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Homeworld Classic Mod Rebalance (currently version 1.6.2)

  1. #151
    po3
    Guest
    there ae more specials right?

  2. #152
    How can i play the normal HW2 maps with this mod?
    I only see the HW1 converted maps list.
    THY WILL SEE THE LIGHT


    The lead designer of DoWII should be caught by the Imperial Inquisition! Burn the heretic!

  3. #153
    Lost in the code... Mikali's Avatar
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    Copy the levels you want to play into your "Data\leveldata\multiplayer\homeworldclassic" folder. Create it if it doesn't already exist.
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  4. #154
    I have to open the orignal hw2 big file and extract the maps...right?
    Last edited by ghodan; 14th Feb 07 at 11:16 AM.

  5. #155
    Why is it that when i try to start the game with this GR, as soon as it starts the game actually end and i get this message:Your fleet is victorius

    I then tried the older versions and none of them work,they all keep giving me this error:
    Code:
    Thu Mar 08 05:37:45 2007
     Loaded Archive: 'Homeworld2.big' 
     Loaded Archive: 'english.big' 
     Uing ..profiles\ for profiles folder 
     GAME -- Using player profile adamstrange 
     Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2 
     Using NVIDIA Corporation's 2.0.3 GeForce FX 5200/AGP/SSE2 renderer (Suspected driver is nvoglnt.dll 6.14.10.9131) 
     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 : C:\Program Files\Sierra\Homeworld2\data 
     Could not initialize all fragment programs.  Please use the '-fragment_program 0' command line parameter 
     Resetting fp control word. 
     CmdLine: -overridebigfile 
     Starting Level: data:LevelData\Multiplayer\Deathmatch\4P_MALIGNUS_ASTEROIDPLAYGROUND_2.0.LEVEL 
     EngineTrailStatic::getTweaks requesing index(0) that doesn't exist. 
     EngineTrailStatic::getTweaks requesing index(7) that doesn't exist. 
     EngineTrailStatic::getTweaks requesing index(10) that doesn't exist. 
     MEG_GEHENNA_1 is marked as captureable in the shiptuning but has no capture points! 
     MEG_GEHENNA_2 is marked as captureable in the shiptuning but has no capture points! 
     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 312 [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 312 [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 312 [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 312 [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 312 [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 312 [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 312 [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 312 [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 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_1) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 27 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_2) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 28 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_3) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 29 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_4) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 30 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_5) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 31 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_6) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 32 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_1) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 33 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_2) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 34 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_3) 
     parameter: 1
    stack traceback:
       1:  function `RestrictOptions' at line 35 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_1) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 27 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_2) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 28 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_3) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 29 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_4) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 30 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_5) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 31 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_6) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 32 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_1) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 33 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_2) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 34 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     luaplayer 72:  Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_3) 
     parameter: 3
    stack traceback:
       1:  function `RestrictOptions' at line 35 [string ""]
       2:  function `MPRestrict' at line 69 [string ""]
       3:  function `OnInit' at line 312 [string ""] 
     No mapping for font 'ATIFont0' - using 'default' 
     Cannot find the HardpointMover1_Position joint in the hardpoint on ship HGN_HWCMOTHERSHIPNORES
     Are you sure you provided the correct jointName in ShipTuning.xls? -- FATAL EXIT -- sctobjectload/1244:! --stack trace-- 0x0047BD1F: GSLobbySessionDesc::operator=			   () 0x0047BFB3: GSLobbySessionDesc::operator=			   () 0x003D46B5: lua_error								   () 0x003D4749: lua_error								   ()  0x003D4751: lua_error								   () 0x003D47EE: lua_error								   () 0x003D481E: lua_call									() 0x003D4A13: lua_dobuffer								() 0x0046CB81: GSLobbySessionDesc::operator=			   () 0x0047681E: GSLobbySessionDesc::operator=			   () 0x00442EA9: GSLobbySessionDesc::operator=			   () 0x0043180C: GSLobbySessionDesc::operator=			   () 0x0058B3A1: getLibraryID								() 0x00571D25: getLibraryID								() 0x00572023: getLibraryID								() 0x0057223A: getLibraryID								() 0x0049279C: GSLobbySessionDesc::operator=			   () 0x00495163: GSLobbySessionDesc::operator=			   () 0x00490C11: GSLobbySessionDesc::operator=			   ()  0x004911D2: GSLobbySessionDesc::operator=			   ()
    What is HGN_HWCMOTHERSHIPNORES,i never heard of this ship.
    Last edited by adamstrange; 8th Mar 07 at 3:41 AM.
    strange...as wonderfull as it may be,i'm still...up here... floating...and no one even seems to notice.

  6. #156
    Lost in the code... Mikali's Avatar
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    Make sure that the file "HWClassicRebalance_Config.lua" is located in the same directory as the gamerule ".big" file. That means you need to put them both in your "gamerules" folder. Make sure that you aren't mixing and matching files from different versions of the mod, as they're incompatible.

    "HGN_HWCMOTHERSHIPNORES" is a special ship I created for when the "Research" mode is set to "off". The ship has been renamed in recent versions of the mod, so it should no longer ever appear in the log file with that name.

    Make sure that you're only trying to run the most recent version of the mod. I can't provide support for earlier versions.
    Last edited by Mikali; 8th Mar 07 at 1:44 PM.

  7. #157
    Version 1.32 seems to be the only one that does not come with the Lua file.

    All the other one have it,even the latest version and they all do the same thing...they crash.

    Right now the only way to run it [i'm running V1.4] is to delete all the entries of HGN_HWCMOTHERSHIPNORES in the Lua,then it works but if you have custom motherships in the starting fleet [i have 2for each side]like i have,if i play with research off the standard MS is there.

    Reseach on brings back my 2 custom MS's

    I will try out the latest version again and do the same.

    One thing i love about this GR is the Bounty.

    About a year ago i had asked Lu Sun Tzu if he could try to make this custom GR but i guess he could not so i want to see if you could take a wack at it.
    Code:
    SURVIVOR GAMERULE
     
    Game Objective:
    The player would have to fight off several waves of attacks and destroy all the ships to win the game.
     
    EXAMPLE: THE MENU
    Player selects the time [in minutes] before the first wave attacks [you need time to build up your fleet].
    5
    10
    20
    30
     
    Player selects the Max limit that an asteroid field can produce from the menu or his or her starting RU.
    10,000
    20,000
    50,000
    100,000
    500,000
    1,000,000
     
    Player selects how many waves he or she wants to battle against.
    1 
    5
    10
    20
    50
     
    Player selects size of each wave*
    SMALL
    MEDIUM 
    LARGE
    HUGE
    MASSIVE
     
    *Or how many ships in a wave.
    10
    20
    50
     
    Player selects type of ships in the wave.
    FIGHTER
    CORVETTE
    FRIGATE
    DESTROYER
    BC
    FLEET [combination of all the above]
     
    Player selects amount of time [in minutes] between each wave.
    1
    5
    10
    20
    30
     
    Player selects type for his/her starting fleet
    MS
    SY
    DUAL MS
    DUAL SY
    CARRIER ONLY
    3 CARRIER
     
    Game Setup
    Enemy ships hyperspace into the game near your starting fleet but within the range of a hyperspace inhibiter.
    Player cannot select an allie,game is for 1x1 [don't know if this is possible but if you can use any of the other player slots to help then thats cool].
    Player selects enemy race
    Player can continue to battle even if he or she loses his production ships.
    Player loses if all of his or her ships are destroyed.
    Last edited by adamstrange; 8th Mar 07 at 12:22 PM.

  8. #158
    Lost in the code... Mikali's Avatar
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    That kind of belongs in another thread

  9. #159
    Lost in the code... Mikali's Avatar
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    Did you give up that easily?

  10. #160
    What do you mean Mikail ?

  11. #161
    just a quick question/request for the makers of this wonderfull gametype mod, could you possibly make it compatible with the Gundam mod 3.0 in the ongoing mods section its complete cause i dont think they're continuing it. I've asked them if they could do it but like i said i think they're done with that mod all together so i figured i'd ask you guys. I've tried using this already with it but it causes CTD so maybe if you can take a look and see if its possibly to make a compatible build that would be nice.

    PS love this mod even if its not gundam mod compatible

  12. #162
    kobiyashi
    Guest
    I would also really appreciate getting this to work with Gundam Mod 3.0. It'll really contribute to the gigantic battles I want to have!

  13. #163
    Lost in the code... Mikali's Avatar
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    I'm not an active modder any more. You're free to give it a try and modify the source. Just give credit!

  14. #164
    Is the AI doing a good job in this mod, so that I can play it well in Skirmish mode?

  15. #165
    Lost in the code... Mikali's Avatar
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    I haven't modified the AI. That said, there are not a lot of things the AI can't pick up on without making changes. It plays about as well as it does in Vanilla HW2. It doesn't try to capture crates, so that's definitely something it can't do.

  16. #166
    Netclash
    Guest
    Hey Mikail i need your help. For the Gundam 3.1 mod, i would like to use the RUs injection because getting the cash ingame takes too long. How do i make it so? When i changed the rules in-game ( with the gundam mod ), it crashes after loading.
    Any help? Thanks

  17. #167
    The download link isn't working

  18. #168
    Lost in the code... Mikali's Avatar
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    Update to 1.6.0 beta 1

    I've uploaded a beta version that *hopefully* addresses some of the sync issues with the mod.

    http://www.mediafire.com/file/ab7slq..._v1_6_0_b1.zip

    Please try and test it.

  19. #169
    Lost in the code... Mikali's Avatar
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    Update to 1.6.0 beta 2

    Download.

    Mostly tweaks to the maps.

  20. #170
    Lost in the code... Mikali's Avatar
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    Update to 1.6.0 beta 3

    Download.

    Fixed a bug I introduced in crate spawning.

    Also, I would like to add that Levi, Shadowgaz and I played a few matches over Hamachi this morning and didn't experience any desyncs. Knock on wood.

  21. #171
    Lost in the code... Mikali's Avatar
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    Update to 1.6.0 final

    Download.
    Extra maps. (now almost 500 of them!)

    CHANGE LOG

    1.6.0
    • Most calls to "random()" have been replaced with calls to my new "srandom()"
    function, which is pre-seeded and should hopefully reduce desyncs somewhat.
    • "HWClassicRebalance_Config.lua" has been renamed to "hwcconfig.lua" and moved
    to the "Data\Scripts" directory. It is thus no longer "outside" the BIG file,
    and must be decompressed before it can be modifed.
    • Greatly changed the internal structure of "hwcconfig.lua". The reasons may not
    be immediately apparent, but they are there.
    • Other minor code refactoring in order to take advantage of the new
    "utilfunc.lua" scripts.
    • The included level files are no longer compiled using LuaC. This caused me
    some headaches when I tried to continue working on the mod, as I had to track
    down the uncompiled copies in my old backups.
    • "IncFunctions.lua" has been renamed to "levelfunc.lua" and moved to
    "Data\Scripts". "IncVariables.lua" has been removed entirely. The functions
    can now tell automatically whether the tweaking variables have already been
    defined in the level file, so the additional file is no longer necessary. (The
    variables have actually been merged into "levelfunc.lua".)
    • The values of the "RUMulti" and "PebMulti" variables have been inverted, so
    that you specify "1/5" now instead of "5". This is more natural, since HW1
    uses more resources, and what you mostly want to do is reduce the number in
    order to get things within HW2's bounds. Accordingly, the "RUMulti" and
    "PebMulti" variables have been renamed to "RUsRatio" and "PebRatio"
    respectively.
    • Further, the effect of "RUsRatio" has been strengthened fourfould. I.e. if you
    previously had a value of "8" or "16" for "RUMulti", the value for "RUsRatio"
    should now be "1/2" or "1/4", not "1/8" or "1/16".
    • Fixed errant junk in "Map Default" starting fleets.
    • Added crystals from HW: Cataclysm. (Thanks Levi!) They still don't blow up
    when fired upon, though.
    • Improved generation of spheres and cylinders in maps such that asteroids and
    other objects should no longer be concentrated near the poles or center,
    thereby decreasing the likelihood of stuck collectors.

  22. #172
    Really do love the maps that you were able to make with the crystals, Crystal prision is a bit overkill with them lol!

  23. #173
    Lost in the code... Mikali's Avatar
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    I'm going through each and every level trying to fix the RU problems we were having. Almost half-way done at this moment.

  24. #174
    Lost in the code... Mikali's Avatar
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    Update to 1.6.1

    Download.
    Get the maps.

    1.6.1
    • Tweaked asteroid numbers so that hopefully there aren't any more maps with too
    few (slow resourcing) or too many (lag and stuck collectors).
    • Derelicts and non-player ships are now stored in separate tables.
    • Level descriptions are now stored in a table.
    • Non-player AI-owned ships contained in maps are no longer spawned. In HW1
    these ships would respond intelligently to your presence by turning around and
    attacking you. In HW2 all they do is sit there and cause additional lag.
    • Squadron formation settings are now exported, though I haven't taken advantage
    of them yet.

    The maps have been updated too, so re-download them if you are installing the mod.
    Last edited by Mikali; 18th Dec 10 at 1:11 PM.

  25. #175
    Lost in the code... Mikali's Avatar
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    Update to 1.6.2

    Download.
    Extra maps.

    1.6.2
    • Silly me, I forgot to update the default maps like I did the ones in the
    additional map pack. It's why the maps were completely empty! O_o

  26. #176
    Lost in the code... Mikali's Avatar
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    The mod has so many game rules that the existing game setup screen is a bit cramped. Thus I've begun creating one that offers a little more space for all the options, as well as for the level thumbnail:



    I was planning on turning the options pane into a scrollable list, but unfortunately the game crashes if you remove the "MORE OPTIONS" button.

    The player options section is also still kind of wide. Not sure how much more I can shrink it, though, as there are additional fields like "Ping" and "OK" that don't show up in skirmish mode but do show up in multiplayer. For mods like HWU, however, you could get away with removing the "Race" field, since they are configured separately within the gametype.

  27. #177

    halp

    Hi, this looks really cool, and I think I've tried previous versions in the past but there never seemed to be enough RU's.

    I just tried downloading 1.6.2 and the 1.3.1 map-pack.

    If I try to host a multiplayer game and choose Deathmatch to play a regular HW2 game, HW2 crashes to desktop. I can fix this by removing the Classic Mod .big from its Gamerules folder and re-starting HW2, but is this normal behavior? Shouldn't I be able to switch between regular HW2 and the Mod by choosing Deathmatch or Classic when setting up a game?

    I tried playing a skirmish against 3 CPUs using the Classic Mod on the "Lost Falls" map using Carrier Only. It worked...but the map was cleaned of RUs almost instantly. I managed to build 4 fighter squadrons before everyone's harvesters were sitting around idle. Didn't seem right. The RUs still seem at HW1 levels.

    Would appreciate any comments or help. Thanks for all your work. I played HW1 to death with friends and would love to see all these features back in HW2 like carrier battles, the old maps (with HW2 level RUs), resource injections etc.

    ----------

    Alas I was typing a followup message when the game froze my comp completely. This seems to happen with this mod when I try to alt-tab in and out.

    Anyway I tried Lost Falls again with Resource Injections and noticed this on the bottom left of the screen area:

    chuft B: 29
    CPU1 B: 34
    CPU2 B: 32
    CPU3 B: 63

    I have no idea what this means (the numbers would change now and then) or how to get rid of it. I restarted the game and that display reappeared.

  28. #178
    Member ajlsunrise's Avatar
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    Those numbers have to do with your score. In other words, you were losing (though not by much).

  29. #179
    Lost in the code... Mikali's Avatar
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    %HW2_ROOT%
    There's a big problem with the mod. On most of the maps the CPU players won't begin harvesting and thus are stuck for the rest of the game. (The exceptions are the Lost Falls and Hyperspace Arena maps, which work OK.) I don't know what the problem is or how to fix it.

    [edit] I've stopped developing this mod in favor of the new Homeworld Classic Enhanced, which has all the features of this mod plus more. See the discussion link for it. I've also found and fixed the bug above.
    Last edited by Mikali; 21st Nov 11 at 3:46 PM.

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