is this mod only rebalancing or it also adds more units?
#102
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
#103
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.
#104
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.
Edit: Nevermind.
Last edited by Termight; 6th Feb 06 at 6:04 PM.
ive installed, patched, then installed the mod and the update.
i start hw2 then it just blackscreens and returns to the desktop
any clues?
#107
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= ()
#109
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.)
#110
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.
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?
#112
Are you sure you've selected the correct gametype?Originally Posted by Yargnit
The gametype should read 'HW Classic 1.47', not 'Deathmatch'.
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.
#114
Read the section, titled 'Modding Instructions', in the readme.Originally Posted by Yargnit
Also, try contacting the mod's authors and see if they will create a modified version of "HWClassicRebalance_Config.lua" for you.
#115
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!
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?
#117
Such as?Originally Posted by Charvell
You sure can! Just extract the .big file using SpookyRAT.Originally Posted by Charvell
#118
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.
#119
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".
my carriers are messed up, there are three categories but nothing to build
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.
Would it be possible to get an earlier version of this mod? One that allows building with carriers?
#123
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?
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)
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.
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)
How can i make an adv. research module so i'll have all the special weapons?
#128
I'll take a look at that problem.Originally Posted by j3ph_42
[EDIT] I think I fixed this problem. Please download the new version.
Which game modes are you using?Originally Posted by po3
Last edited by Mikali; 18th Oct 06 at 1:37 PM.
#129
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.
mikail i'm running the skirmish game on the homeworld 2 homeworld 1 skirmish option .
#131
Which settings are you using though? Are you using Hyperspace Off, Research Off, Crates On, etc. etc.?Originally Posted by po3
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?
i'm using research off , hyperspace on , resource injections every 30 sec
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...
#135
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.
Hopefully I fixed the bug regarding the Adv. Research Module. Let me know when you try it out.Originally Posted by po3
@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.
Great, Mikail, and thanks a lot - so I'll be waiting for your starting signal!
Whem will 1.51 will be released?
#138
Like I said: it may take a couple of days. The files are still being cleared by the ModDB staff.
#139
where is it?
#141
By the way mikail i can't build adv. research module :-(
#143
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.
ok mikail thanks for the heads up :-)
but i wanted the ad. research for the special attack functions of various ships.
That's my kind of a nice weekend present: it's here - so I can try it!
#146
Which special attack functions are you talking about?Originally Posted by po3
You're welcome!Originally Posted by Babbo
![]()
the emp weapon of the fighters , improved torpedoes to the torpedo frigates and more special abilities.
#148
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.
no there is an emp option to fightera and i don't get it.
#150
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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