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Homeworld 2 Complex 8.4.3

  1. #401
    TLK
    Guest
    This is for Beghins

    I love complex3.0, but I think I've ran into some kind of bug concerning battle cruisers. During large battles, occasionally I will suddenly loose a battle cruiser. One second it has full health, a second later it blows up. It seems to happen when infiltrator frigates are latched on, but well short of taking it over. Needless to say, when you are going up against multiple CPU's, this can ruin your day. Any thoughts on this.

    For Avious
    This may not be the solution to the problem you are having, but when I first installed this mod, my game did the same thing. I could have sworn the I had patch 1.1 installed, but when I checked, I found that didn't have it. Once I installed the patch, it worked perfectly.

  2. #402
    Try downloading the mod again and uninstall HW2,delete its folder and then reinstall HW2 and make sure that it is patched to the latest version.

    Install Complex 3.0

    But before you do any of this,make sure that you do not have ANY files from any other mod in your Data folder,otherwise it will con flict with Complex.

  3. #403
    The units suddenly disappering is collision damage and friendly fire.


    Daton

  4. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #404
    Ignorans, te absolvo Homdax's Avatar
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    Why is the Complex not distributed as big-file?
    I have 4 mods and 5 shortcuts. NO messing with DATA folder at all.

    When will You modders learn to make a user friendly distribution? :disagree:


    I have a working method.
    HWSHOTS | JST-ONLINE | HOMEWORLD ARCHIVES | CROSSFIRE
    TEH ALL POWAFUL "PLEASE MAKE HOMEWORLD 3" PETITION
    NEWS! "hwaccess.net" and related sites have a new home at
    www.homeworldaccess.net. Still WIP.

  5. General Discussions Senior Member Modding Senior Member  #405
    Philosophizer Locutus's Avatar
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    Beghins: Just search Tanis for "unfunf" and you should be able to find an excellent .big compiler program, very useful I've found it.

  6. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #406
    Ignorans, te absolvo Homdax's Avatar
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    Also linked on my site under downloads > mod tools, although I think I have one version below the current.

  7. #407
    Cepst096
    Guest

    mod mixing

    I recently fused the progenitor race from Unicron's genisis mod into complex3.0. With this addition I'd have to say this mod is one of the best ever made. Every thing works perfectly with one exception: when sajuk fires its mega cannon at a mother ship or shipyard the blast pulls, yes I said pulls, the target twords sajuk at a very rapid rate untill it collides :fight: with sajuk and both ships go boom! I fixed the go boom part by editing the normal collision damage to 0 in the tuning file. But the ships still fly at sajuk. Ive also noticed this when using Battlecrusers, needles to say it happens on a much smaller level. It's like some one edited the physics of the game in the complex mod. Could someone please tell me how to fix this problem?

    Oh and sorry about my spelling.
    If anyone want's a copy to see just ask.

  8. #408
    This is technically not a problem of complex - its one of the progenitor mod you took the sajuuk from. Search the weapon file it uses and search for a "push" value from what I hear it seems to be negative.


    Daton

  9. #409
    theDrinker
    Guest
    Wow,

    Complex 3.1 is ready; just done, I think, one of the last tests under Beghins directives.
    All bugs you're speaking above (collision, weapons overpowered) are fixed and the version is in .big file.
    Beghins' account has been banned cause a wrong typing of her mail address in the control panel, I've just sent a couple of mails to the moderators, but nothing; please can you re-activate the Beghins account so he can upload Complex 3.1 and related screenshots?
    Thanks.

  10. #410
    Cepst096,does the AI work on the progenitor race or if i select to have them as the enemy,do they just sit there and do nothing?

  11. #411
    Cepst096, it might be a good idea to get permission from the mod team leader before pulically proliferating your fused mod.
    "When the stars become choked by the dust of war..."

  12. General Discussions Senior Member Modding Senior Member  #412
    Philosophizer Locutus's Avatar
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    I've just sent a couple of mails to the moderators, but nothing; please can you re-activate the Beghins account so he can upload Complex 3.1 and related screenshots?
    As I told you, mods don't have power over accounts. You need to PM Dyntheos, ionfish or Delphy.

    Oh, and Cepst096: Read the RDN IP guidelines in the relevant announcement if you haven't already.
    Relic Yearbook
    Quote Originally Posted by TBS
    What we have here is a case of the living dead running amok and making an administrative burden of themselves.

  13. #413
    Cepst096
    Guest

    Fiction

    Well Daton you were right (It was my ignorance and not realising that adding duplicate big beam guns to increase fire power would add to push values making them noticable ingame), I opened the wep files with the right program and found that the progenitor weps really had - push values, the combined effective result of sajuuk's big gun was push -4000! I also found that the complex BC's ion wep and weps on a few other ships also had negative push values. I fixed all the problems (change all push values to 0 or positive) last night and everything works perfectly. thanks for your tip.

    Oh and the projenitor race does not have any AI, as it was taken directly from Unicron's Genisis mod, then I added a few extra weapons. However setting a comp as a progenitor may prove entertaining as I rebalanced many of the ships. The progenitors start with the fleet foundry, a massive ship with incredible firepower, enormous HP that moves like a snail, destroying it with the Higarens or Vager can prove to be an entertaining task. Some many note that you don't have to kill the foundry to win, all you need to do is to take out the keeper destroyers to killem wich isn't to hard.

    I added HP to many of the capital ships of all races as they seem to blow up to fast. Now I'm not to sure if that was a good idea but if anyone wants to look at this colection of "barrowed" mods and rebalance it properly that'd be great.

    In the intrest of balance I increased the cost of the progenitor ships as they are very powerful. Sajuuk costs 19000RU, Dreadnaught costs 8000 RU

    Hmmm no I did not ask Unicron if I could use these files but I do give him credit, none of the material was made by me, all I did was add it to complex and edit ship and wep stats. This mod mix was intended for my personal use with friends and I do not plan to publicly distribute this mod mix. However I think letting anyone who wants it have it isn't a crime. I'm hopefull that the complex team will take interest in this mod addition and consider incorporating it with Unicron's permission in to new versions of complex.

  14. General Discussions Senior Member Modding Senior Member  #414
    Philosophizer Locutus's Avatar
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    The IP issues with Unicorn's Genesis mod opens yet another can of worms. Firstly he has left the community here, and I doubt you will be able to contact him. Secondly there is some evidence that much of the scripting for the non-progenitor ships in the Genisis mod is IP theft from yet another mod.

    Therefore I deem it unlikely that you will be able to contact him and secure the permissions required. There is however nothing stopping you from duplicating the feat of making the Progenitors a playable, balanced race, so long as it is your own work, and not sections of your own effort copied with blocks of material copied from another mod.

  15. #415
    Cepst096
    Guest

    unexpected problem

    Since the people in this thread seem to be very inteligent and nice I figured I'd ask another question. I started trying to fairly balance all the ships in comparsin with the progenitors and when I was done I encountered a devistating problem. If you use any higaren or vager ship to attack any higaren or vager mother ship after 30sec of taking hits the mother ship with almost full hp just disapears, no explosion and the game doesn't end. Does anyone know what I did wrong?
    Last edited by Cepst096; 19th Sep 05 at 8:40 AM.

  16. #416
    Complex 3.1 is ready; just done, I think, one of the last tests under Beghins directives.
    All bugs you're speaking above (collision, weapons overpowered) are fixed and the version is in .big file.
    Confirmed, and much much more; I'm going to upload screens and stuff on the Complex web site.

  17. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #417
    Ignorans, te absolvo Homdax's Avatar
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    Beghins:
    How about sharing some selected WIP and screens with us at www.hwshots.hwaccess.net ? You get Your own personal Gallery, and as soon as I see You there You get a very own Complex Gallery.

  18. #418
    OK, new version of Complex will support crew, a sort of dynamic unit caps but well fixed in the gameplay, see screenshot:



    But I've a problem:
    How can I display a dynamic variable using this instruction?
    onUpdate = [[
    UI_SetTextLabelText("ResourceMenu", "lblResourceUnits", ""..Player_GetRU(Universe_CurrentPlayer() ));
    UI_SetTextLabelText("ResourceMenu", "lblPopUnits", ""..Crew);
    ]],
    ;
    The file I'm speaking of is ..\Data\ui\newui\Resource.lua
    Any variable I try to insert (in this case Crew) doesn't work, if I insert a number (in screenshot 200) it is displayed; I need to insert a variable (Crew) calculated in the Complex rule file or in this file (Resource.lua) too.
    Any help is appreciated, thanks, Beghins.

  19. #419
    skyraiser9
    Guest
    No! I like being able to have as many ships as I want! How will this crew thing work?

  20. #420
    skyraiser9:
    You always will be able to have as many ships you want, Complex has cut down that terrible units limit since the first version, crew is another thing, you'll be able to recruits crew (pilots) in exchange of money obviously, but I've to fix the problem above, please help...
    HomeBoy:
    How about sharing some selected WIP and screens with us at www.hwshots.hwaccess.net ? You get Your own personal Gallery, and as soon as I see You there You get a very own Complex Gallery.
    Sure, follow this thread and soon there will be a link to the Complex web site for you and for who want host Complex (screens, rules, links, ecc)

  21. #421
    OK problem solved, all works perfectly, thanks

  22. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #422
    Ignorans, te absolvo Homdax's Avatar
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    Well Ill mirror just about everything then, just a matter of downloading and some time.
    Have a peek...uploaded Your screenshots from site.
    Last edited by Homdax; 22nd Sep 05 at 12:09 AM.

  23. #423
    Ok you lost me there,you figured out how to add a crew to each ship?

    Are we talking like little tiny models of ppl?

    What type of gameplay/strategy does the crew add to the game and how does that effect resourcing?

  24. #424
    TLK
    Guest
    For Beghins:

    I've been checking the complex website, but 3.1 is not available yet. Whats up with that? I love your mod and am anxiously wanting for the newest version.

    On a very minor note. In your next update, could you fix the problem of some ships, such as the sniper frigates badges being upside down.

  25. #425
    AggressorSq
    Guest
    Hello~

    I've been wondering...what steps would I need to take to uninstall this Mod? Thanks in Advance!

  26. #426
    Demigod of Pain Enterprise-E's Avatar
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    Hmm...

    These are actually my Vanaar-Jet beams...


    Here the original:


    See that?

    im happy that you like this custom weapon FX made by me. Normally i would have no problem You using it. my problem is though that i never got asked for permission to use it, and that it is not even credited anywhere... Now that's not the fine way of using other people's work. That's called ripoff.
    Ave Qwaar-Jet!
    "Once again shall the great seas of space run red ...with the blood of Hiigara"

  27. General Discussions Senior Member Modding Senior Member  #427
    Philosophizer Locutus's Avatar
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    Beghins: You should remember the issues with the models by Jodennel. I don't want another IP issue here. Please sort this issue out now. If IP problems persist after repeated moderator warnings banning is not out of the question. So please work this issue out between the two of you.

    READ AND FOLLOW THE RDN IP GUIDELINES!

    Dyntheos made that announcement for a reason.

    The lock is to make sure this issue does get sorted out.

    EDIT: Enterprise-E advises me the issue has been resolved, thread re-opened.
    Last edited by Locutus; 3rd Oct 05 at 5:38 AM.

  28. #428
    Member Master222's Avatar
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    Well this doesn't look good. It's the 2nd person who has problems with credits and such things of Complex. Beghins please renember to put avery person in credits who's models you used i Complex.

  29. #429
    OK considering the amount of new stuff implemented we go straight to the 4.0, the release date will follow this post with a lot of screens...







    Enterprise-E has been credited for his Vanaar-Jet beams (first thread) and his permission has been obtained, I apologize with him, if there is someone other who want credits for some things in Complex or want see his stuff cut off from Complex, please, let me know before the 4.0 release.
    Sorry, I'm a little busy, screens and documentation about Complex 4.0 will follow soon.
    Last edited by beghins; 3rd Oct 05 at 5:57 PM.

  30. #430
    sanityflare
    Guest
    Hmm...

    These are actually my Vanaar-Jet beams...

    Hummm they look remarkably like the reactor electric beams from ut2k4

  31. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #431
    Ignorans, te absolvo Homdax's Avatar
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    That last shot is just...POWER...

  32. #432
    Demigod of Pain Enterprise-E's Avatar
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    Quote Originally Posted by SnakeChicken
    Hummm they look remarkably like the reactor electric beams from ut2k4
    Ermm.. SnakeChicken, i ensure you that it has nothing to do with UT2k4, it's MY creation. It's a combination of the HW1 Taiidan beam and a custom texture drawn by me. Shall i post you the damn textures to believe me? (no, i won't! if you cannot believe me that much, check em in the Vanaar-Jet minimod)

    ps: i never played UT2k4, so it wasnt even inspired by it. Actually, it was inspired by the Beast infection beam.

  33. Homeworld Senior Member  #433
    Lord Emptiness Void's Avatar
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    so when will 4.0 come?

  34. #434
    Did you enable rank advancement for the player, beghins? Not to mention 2(!) new rescources?


    Daton

  35. #435
    Member Master222's Avatar
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    I have a suggestion is there some way to put more capital ships in the game? Maybe bigger and stronger? I like the battlecruiser but it look's a little small and stupid for me. But this is only a suggestion i know that new models are hard work. I can't whiat for new complex!

  36. #436
    Unbekannte
    Guest
    Wow, this is sooo amazing! I had the crew idea before, that every ship would require an amount of crew for its construction. This is something like the SU in Cata, but you don't get the SU back, if your ships are destroyed, because you loose the crew onboard too.

    Please tell me, how have you implemented the new resource!

  37. #437
    heuristic13
    Guest
    ...we go straight to the 4.0, the release date will follow this post...
    beghins, on the seemingly eve of the release of 4.0, couple of ideas for ya:

    with the salvage materials, some are too small for RCs to pick up and they waste time trying to pick it up (never give up - even at High setting). You stated that the game settings need to be set to High or Very High, which is fine, but then there are the ones that are so big that the RCs can't pick them up either. Solution: add a Tractor Beam module for only the Carrier; adding this to other ships might offset a balance. The tractor beam would pick up only these small items, leaving RCs to pick up the ones they can. The tractor beam should not invoke the Carrier to move in order to reach something, it should only collect items within its range and then shutoff until new items appear or the Carrier moves in range of other items. The tractor beam could have the same appearance as the HW1 Support Frigate repair beam except you might color it red. You could do any number of things to animate the collection of the salvage items, from pulling them thru the beam, or moving them with the beam into a launch bay, or perhaps the module has a salvage bay on it's own (if so I wouldn't make it blueish-white like the others (maybe redish-white to symbolize the recylcing)), or simply make them disappear from where they originated. If this capability was provided users could use Low, Normal, High, and Very High for the game setting. Call the module an "Autonomous Recycling Processor" and it should require your Recycle technology from the reseach tree and it would take up a module slot.

    you've added crew to the game and since 4.0 hasn't released, Im not certain yet how that will work but here's how you might use the Shuttle and a few other things. Add a space station at the fringes of the gamespace (probably bigger than the shipyard and mothership) that capital ships and the shuttle can dock with. The shuttle could transport needed crew to ships in the game.

    Or instead of a space station, from only the shipyard (or only the mothership or only the carrier), add a Capital Ship class production item that allows the user to hyperspace in Cryo Tray(s). A shutdown period of say, 2 minutes would be required before the shuttle could dock with it and begin offloading passengers. This shutdown period allows crew to come out of stasis and in the first 10 seconds, the tray would be powered up - running lights come up, interior lights illuminate thru windows, etc. The cryo trays would be completely defenseless (just as in HW1) and the 2 minutes ensures that the player has planned/prepared for its arrival/delivery (users would ensure that the trays arrived into a well defended area). This would allow crew to repopulate as needed. Of course there might be a high price tag on the Cryo Tray - trays should be delivered 1 at a time. Putting them in the production queue might be problematic (if it takes too long to warp them in) but perhaps not: it could be very expensive and production time could be really short.

    heuristic

  38. #438
    Madd
    Guest
    oh man this one looks good cool idea about the space station and the shuttling them i was thinkin the same thing earlier. how cool it would be to have to have something like escape pods if the base or other crafts are attacked and near destruction!

  39. #439
    Heuristic, Both of those ideas are excellent,all though i would prefer to have the carrier dock with a space station [like the commstation in the game].

    I would like to see the roll of resource collecting expanded.

  40. #440
    Member Master222's Avatar
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    I still think there should be more cap ships it would make battles more fun. For me it's little stupid to se all those small frigates and few battle cruisers attacking themself. I know that the cap ships should be smaller than the shipyard (i don't know the original english name of the ship) but for me the only good cap ship in the game is the Vagyr Mother Ship. Is there some way to put bigger cap ships? They could be hypering in to the area when build.


  41. #441
    Well i know that ships can be resized [made much bigger] because i have seen them.

    In the latest version of the Rehash mod there is this REALLY BIG and heavily armed battleship [remodded destroyer].

    What i was hoping someone would do is to make the MS's and SY's twice as big as they are now.

    Only thing about making bigger ships is that so far from the ones that i have seen,they don't have the damage and death animation sequences that the non modded cap ships have [like when they break apart before they blow up]...they just blow up.

    Right now i'm HODing the vagyr MS to have multiple sets of cannons and missile launchers but if someone wants he could make these ships much bigger and put in the proper death sequences.
    Last edited by adamstrange; 12th Oct 05 at 2:41 PM.

  42. #442
    Unfortunally there is one major problem with resizing existing ships: Textures are resized, too, which basicly create a large ship, with a texture designed for a small ship, ultimatly resulting in a VERY rough and crude (?) texture, with a very low resolution compared to the actual size

  43. #443
    Hmmm,i'm not sure about that Ragnarokx, i think it may depend on the experience of the modder who is doing the resizing.

    If you take a look at the resized destroyer in the Rehash mod, you will see that it has excellent detail,in fact, it actually looks better than the smaller stock destroyer.

  44. #444
    Maybe i messed up then. My last modding experience with hw2 was like more than a year ago, but im getting back to it now
    anyway, sorry if im wrong.

  45. #445
    Zephey
    Guest
    I had a strange thaing happen to me in this mod. ok, I was playing the game like any god guy does, and i acculated so much money that it had reset to 0. I was suprised. then after about a minute my game crashed to desk top. I was laughing so hard that i feel oput of my chair. I had so much money that my game crashed.

    hehe.

  46. #446
    Bouree
    Guest
    wow, this mod is amazing... you should have an entire community devoted to this mod, or atleast a group of people who play online with this mod...

    anyone who wants to play online my AIM screen name is "miketatw5" and my email is - mceveritt@gmail.com

    im even down to start a clan for this mod, its just that awsome! cant wait for version 4

  47. #447
    And it's more close than you image, I've no time for updating the web site but we're working hard, a list of new features will be show very soon.

  48. #448
    newuserHW2
    Guest

    Help with mod

    I'm having a problem with the mod it not working for me. I installed everything right. But the only problem the find target in the properties it says the -overridebigfile is not vaild.

  49. #449
    It has to look just like this:

    "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -overridebigfile

    Also notice that there is a space between the - and the "

    It must have this space,otherwise you will get that error.
    ==========================================

    Hey guys,have you noticed that Behgins number of posts always stays at 77,regardless of how many times he posts :hmm:

    There is something sinister about this maybe even...unhuman :fright:

  50. #450
    Member
    Join Date
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    Not Working Grrrrrrrrrr

    OK MISSED THAT ON SPACE FOR OVERRIDE,THANKS.THAT NOW WORKS.BUT WHEN I START UP GAME I ONLY GET NORMAL HW2 PLAY.NO ADDED MAPS OR GAMEPLAY LIKE I WOULD FOR OTHER MODS.BEFORE U ASK I REMOVED ALL HW2 FILES FIRST THEN RELOADED HW2 AS NEW SETUP.THEN I UPDATED.DOWNLOADED COMPLEX TO WHOLE HW2 FOLDER.NO GO.TRIED BIN.SAME,THEN DATA.NOTHING.WHAT AM I DOING WRONG? THE BOYS ARE BESIDE THEMSELVES TO PLAY THIS NEW TO THEM VERSION BUT DAD IS LETTING THEM DOWN.YOUR HELP WILL BE APPRECIATED.

    IS IT POSSIBLE TO HAVE MORE THAN ONE HW2 FOLDER FOR EACH MOD AND HAVE THEM ALL WORK?

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