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Homeworld Classic Mod Rebalance (currently version 1.6.2)

  1. #101
    Member Cpt.Tycho's Avatar
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    is this mod only rebalancing or it also adds more units?


    Steam Nick - Selfishfish

  2. #102
    Lost in the code... Mikali's Avatar
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    I don't understand your questions.

    Try looking here:
    http://forums.relicnews.com/showthread.php?t=22748
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  3. #103
    Lost in the code... Mikali's Avatar
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    Update to v1.44.

    CHANGE LOG

    v1.44
    * Fixed the bug where the "HW1 Map Default" option was considered equivalent to
    the "Carrier Only" option when determining mothership/carrier crate awards.
    * Increased the number of options available to modders in
    "HWClassicRebalance_Config.lua" when specifying the types of build/research
    items that should be restricted by a gamerule.
    * One can now specify per-gamerule research restrictions in
    "HWClassicRebalance_Config.lua".
    * Re-added the checks for whether crate awards are restricted before awarding
    them to the player.
    * Added a check to see whether research is restricted before awarding it to the
    player.
    * Found a few instances where speed could be optimized by reducing the number
    of times a gamerule iterates through a table. (Successful matches are now
    stored in new variables.)
    * Split some of the code into new functions.
    * Fixed the bug that caused resouce collectors not to be removed by the
    "Resourcing Disabled" rule.
    * Speech is now played prior to a player's death, instead of after, when a
    player is killed by the "Capture Capship" rule.
    * The orientation of the HW1 map-default squadrons has been fixed.
    * Bounties are now taken into account when determining crate positions.

  4. #104
    Lost in the code... Mikali's Avatar
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    Update to v1.45

    Update to v1.45

    CHANGE LOG

    v1.45
    * The order in which the "Capture Capship" rule checks whether a player
    is being captured has been randomized.
    * The order in which the "Capture Capship" rule checks whether a player
    is doing the capturing has been randomized.
    * The order in which the "Crates" rule checks whether a player is
    within a certain radius of a crate has been randomized.
    * Bounties are now displayed from top to bottom, instead of from bottom
    to top.
    * Added a significant amount of additional comments to the code.
    * Resourcers are now destroyed by the "Resourcing Disabled" rule, not
    simply despawned.
    * The tweaked Vaygr modules are now restricted when the "Start With"
    mode is set to "HW1 Map Default".
    * Hiigaran research modules are no longer a restricted build item when
    the "Research" mode is set to "Off". (Woops!)
    * You no longer start out with a research module already-built when the
    "Research" mode is set to off.
    * Research modules are no longer innate and indestructible when the
    "Research" mode is set to off.
    * You can now research all the carrier upgrades in carrier-only battles.
    * The tweaked Vaygr carrier's point-defense guns should be fixed, now.
    * The advanced research module is no longer required to build the fire
    control tower when the "Research" mode is set to off. (This means you
    only need to build the regular research module in order to build all
    ships/subsystems.)
    * The advanced research module is now a restricted build item when the
    "Research" mode is set to off.
    * Changed the naming scheme for altered ships, modules, subsystems,
    research and starting fleets.
    * The "DestroyResourcersRule" rule now stops running after two minutes.

  5. #105
    Edit: Nevermind.
    Last edited by Termight; 6th Feb 06 at 6:04 PM.

  6. #106
    DarkSkyes
    Guest

    trouble with this mod

    ive installed, patched, then installed the mod and the update.

    i start hw2 then it just blackscreens and returns to the desktop

    any clues?

  7. #107
    Lost in the code... Mikali's Avatar
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    Post your HW2.log.

  8. #108
    Dark_Angel
    Guest
    I'm having the same Problem, the HW2 says that the Path "UTIL -- filepath failure, path doesn't exists 'C:\spiele\HOMEWO~1\data\locale\german'3 doesn't exist, any sugestions what to do??

    And here comes the complete LOG

    Thu Feb 23 14:12:23 2006
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'C:\spiele\HOMEWO~1\data\locale\german'
    Loaded Archive: 'german.big'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Jan
    Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
    Using NVIDIA Corporation's 1.5.5 GeForce3/AGP/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.8185)
    Loaded Archive: 'germanSpeech.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:\spiele\HOMEWO~1\data
    Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter
    Resetting fp control word.
    CmdLine:
    Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
    luaplayer 334: Player_RestrictBuildOption: unable to restrict (Hgn_Shipyard_nores)
    parameter: 0
    stack traceback:
    1: function `DisableListOfBuilds' at line 1400 [string ""]
    2: function `OnInit' at line 422 [string ""]
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (7)
    parameter: 0
    stack traceback:
    1: function `DisableListOfResearch' at line 1411 [string ""]
    2: function `OnInit' at line 423 [string ""]
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (6)
    parameter: 1
    stack traceback:
    1: function `DisableListOfResearch' at line 1411 [string ""]
    2: function `OnInit' at line 423 [string ""]
    Error: Universe::createSquadron: could not find ship type (Vgr_Carrier__carrieronly) -- FATAL EXIT -- sobfactory/107:! --stack trace-- 0x0058B3E3: getLibraryID () 0x00571D25: getLibraryID () 0x00572023: getLibraryID () 0x0057223A: getLibraryID () 0x0049279C: GSLobbySessionDesc::operator= () 0x00495163: GSLobbySessionDesc::operator= () 0x00490C11: GSLobbySessionDesc::operator= () 0x004911D2: GSLobbySessionDesc::operator= ()

  9. #109
    Lost in the code... Mikali's Avatar
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    Nope. Sorry I can't help.

    Update to v1.46
    CHANGES IN 1.46
    • Slight change in the .ship file determining how crates are
    displayed.
    • The "destroy resourcers" rule no longer quits after two
    minutes.
    • The gamerule now produces fewer error messages than in the
    previous version. This is mainly a cosmetic change, as the
    errors were not critical.
    • The game no longer hangs when a crate is spawned. (This bug
    was introduced in the previous version.)
    • Fixed the bug where the directory containing the tweaked
    Vaygr carrier was misnamed. (This bug was introduced in the
    previous version.)

  10. #110
    Lost in the code... Mikali's Avatar
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    Update to v1.47

    CHANGES IN 1.47
    • Fixed the Vaygr starting fleet for when the "carrier only"
    and "no research" modes are selected. Normal selection of
    ships were appearing instead.
    • Fixed the Vaygr starting fleet for when the "carrier only"
    mode is selected. Typo was causing the game to crash.

    @Dark_Angel: sorry I overlooked the problem earlier. It's fixed in this version.

  11. #111
    Yargnit
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    I don't get the More options button at the top, so I can't define the options that don't fit. How can I cause this to appear?

  12. #112
    Lost in the code... Mikali's Avatar
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    Quote Originally Posted by Yargnit
    I don't get the More options button at the top, so I can't define the options that don't fit. How can I cause this to appear?
    Are you sure you've selected the correct gametype?
    The gametype should read 'HW Classic 1.47', not 'Deathmatch'.

  13. #113
    Yargnit
    Guest
    Yes, infact I got around to doing some more testing and anytime I have this selected, the game exits when the loading bar is about 90-95% complete. No errors or anything, it just closes.

    Edit: Fixed it, it didn't like HW 1.0, i had to find a way to upgrade to 1.1

    Side note, is there any way to get this to reliably work with mods that add ships or races to the game? When running it with 1 such mod the game freezes upon loading.
    Last edited by Yargnit; 10th Apr 06 at 10:04 PM.

  14. #114
    Lost in the code... Mikali's Avatar
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    Quote Originally Posted by Yargnit
    Side note, is there any way to get this to reliably work with mods that add ships or races to the game? When running it with 1 such mod the game freezes upon loading.
    Read the section, titled 'Modding Instructions', in the readme.

    Also, try contacting the mod's authors and see if they will create a modified version of "HWClassicRebalance_Config.lua" for you.

  15. #115
    Lost in the code... Mikali's Avatar
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    Update to v1.48

    CHANGES IN 1.48
    • "IncFunctions.lua" was referencing "hgn_gunplatform", which
    is not a functional .ship file.
    • "IncFunctions.lua" was referencing "hgn_flakfrigate", which
    is not a functional .ship file.
    • Fixed issue with maps sometimes appearing completely white.
    ("IncFunctions.lua" was missing the "setGlareIntensity" and
    "setLevelShadowColour" functions.)
    • New thumbnails!

  16. #116
    Charvell
    Guest
    The installation instructions for the mod are not meant for newcommers. There are details that are ommitted. I figured it out but others could have trouble. Might want to redo the installation instructions... Can we get this in a non-big file format?

  17. #117
    Lost in the code... Mikali's Avatar
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    Quote Originally Posted by Charvell
    There are details that are ommitted.
    Such as?
    Quote Originally Posted by Charvell
    Can we get this in a non-big file format?
    You sure can! Just extract the .big file using SpookyRAT.

  18. #118
    Lost in the code... Mikali's Avatar
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    I edited the installation instructions in the first post. I'll update the readme in the next update to the mod.
    Last edited by Mikali; 24th Apr 06 at 4:31 AM.

  19. #119
    Lost in the code... Mikali's Avatar
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    Update to v1.49

    CHANGES IN 1.49
    • Increased the default value of RUMulti from 4 to 8.
    • PebMulti is now set to RUMulti / 4 by default.
    • Increased FarClip value to 1000000 in "camera.lua".
    • Gave the "kpr_sajuuk" a (non-functional) build ability so
    that levels featuring this ship as the flagship don't
    immediately end.
    • Enlarged the text in the level thumbnails.
    • Re-converted the level thumbnails using a newer version of
    Spooky's ROTTool.
    • Added "Coliseum of the Ancients".

  20. #120
    ebotee
    Guest
    my carriers are messed up, there are three categories but nothing to build

  21. #121
    yacoub
    Guest
    Any chance this mod will see Special Fleets added to it? The Special Fleets mod is neat but lacks the excellent options from this mod. The two combined would be awesome. Is this a possibility or could you advise how I could do this myself? Thanks.

  22. #122
    Would it be possible to get an earlier version of this mod? One that allows building with carriers?

  23. #123
    Lost in the code... Mikali's Avatar
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    I haven't experienced any problems with carriers. Could you be more specific as to when you experience these problems? Which settings are you using?

  24. #124
    po3
    Guest
    why there is no adv. research module? there is no special abilities to the ships.

    What is the easiest of ways to include the advanced research? (module without reseaeching by using the mod)

  25. #125
    j3ph_42
    Guest
    The issue wherein carriers have only the fighter, utility, and sensor categories, and nothing to build available in any of them happens when I have research disabled.

  26. #126
    j3ph_42
    Guest
    Also, does anyone have a working configuration for this in combination with the Pirates mod? I like both, but lack the tools to open/modify .big files, so I don't have all the values to add to the config.lua file for the pirates race (I assume the race.lua file is in the pirates.big archive somewhere)

  27. #127
    po3
    Guest
    How can i make an adv. research module so i'll have all the special weapons?

  28. #128
    Lost in the code... Mikali's Avatar
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    Quote Originally Posted by j3ph_42
    The issue wherein carriers have only the fighter, utility, and sensor categories, and nothing to build available in any of them happens when I have research disabled.
    I'll take a look at that problem.

    [EDIT] I think I fixed this problem. Please download the new version.

    Quote Originally Posted by po3
    How can i make an adv. research module so i'll have all the special weapons?
    Which game modes are you using?
    Last edited by Mikali; 18th Oct 06 at 1:37 PM.

  29. #129
    Lost in the code... Mikali's Avatar
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    Update to v1.51

    CHANGES IN 1.51
    • Levels are once again located in the
    "Homeworld2\Data\LevelData\Multiplayer\HomeworldClassic\"
    folder.
    • Fixed the bug where the Hiigaran carrier couldn't build
    anything if research were turned off.

  30. #130
    po3
    Guest
    mikail i'm running the skirmish game on the homeworld 2 homeworld 1 skirmish option .

  31. #131
    Lost in the code... Mikali's Avatar
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    Quote Originally Posted by po3
    mikail i'm running the skirmish game on the homeworld 2 homeworld 1 skirmish option .
    Which settings are you using though? Are you using Hyperspace Off, Research Off, Crates On, etc. etc.?

  32. #132
    Member
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    Mikail, please help, moddb is empty :Puppy:

    HW ACCESS | Mods and resources for HW, HW-Cataclysm and HW2
    25.000+ downloads done! | 1000s of shots and WIP! | You want more?

  33. #133
    po3
    Guest
    i'm using research off , hyperspace on , resource injections every 30 sec

  34. #134
    I'm trying to Download this Mod and when i go to the site to download it... I says the file isn't uploaded... hmm... I must be doing something wrong... or the download must no longer exist...

  35. #135
    Lost in the code... Mikali's Avatar
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    It may take a couple of days for ModDB to show the files as having been uploaded.

    I had trouble uploading it the first time. Hopefully everything worked out OK this time.

    Quote Originally Posted by po3
    i'm using research off , hyperspace on , resource injections every 30 sec
    Hopefully I fixed the bug regarding the Adv. Research Module. Let me know when you try it out.

    @Babbo

    If the bug mentioned above turns out to have been fixed, you're welcome to mirror the mod (as well as the maps) at HWAccess if you want.

  36. #136
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    Great, Mikail, and thanks a lot - so I'll be waiting for your starting signal!

  37. #137
    po3
    Guest
    Whem will 1.51 will be released?

  38. #138
    Lost in the code... Mikali's Avatar
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    Like I said: it may take a couple of days. The files are still being cleared by the ModDB staff.

  39. #139
    Lost in the code... Mikali's Avatar
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    The download seems to be working now.

  40. #140
    po3
    Guest
    where is it?

  41. #141

  42. #142
    po3
    Guest
    By the way mikail i can't build adv. research module :-(

  43. #143
    Lost in the code... Mikali's Avatar
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    Still??! Have you confirmed this using the new version?

    You do know that you have to build the regular research module first, don't you?

    [edit] Nevermind! I just figured out what you're talking about. What you've described is not a bug--it's intentional. When you turn the Research setting off, you are no longer required build the Adv. Research module in order to build other things like the Fire Control Tower or Battlecruiser.

    BTW, I've uploaded a new version (v1.52) that fixes some minor UI glitches (some ship icons were not showing up). It should be available within a few days. Babbo, please mirror this one when you get the chance.

    Also, how does everyone like my maps? I'm pretty happy with how they turned out.
    Last edited by Mikali; 21st Oct 06 at 7:18 PM.

  44. #144
    po3
    Guest
    ok mikail thanks for the heads up :-)

    but i wanted the ad. research for the special attack functions of various ships.

  45. #145
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    That's my kind of a nice weekend present: it's here - so I can try it!

  46. #146
    Lost in the code... Mikali's Avatar
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    Quote Originally Posted by po3
    ok mikail thanks for the heads up :-)

    but i wanted the ad. research for the special attack functions of various ships.
    Which special attack functions are you talking about?

    Quote Originally Posted by Babbo
    That's my kind of a nice weekend present: it's here - so I can try it!
    You're welcome!

  47. #147
    po3
    Guest

    i'm talking about

    the emp weapon of the fighters , improved torpedoes to the torpedo frigates and more special abilities.

  48. #148
    Lost in the code... Mikali's Avatar
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    If you've turned Research off, then you don't need the module in order to use them. The abilites are granted to you automatically.

  49. #149
    po3
    Guest
    no there is an emp option to fightera and i don't get it.

  50. #150
    Lost in the code... Mikali's Avatar
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    I just tested the EMP action and it worked fine for me. Just press the 'E' key and you should see a special cursor. Remember that only the scouts possess this ability.

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