make mod’s for single player.

Well, Complex 3.0 is ready, only I've problems with AI, it stop to work... may be you've fixed the bug; If so, can you send me your improved AI folder? You can use the Relic Forum Private Message.

Thanks, Beghins

CiPiK
12th Apr 05, 11:52 AM
Its a super mod.
Respect.
Slovakia

maximilian
19th Apr 05, 9:16 AM
sorry but how to install?

admiral666
24th Apr 05, 10:30 AM
how did i miss this mod...its been here long enough.ive been here longer than it...paying 2 much attention to PDS..but they've got a battlestar!you guys dont...

btw,you spelled kinetic wrong,its not kinetik,its kinetic.

downloading....

beghins
4th May 05, 1:17 AM
Wow, after a lot of nights spent in test, we are come to the end, Complex 3.0 is ready to go out, it's a big project, we're making the last modifies and fixes, over the next few days I will post screenshots, stay connect, bye, Beghins.

Thanks Admiral666, Kinetic now is OK!

Legion116
7th May 05, 11:53 PM
Cant wait!

Mah'khon
21st May 05, 6:24 AM
ARGH! :alarm:

CAN'T WAIT ANY LONGER!!

PLEEAASSE!! HURRY UP! I LONG FOR 3.0!!


CU :D

beghins
22nd May 05, 5:59 AM
It's a question of days, maybe hours :)
We're testing...

adamstrange
22nd May 05, 6:20 AM
beghins your a mad genius at work.

You should be working at relic because THIS IS THE WAY THE GAME SHOULD HAVE BEEN.

PS2MAN
22nd May 05, 6:50 AM
na the way the game should of been is PDS :)

This is still good though

Legion116
22nd May 05, 2:46 PM
min. and min. go by i cant wait any longer. :steam:

Nikermaster
22nd May 05, 6:21 PM
woa this mod is surely to kick asses im downloading now.....

what changes will the 3.0 have?

sorrry for spelling im spanish

cant get it running guys any ideas?

adamstrange
23rd May 05, 9:08 AM
Yeah beghins,can you post a list of the new features...please :Puppy:

Also,does the AI use the upgrades?

beghins
26th May 05, 2:43 AM
OK, here a list of new features, they're a lot, main ones are:

-Any upgrade and technology now is linked to a specific module, so player can choose a development line (attack abilities and upgrades are linked to the fire control tower, RU abilities and upgrades to the Harvest Control Module, and so on), at this manner players will play with a different role, who will be specialized in defense and RU, who in speed and building, who in repairing and manouvering, and so on, obviously you can develop any line but you will need more time and RU too;
-new subsystem modules have been inserted, and weapon modules too;
-new 3D models (units) have been inserted, the major part from PDS project;
-a lot of new upgrades, abilities and technologies have been implemented;
-yes, AI now use all upgrades, abilities and technologies, and it works perfectly, an Hard AI is a bad client now, I've lost any time tried to match;
-graphic has been improved, units don't disappear from the screen and the distance (camera zoom) at witch the scaled level of detail of the models happens has been increased, camera zoom has been enlarged too, result is a great level of detail of the battle and an incredible major control of your fleet, as "negative" aspect low end PC may have a lot of problems in populated battles;
-new maps, now resources are well distribuited, there are asteroid groups with different and balanced number of RU extraction points, so Gameplay results more realistic;
-a debris spawn function has been developed for each single unit, results are debris fields with different types of debris pieces with various and balanced value of RU;
-an enormous work has been done on balancing costs, weapons, units carachteristics, ecc;
-hundredses and hundredses of bugs have been fixed;
-a web site will be created, containing informations of the project and I think a kind of game room for multiplayer matches (but I'm recruiting for this right now, someone interested?).

Complex 3.0 is ready, I'm only waiting for a model from my friend Paul, a 3D graphic, he has joined the Complex project and I think soon will join this forum too.
I will post screenshots soon, ciao.

Fusaiyuki
26th May 05, 11:56 AM
a debris spawn function has been developed for each single unit
NOO!! Don't do that. Only large units create debris in the original HW2 for a reason: There aren't very many big units. If every single unit produces debris unless the player sends out "clear-up" patrols, the map gets clogged with it and huge amounts of slowdown appear.

Think about it. If evry singe fighter or corvette or even frigate that dies produces debris, there's going to be a hell of a lot of it, since in a large battle or extended confrontation they drop like flies. Way too much debris is produced, and the CPU can't cope. My HW2 already slows down a bit when zoomed close to big ships when there are lots on a map. For those of us who don't have high end PCs, it'll kill the mod. It shouldn't be up to the player to have to go around clearing up after everyone just to keep the game playable.

Loads of other mod creators have though "what a great idea" and put in debris for every single unit, but it just results in incredible slowdown. Please consider not putting this in. I know it would be great if it worked, but with it the game becomes unplayable for all but those with the best PCs.

DatonKallandor
26th May 05, 12:03 PM
You wont have crap-loads of ships in Complex since you should be spending most of your RUs upgrading your ships not building new ones.

I dont think fighters will create debris either.


Daton

adamstrange
26th May 05, 1:28 PM
Well even if he does leave it,you can still remove the file related to the ship that spawns it.

I think he should leave it for those newbies that do have high-end machines but don't know anything on modding the game.

I don't mind playing with the debris for every ship and my machine is not even that fast,its only a 3Ghz with 512mb and an old nvidia 128mb 5200 :umm: really wished i had a faster machine.

beghins,did you ever figure out how to make subsystem have an explosion when they are destroyed?

I've tryed in the events file but no matter what i do,they don't explode...just vanish:worm: :sprint:

beghins
27th May 05, 12:53 AM
Wrong typeing, Debris is implemented only for Frigates, Capital ships and Platforms.


beghins,did you ever figure out how to make subsystem have an explosion when they are destroyed?
I'm trying to do that sinse the game has been released, but nothing, someone has ideas?

Fusaiyuki
27th May 05, 8:23 AM
Ok, my PC is 2ghz, 512mb and an Nvidia 128mb 5200 too. But only 2Ghz means the CPU struggles a bit at times. So normal HW2 isn't smooth, its always a bit juddery which is annoying. But how do you remove the related spawnfile? Where would it be?

adamstrange
27th May 05, 11:19 AM
Open the ship's SHP file and find these lines of text:

SpawnSalvageOnDeath(NewShipType,"Slv_Chunk_Lrg03",1,0.75,0,0,0,50,0,0,0,200,0,0,0,50,0,0,0,50)


Anything that says SpawnSalvageOnDeath followed by those number is what you want to remove.

If you have the ULTRA DEBRIS MOD then you will have to go into every ship's SHP file and remove them.

But since beghins only put them on those units i would say to at least remove them from the platforms and if your game still runs a little slow then remove it from the frigates.

You may want to keep the debris for the capitals since the AI will build more of the others than those of the capital class.

Beghins:

Yeah i find it really disturbing that the subsystems just vanish instead of exploding.

I think that you may have to maybe redo the subsystems in maya and attach whatever code you need to the model to do that ,but this is just my theory.

The one thing that i wished next to subsystem explosions was identifiable ship debris,like when a carrier is destroyed,you would see parts of the burnt hull of the carrier still floating in space.

Not all ships would have this but at least the capitals should.

No one seems to care about this because it would be basicly modeling the broken pieces of those ships.

Trust me,if i knew how to do it,i would do it for all the ships:loco:

ouch
29th May 05, 1:03 AM
oh come on release it already... how complex can it be? :D

:bored:

Fusaiyuki
29th May 05, 10:28 AM
OK thanks Adamstrange. When Complex 3.0 comes out, I'll do that.

Legion116
29th May 05, 9:23 PM
Come on dude release it! :grouphug:

BaalRoG
30th May 05, 3:00 PM
hi, long time not seen.

i am thinking of giving you guys some assistance for your mod like creating logos etc...

what do you think? are you still working on a newer version?

Legion116
30th May 05, 8:09 PM
He is, in fact he will be soon releasing 3.0

Silver_Wolf#
30th May 05, 9:17 PM
u guys look like feeding on his mod,gj keep at it maybe in 20000 years u'll be a beast 2 :).

solar71
1st Jun 05, 8:41 PM
can someone give me alink that works for the newest mod veriosn plaeasE!!!!

Legion116
1st Jun 05, 10:21 PM
3.0 hasnt been released yet and we havent heard from
beghins for a few days now.

Fusaiyuki
2nd Jun 05, 4:02 AM
Hopefully it'll be soon though. I really hope he includes some new cap ships. Complex 2.1 had lots of new frigs/corvs/fighters which was great, but I think you can have too many types and he shouldn't add to them too much. I'd prefer new carriers, destroyers, battlecruisers or motherships.

Also, I hope the non-combat cap ships will have a bit more health, because even after 3 upgrades they can still be taken out very fast.

And Hiigaran battlecruisers are way too powerful, or at least compared to a Vaygr one. One Hiigaran BC (with all the modules on) vs one Vaygr BC and the Hiigaran one wins every time.

This is some of what I'd like to see:
http://forums.relicnews.com/showthread.php?p=965737#post965737

The guy has made some really nice hiigaran cap ship models, and I especially like the new carrier near the bottom. There are some odd bits in the models, but they show much potential.

Kjon
2nd Jun 05, 4:13 AM
could you release the next version as a .big file aswell 'cos i want to play this but i dont want it conflicting with my other mods like PDS, SW Warloards Clonewars ect...

BaalRoG
4th Jun 05, 7:22 AM
hi,


i think that this mod has a high potential and i would like to mod for it...
So, if you are interested, i am capable of integrating new weapons, ships, soundeffects (i have some very good effects here, because of my prophecy mod for haegemonia), shooteffects aso...

What i would like to integrate most is a longer fight between heavy ships, maybe twice as long like now...

Edit: I forgot to say that i agree with the most people here that some nice and bigger cap ships are missing... Maybe we could ask for permission for good models somewhere else? I mean older mods?

Oh and another thing, what would you think about integrating a space station for the research?

You cant research until you build the research space station and need to build a research module on it for every "construction module" on the ship yard?

Minion_2005
4th Jun 05, 7:29 AM
I can model large ships, so far I have done a vaygr missile destroyer, a hiigaran advance destroyer and a hiigaran cruiser.
I can covert them to .hod, I also have a uvmapper and a hardpoint editor. But I not totally clued up on how to use them. I would love to provide more larger ships to a already established mod.
http://img.photobucket.com/albums/v463/Minion2004/Homeworld%20Mod/newship.jpg Hiigaran Cruiser
http://img.photobucket.com/albums/v463/Minion2004/Homeworld%20Mod/missiledestroyer.jpg Vaygr Missile Destroyer
http://img.photobucket.com/albums/v463/Minion2004/Homeworld%20Mod/Destroyer.jpg Hiigaran Adv Destroyer

BaalRoG
4th Jun 05, 8:39 AM
definatley nice models!

adamstrange
4th Jun 05, 9:20 AM
I will say it again...Minion,these are some of the BEST models that i've seen for this game,or any game.

When are you going to panel [texture] them?

Minion_2005
4th Jun 05, 10:07 AM
I haven't got a clue on texturing?

Axel
4th Jun 05, 1:56 PM
Hy minion, can you help me with ship hod-ing?
I have a model but can't get it in the game. If you can send me an e-mail adress and I'll send you the model.

Legion116
5th Jun 05, 2:43 AM
It doesnt take this long for testing

Fusaiyuki
5th Jun 05, 3:29 AM
Yeah, Beghins often disappears for a couple of days or even weeks. Perhaps it was quite buggy, or maybe he does actually have a life outside of Homeworld 2.

I like all this new interest in the mod, with people offering to help and to supply models and things. With this much creativity and modding ability going in, the next version of complex (after 3.0) should be amazing.

solar71
5th Jun 05, 12:50 PM
What is up with 3.0 ?
DAMN!!!

IM WAITING!!!!
PLEASE!!!!

archercn
5th Jun 05, 2:18 PM
yea,it's great, I like it, the more the better

BaalRoG
7th Jun 05, 11:44 AM
Did Beghins ever say anything about Complex 3.0 ??? And which features it will have ?

Legion116
7th Jun 05, 1:17 PM
OK, here a list of new features, they're a lot, main ones are:

-Any upgrade and technology now is linked to a specific module, so player can choose a development line (attack abilities and upgrades are linked to the fire control tower, RU abilities and upgrades to the Harvest Control Module, and so on), at this manner players will play with a different role, who will be specialized in defense and RU, who in speed and building, who in repairing and manouvering, and so on, obviously you can develop any line but you will need more time and RU too;
-new subsystem modules have been inserted, and weapon modules too;
-new 3D models (units) have been inserted, the major part from PDS project;
-a lot of new upgrades, abilities and technologies have been implemented;
-yes, AI now use all upgrades, abilities and technologies, and it works perfectly, an Hard AI is a bad client now, I've lost any time tried to match;
-graphic has been improved, units don't disappear from the screen and the distance (camera zoom) at witch the scaled level of detail of the models happens has been increased, camera zoom has been enlarged too, result is a great level of detail of the battle and an incredible major control of your fleet, as "negative" aspect low end PC may have a lot of problems in populated battles;
-new maps, now resources are well distribuited, there are asteroid groups with different and balanced number of RU extraction points, so Gameplay results more realistic;
-a debris spawn function has been developed for each single unit, results are debris fields with different types of debris pieces with various and balanced value of RU;
-an enormous work has been done on balancing costs, weapons, units carachteristics, ecc;
-hundredses and hundredses of bugs have been fixed;
-a web site will be created, containing informations of the project and I think a kind of game room for multiplayer matches (but I'm recruiting for this right now, someone interested?).

Complex 3.0 is ready, I'm only waiting for a model from my friend Paul, a 3D graphic, he has joined the Complex project and I think soon will join this forum too.
I will post screenshots soon, ciao.

Fusaiyuki
8th Jun 05, 12:15 PM
That was all one big quote of beghins.

beghins
8th Jun 05, 2:42 PM
Hopefully it'll be soon though. I really hope he includes some new cap ships. Complex 2.1 had lots of new frigs/corvs/fighters which was great, but I think you can have too many types and he shouldn't add to them too much. I'd prefer new carriers, destroyers, battlecruisers or motherships.
There will be only a new Destroyer equipped with ion turrets for Hiigaran race.

Also, I hope the non-combat cap ships will have a bit more health, because even after 3 upgrades they can still be taken out very fast.
Done.

And Hiigaran battlecruisers are way too powerful, or at least compared to a Vaygr one. One Hiigaran BC (with all the modules on) vs one Vaygr BC and the Hiigaran one wins every time.
Done.

This is some of what I'd like to see: http://forums.relicnews.com/showthr...5737#post965737
Amazing! Those are great works, I hope that once time completed those guys will let me insert the models in Complex.

could you release the next version as a .big file aswell 'cos i want to play this but i dont want it conflicting with my other mods like PDS, SW Warloards Clonewars ect...
Next version will be in .big format.

i think that this mod has a high potential and i would like to mod for it... So, if you are interested, i am capable of integrating new weapons, ships, soundeffects (i have some very good effects here, because of my prophecy mod for haegemonia), shooteffects aso...

Maybe I'm interested in sound effects, but no in this version, thanks.

What i would like to integrate most is a longer fight between heavy ships, maybe twice as long like now...
In Complex 3.0 battles and fight are longer then 2.1

Edit: I forgot to say that i agree with the most people here that some nice and bigger cap ships are missing... Maybe we could ask for permission for good models somewhere else? I mean older mods?
any models is always well accepted, but a model of a Capital ship is very hard to do and it takes a lot of time, anyway, if someone have one or is modelling one, I'll be very glad to insert it in Complex.

Oh and another thing, what would you think about integrating a space station for the research?
I don't like it, we just have a research module and an advanced research module.

I can model large ships, so far I have done a vaygr missile destroyer, a hiigaran advance destroyer and a hiigaran cruiser.
Very good, keep us updated of your working progress!

It doesnt take this long for testing
Yeah, testing is finished, I'm only waiting for a model.

Yeah, Beghins often disappears for a couple of days or even weeks. Perhaps it was quite buggy, or maybe he does actually have a life outside of Homeworld 2.
Quite buggy, with my job, and with my girlfriend too :)

I like all this new interest in the mod, with people offering to help and to supply models and things. With this much creativity and modding ability going in, the next version of complex (after 3.0) should be amazing.
Me too, I hope...

Minion_2005
8th Jun 05, 3:33 PM
beghins

I can provide ships in the .hod formatt. And how I expect the ships to behave and be used in a fleet.
But they will no have hardpoints, texturing, scriptting or necessary file completion for insertion for hw2, I still have not got a clue on how to do it. So you'll have to work on them yourself.

PM me if you interested in my models above. I have got complex 2.1 and enjoy it very much.

Axel
9th Jun 05, 8:23 AM
Minion, I can help you with hardpoints and scripting for your ships, just send me the HODs and what you want the ships to do and I'll send the working ship back to you.

Can you help me put my models into .HOD format,..., if you can (this is not related to what I said above in any way, I just need someone to help me HOD some ships)

Minion_2005
9th Jun 05, 4:08 PM
Ok I'll .hod you ships if you get mine working. I'll send you an email with my ships attached.

Tryst
10th Jun 05, 3:06 PM
To: Beghins or anyone that might help

can someone tell me how to get this mod to work. I extracted Complex 2.1 to
D:\Program Files\Sierra\Homeworld2 . Now I tried to add the -overridebigfile in the shortcut tab under Target: and I get Problem with shortcut "D:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe -overridebigfile" specified in the box is not valid. Make sure the path and file are correct. ? i followed the instructions what am i doing wrong?? anyone please...?

sanityflare
10th Jun 05, 3:08 PM
if you are stuck hodding ships get me on msn and Ill hod them there and then if you have it all done ;)

Tryst
10th Jun 05, 3:14 PM
wait I fixed it thanx to Nirnaeth Arnoediad v1.2 instructions <---yeah i know i feel stupid but this is the first mod i have installed

BaalRoG
14th Jun 05, 11:18 PM
Hi,

i would like to mod a little bit... So i decided to wait for complex 3.0 and mod for it like integrating some new gfx/sfx effects etc.

The only question is: ;)
When will it come?

Legion116
14th Jun 05, 11:23 PM
We really dont know. :allnight:

Fusaiyuki
15th Jun 05, 9:16 AM
Good question BaalRoG :)

beghins
15th Jun 05, 11:15 AM
Complex 3.0 is ready and tested.
Only we've problems with the Ion Destroyer model: I can't open it with the HardEd tool and fix its hardpoint for the ion weapons.
Furthermore we've some problems with that stupid innate engine subsystem.
May be we need help from the community; someone is able to adjust .hod files in order to import them into the game engine? I've read some posts above...
I'm ready to send files, let me know.
I attach the error log from the HardEd tool:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at Microsoft.VisualBasic.FileSystem.FileGet(Int32 FileNumber, Int32& Value, Int64 RecordNumber)
at WindowsApplication1.Hier.ReadLong(Int32 i)
at WindowsApplication1.BMSH.ReadVerts(Int32 f, Int64 ln)
at WindowsApplication1.BMSH.GetShipMeshData(Int32 f)
at WindowsApplication1.Hier.ReadHier(String fname)
at WindowsApplication1.Form1.MenuItem2_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.1395.26778
Win32 Version: 1.0.1395.26778
CodeBase: file:///D:/VideoGames/Homeworld2/Utilities/HardEd.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 7.0.5000.0
Win32 Version: 7.10.6001.4
CodeBase: file:///c:/windows/assembly/gac/microsoft.visualbasic/7.0.5000.0__b03f5f7f11d50a3a/microsoft.visualbasic.dll
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.