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Homeworld 2 Complex 8.4.3

  1. #1501
    Gotcha
    Guest
    Well, the "Repair yard" already exists; it's the Shipyard with the Repair Module. That's how I use it anyway.

    Only cap ships are allowed to come back and get repair, usually. Anything the size of a frigate or smaller isn't worth the time (travel and repair time). Just make sure they take as many ennemies down as possible before they go down too.

  2. #1502
    F-86
    Guest
    well i was thinking the repair yard/station would be cheaper to field than a big ass expensive shipyard. im thinking the cost of a destroyer. high HP, add a pair o flak cannons and shrink the "repair field" radius.

  3. #1503
    Juggernaughty said:

    The shuttle is a strike craft support ship. According to Behgins' description, it has high speed and armor ratings, and a large docking bay.
    Surely that's the role of the carrier?

    Does anyone know exactly how the trade containers work? Do you receive the amount of RUs each year?I haven't noticed any advantage in building more than one and the optimum range for profit is to hold 30000-90000 RUs in stock.

    Thank you all.

  4. #1504
    Juggernaughty
    Guest
    Yes, that is one of the roles of a carrier. However, the shuttle is a more specialized unit for the task. So that you get a faster more resiliant ship with a larger docking bay and you won't be risking all sorts of expensive equipment on one of your valuable production ships. AND you won't have to waste your ships' time that could be spent replenishing the troops and serving as a resource drop point.

  5. #1505
    shadow51689
    Guest
    The Shuttle was supposed to be able to house many more fighters than a carrier. I don't know if it had production capabilities (guessing no?), so the Carrier is also more of a production ship.

  6. #1506
    DJGspinNHitz
    Guest
    I had a CTD in my currant game where to I look to find the cause?
    GQ

  7. #1507
    New Web site on-line, it introduces the imminent 5.3, some bug fixing and new improvements are available in the "Work In Progress" section; hope you like it.
    If someone with good English school wants to corrects or to improve the Site Content I will be very glad, it's sufficent that you mail to me a readme.txt with the content correction, thanks Ciao.

  8. #1508
    Juggernaughty
    Guest
    Behgins. I'd be happy to assist with the grammar on the web site. I'm only a high school student but English is my primary language. And whenever I get a new computer I'd also be happy to correct anything in-game.

  9. #1509
    Osenefous
    Guest
    Does anyone know exactly how the trade containers work? Do you receive the amount of RUs each year?I haven't noticed any advantage in building more than one and the optimum range for profit is to hold 30000-90000 RUs in stock.
    As far as i have been able to tell, every time a trade container docks you get the amount of rus that your trade container is worth at the time. So if it is worth 400 rus, when you dock your tradecontainer gives you 400 rus, this is at least how i think i saw it working. If you have enough and enough dockable ships it is VERY profitable. So when you have more trade containers it is better, but even better is having more trade containers, more carriers and shipyards, and more money when you start the trading. The shipyards and carrier will allow support for the trade containers, as having lines of them wating to dock it annoying, having more of the trade containers oibviously means more profit, and having more rus gives you a better amount of rus each time a trade container docks.

    One thing i am not sure of is the percentage, does it take the percentage form the total you have earned that year, or what you have on you. I ask this because at one point in one of my games i noticed i had negative ru trade, i have 157k at the time, but if it is based of of profit, then i understand that.

    I would be happy to correct the stuff in game, let me take a look at it.

  10. #1510
    DJGspinNHitz
    Guest
    OKay I am going to try asking this again:
    I have NO SOUND when playing the MOD, is this normal or is there something wrong. I have and English (US) version of the game. IF there is supposed to be sound what could the problem be and how can I fix it?
    Thanks
    GQ

  11. #1511
    DJGspinNHitz said:

    OKay I am going to try asking this again:I have NO SOUND when playing the MOD, is this normal or is there something wrong. I have and English (US) version of the game. IF there is supposed to be sound what could the problem be and how can I fix it?
    Keep your hair on old man!

    First I'm going to ask the obvious questions:

    Does the sound work when the mod is not installed?
    Do you have patch v1.1 installed?
    Are the volume knobs turned up in the options menu?
    Are your speakers turned on? :jest:

    Does the 1.1 patch work with the US version BTW?

    Beyond that I can't help.

    P.S. Thanks for the reply Osenefous.

  12. #1512
    DJGspinNHitz
    Guest
    Hair is on still, thankfully.
    Answer is yes sound worked before MOD installed, all volume controls to max in game and on PC, yes patch 1.1 installed. Seems to only be a problem with the MOD installed, is the mod looking for the sound file in the wrong place maybe?
    Thanks for the reply, any ideas?
    GQ

  13. #1513
    DJGspinNHitz
    Guest
    Finally got sound after a full unistall and re-install of the game, patch, and MOD. Must have been something wrong in the original install that was causing the sound files not to be read when using the MOD.

  14. #1514
    blade_wing
    Guest
    this mod is great.. though it would be nice if theres more of a simple manual explaining stuff.. and urrr.. jus wonderin..wads those crew containers that come out of the crew quarters..?

  15. #1515
    Juggernaughty
    Guest
    Blade wing, if you go to www.homeworld2complex.com and go to the feautures page it gives a list of everything that's new with this mod, and it also lists functions for all the new modules etc. I don't know if it'll help but at least you'll know what does what.

  16. #1516
    DJGspinNHitz
    Guest
    I captured the mining base then lost it but continued to recieve RU's this may be a bug in the MOD. Could a map be made with more than 1 mining base? Also 1000RU per year per Collector seems high to me. Maybe it should be based on something like research up grades or should increase like 1 collector=100 RU/year 2=300 RU/year 3=600 RU/year ect. Just ideas. Also could the mining base have weapons up grades for personal protection?
    thanks
    GQ

  17. #1517
    Yargnit
    Guest
    1000 per year really doesn't seem any higher than what you could make with the same collectors in a years time with upgrades to them. (less than 3 trips to the resources and back) It's a rare 1 item type thing, so it has to be enough to be worth using. Expesially since if you are using it your enemey always know exactly where you are.

  18. #1518
    blade_wing
    Guest
    hmms.. lols.. cheer juggernaught.. oh well.. it does help.. oh .. is it jus me or is the mod a lil slow moving.. i started off wif a mothership den did the usual rush for carrier to extend resourcing.. but 15 mins into the game i am still strapped on cash. even wif me mothership having a resource module on it.. resourcing was very very very slow..........

  19. #1519
    Juggernaughty
    Guest
    Build a mobile refinery and a couple of collectors and send them to a remote asteroid cluster prefferably behind you, that'll speed thing up a lot. And also research as many harvesting speed upgrades as you can, that'll help. And also make sure you're not building too many ships and modules and researching stuff all at once, if you've got multiple production queus going, I'd switch between building one module on one ship or researching one item at a time. So you don't have too much RU drain. You'll get full speed on production, but you'll still be getting modules and research done.
    Last edited by Juggernaughty; 10th Sep 06 at 11:41 AM.

  20. #1520
    DJGspinNHitz
    Guest
    Never really thought about how much a single research collector collects in a year. However there is still the bug issue that is you lose the mining base you still get the RUs every year.
    @ Blade Wing I agree the MOD is alittle slow for the first 30 minutes or so until you get some upgrades done. What I find difficult is getting a number of offensive craft built before spending all my time fighting off attacks from 2 or 3 Vagyr every couple minutes. The Vagyr don't have a research ship and stuff so they go right to work building bombers and fighters and come at you. I notice that the vagyr often have 50,000 or more RU 30 minutes in while I or other Hig's only have 100 or less. This mean they are out producing us and if they where smart they would build right up to BC and wipe us out before we even got a destroyer off. I suggest some kind or harvest rate advantage to the Hig's while balancing it with a cost advantage to the Vagyr. it is also why I suggested modules base on areas like weapons, resources, engines, ect instead of the 3 modules system in place now. BUt you do have to admit the MOD is totally awesome!! to play even with its quirks.
    GQ

  21. #1521
    Juggernaughty
    Guest
    I suggest that Beghins just gives the Vaygr their own economical make over like he did with the Hiigarans. Not only would it fix this current problem, but make the MOD even better by making the play styles even more unique with each race. If not that, then just give the Vaygr the same stuff that he did the Hiigarans to fix the problem. Custom models of a Research Station and a Crew station for the Vaygr would take a while. But then again, making a new unique economy system for the Vaygr would too...

  22. #1522
    blade_wing
    Guest
    lol.. oh well.. haha.. tru tru DJG..was gonna mention as well how the vagyr always seems to be able to throw stuff at you before u are ready.. i had like ZERO offensive ships cos i was hyped on resourcing.. and then they came.. and i was still hard pressed on cash so i could nt produce any ships... well.. so ya.. was hopnig something could be done bout dat.. well.. guess we'd af to wait for the nxt release when vagyr tech tree gets fixed.. though i really wished to see the game sped up heaps...

  23. #1523
    FenrirStriker
    Guest
    Maybe make the Vaygr some kind of scavenger economy type.....
    just an idea.

    And the gamespeed is quite slow for Multiplayer online play. My and my mate tried playing, but it gets boring quite fast if you don't have anything to do and keep hearing "insufficient resources" every 30 seconds.

  24. #1524
    blade_wing
    Guest
    oh well.. the depressing insufficient resources.. fair enough. :P entirely true though.. hearing that often enough usually means you are seriously not getting anyway in the near future..
    Last edited by Zatch; 16th Sep 06 at 4:45 PM.

  25. #1525
    Gotcha
    Guest
    5.3 released today... Downloading at the mo... 12 kb/s aaaargh....

    How 'bout making the Vaygr a HomeWorld 2 "klingon-like" race? You know, improved boarding tech (assault units, kind of teleported, because close combat is always a favorite), heavily armed (and/or armored) ships with decent technology but dreadful weapons. Weapons being used more to disable the prey until it is boarded than to destroy it.

    They really need new units too. One new advanced fighter or bomber, maybe a Destroyer with boarding , maybe improved cloaking .

  26. #1526
    DJGspinNHitz
    Guest
    Played 5.3 twice today and both time I had CTD, once after only 20 minutes the other after 2 hours.
    Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 001b:00439191.
    Error occurred at 9/11/2006 14:01:02.
    Homeworld2.exe, run by Gallus Quigley_2.
    Microsoft Windows XP?.
    1 processor(s), type 586.
    768 MBytes physical memory.
    Read from location 0000000c caused an access violation.
    is what the error log says. If this is the wrong piece of info needed please tell me where to look for what you need to find the cause.
    Thanks for all your work on the MOD
    GQ

  27. #1527
    jjwinter
    Guest
    I've had CTD's with 5.3 also, played as Hiigaran, I saved just before it crashed, and can re-create it. Whenever the Vagyr attempt to take the Megalith from me (just by moving inflitrators towards it), it crashes.

  28. #1528
    I've had CTD's with 5.3 also, played as Hiigaran, I saved just before it crashed, and can re-create it. Whenever the Vagyr attempt to take the Megalith from me (just by moving inflitrators towards it), it crashes.
    Can you send me your saved game? beghins@homeworld2complex.com
    Last edited by beghins; 12th Sep 06 at 4:50 AM.

  29. #1529
    Guardian_2000
    Guest
    If people are having problems with game speed you could always up the number of resource collectors starting out with and the initial resources. I actually like the time in the beginning to plan my strat and the early game really makes you think more about micro management and what you should get accomplished. You really shouldn't be able to just jump in flash out some collectors and go at it with the ships.

    While I'm disappointed that the Vagyr don't seem to be getting any love. I can understand that there faster gameplay is part of that. One unit I would like to see for vagyr would be something similar to the leech or defense drones of Cataclysm. If it was similar to the capture vessels or even the collectors it could attach and then leech off RU or do hull damage. I miss those microships from Cataclysm and think it would be great to see a return in HW2.

    Other than that I'd like to say thanks to the developers of this mod for such a great experience. I've had a blast playing this since the first release. The indepth gameplay makes it extremely enjoyable. Especially recently you've been quick on the bug squashing and its looking fantastic. Can't wait to see your future work. Although I'm a ship whore myself its cool seeing a mod introduce so many new mechanics.

  30. #1530
    Member
    Join Date
    May 2006
    Location
    Internet.
    i can't get a good resource system going in the mod.any tips anyone?

  31. #1531
    DJGspinNHitz
    Guest
    Well getting resources cetainly isn't easy. After teh Mother Ship appears I set the 7 collector to work and move the mother ship as close a possible to the resource. I build the research ship, 1 mobile refinery and 3 more collectors. I build a corvette and harvest modules. I then que 3 more refineries. As soon as I can research harvest upgrades. 1st the load, 2nd harvest, than refinery RU. By this point I should have qued 5 gunship corvettes. I'll move 2 of them above the remaining refineries. Use the pause feature so not everything isn't running at once. Once nearly all of that is done I research pulsar tech and drop off rate. As soon as it looks like I can I research the RU upgrade for the refinery. At this point your Refineries should produce enough RUs to pay your yearly costs and then some. I then research defense and offense towers pausing them often to keep build the 5 pulsar corvettes I que up. Once I have about a 3000 ru buffer I work on the destroyer and its up grades while slipping in another refinery here and there. This should get you through the early part of the game with a surplus of RUs. After that your on your own to build what works for your game. I would suggest researching all the harvest up grades you can afford. I play larger maps against 4 Vagyr and 1 Hig for a ally. All set to standard, sometimes 1 set to hard. (All the Vagyer are Allied together.
    Good luck
    GQ

  32. #1532
    Gotcha
    Guest
    Well, getting RU's isn't that hard. The trick is not to get hit in the back by the maintenance cost of your fleet. Updrades on existing combat units may prove more useful than building a couple of new units.

    Playing Hiig, collectors set to 5, high res multiplier, starting resources 1000:

    - Build 1 collector
    - When the first collectors head back with RU's, start building a Harvest module.
    - I usually build a Fighters module and an Advanced Senors Array
    - Build 3 more collectors, send them to another (the nearest other) resource zone.
    - Build 1 Mobile Refinery, send it to the other resource operation where you've sent your new collectors.
    - Build a second Refinery, send it near the collectors working under the protection of your Mothership.

    Refineries are more guns to protect your collectors, and they're very useful to speed up resource collection.

    - Build 1 more collector and send it to the other group far from your Mothership.

    - Start building fighters, not too many (3 to 5), but start building the research station very quickly.

    At this point maintenance must be watched. Don't build units you don't need or in great numbers if they do nothing most of the time. Like, unless you've decided to seek and destroy the resource collectors of all your opponents, don't build many Interceptors. They're mostly there to destroy ennemy probes and scouts, at first. The only good protection for your own collectors is your mothership, and a few other cap ships like the stations and a carrier.

    5 Gunships, or even better, 5 Flak frigates will be enough to ruin a neighboor's resource ops and the flights of fighters sent to defend them.

    A good flight of bombers must follow. Build 7-8. Not less than 5. With them you're quite more armed against the occasional early frigate rush, and later they'll be very useful against destroyers and more dangerous frigates.

  33. #1533
    Member
    Join Date
    May 2006
    Location
    Internet.
    thanks for the advice,just played a few games and that strat works pretty good,i had a few destroyers out with some corvette support,pretty much destroyed everything

  34. #1534
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria

    RUs and many thanks!

    Yes, "RU upgrade for the refinery" (as mentioned above) or "RU fusion" (as it is called in the game) is the key point. Also, something that applies as a relative RU increase, try to catch some collectors from your opponents in a very early phase ...

    Ah, and not to forget: Beghins and crew, you did a great job on that new release (even if I'd like to have a better performing system now ... and I thought I had one ... )!

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

  35. #1535
    Very nice work on this mod. I have beaten the computer twice vs expert AI. (it is NOT easy) and have noticed a couple of things. As noted other placed the Vayger don't seem to be building a BC very fast. One game that went over 100 years the one Vayger player didn't build a shipyard until after I killed the MS. In the next game it did build a shipyard (late in the game, building the SY only after a couple of carriers killed?)and a BC (to bad for it a Juggernaught was almost on top of it when it came out ) But I noticed that the Vager destroyers where not fireing missiles. They only fired their guns. Rather odd. I assume it's a bug with the AI. Keep up the good work! sm

  36. #1536
    Member
    Join Date
    May 2006
    Location
    Internet.
    how does the recycle unit function work after you've researched it?
    i can't figure it out..
    Also,having a blast with the mod.it's GREAT

  37. #1537
    @AzMiLion: The recycle function means that you get RUs back when you retire a ship or module, otherwise you get nothing.

    As for resourcing, I get on fine with ten resource collectors next to the mothership with a harvest module and a shipyard as an extra docking platform. Just remember to upgrade the resource collectors when the opportunity presents itself, as well as building a trade container per mothership / shipyard / carrier and researching maintenance upgrades.

    The Hiigaran mothership, when upgraded, has more than ample defense. I find that I can hold off the enemy long enough to produce battlecruisers as my first offensive unit!

  38. #1538
    Member
    Join Date
    Nov 2005
    Location
    CAMERON,ONTARIO
    can't get shortcut to open after i mod properties.get target box not valid.not the best at this.what am i doing wrong.

  39. #1539
    DJGspinNHitz
    Guest
    Make sure the -mod Complex53.big is after the quotes and that should work

  40. #1540
    Member
    Join Date
    Nov 2005
    Location
    CAMERON,ONTARIO
    told you i was going blond.thanks,Ken

  41. #1541
    fu12
    Guest
    Whenever I play the mod, its got odd skippy moments (it freezes for a sec and goes on). After 20min or so, the game crashes and dies, but my comp doesnt. I may have an old bordering on obsolete laptop, but it runs HW2 just fine at lo-ish res, and runs other mods for hours on end. Anyone have an idea as to why this would happen?

  42. #1542
    ArcTrooper1773
    Guest
    This isn't intended to be sarcastic, but look at the mod name :P

    Complex is the most... (I'm loathe to say complex here ) complicated XD mod out there. It's got far more than any other mod has, so it takes up a lot more of grunt in your CPU. As it's a laptop as well, you've lost some power to start with (They're always going to be underpowered compared to an equally-priced desktop). Lo-res sometimes helps, but some of the ships in complex (like the research station and juggernaught) don't have a low-res counterpart- so they're at full detail. As long as you have around 15-20fps, it should be easily playable.

    Do you have an error log for your CTD? (That's Cut To Desktop- the game crashing but the computer surviving).

  43. #1543
    fu12
    Guest
    well, heres the error log. I'm not exactly program savvy, so ive got no idea what it means.

    Homeworld2.exe caused an Access Violation in module atioglxx.dll at 001b:690c5090.
    Error occurred at 9/15/2006 14:48:20.
    Homeworld2.exe, run by justin_lee.
    Microsoft Windows XP?.
    1 processor(s), type 586.
    447 MBytes physical memory.
    Read from location 10f52000 caused an access violation.

    MiniDump saved to file 'C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\9-15-2006_14_48_20_MiniDump.dmp'

    Registers:
    EAX=00000020 CS=001b EIP=690c5090 EFLGS=00010212
    EBX=00000004 SS=0023 ESP=00129004 EBP=000083f2
    ECX=00000004 DS=0023 ESI=10f52000 FS=003b
    EDX=16ab1480 ES=0023 EDI=16aa5ff0 GS=0000
    Bytes at CS:EIP:
    f3 a5 8b c8 83 e1 03 f3 a4 8b 4c 24 14 8b 51 48

    Call Stack:
    0x690C5090: atiPPHSN ()

    Stack dump:
    Exception encountered during stack dump.


    Module list: names, addresses, sizes, time stamps and file times:
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00320000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00330000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00350000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00360000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00380000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003b0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\lua.dll, loaded at 0x003c0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x003e0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\util.dll, loaded at 0x003f0000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 527a5220 - file date is 12/23/2003 20:21:42
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00970000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00990000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00a00000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a20000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a30000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\console.dll, loaded at 0x00be0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
    C:\Anime\(fu u suck)WatchCat\WCATHK.dll, loaded at 0x021e0000 - 11776 bytes - 39202d07 - file date is 5/15/2000 19:59:52
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\GL.dll, loaded at 0x02b90000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\seFDAudio.dll, loaded at 0x0cf90000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20
    C:\WINDOWS\IME\SPGRMR.DLL , loaded at 0x0e8c0000 - 62976 bytes - 411096db - file date is 8/4/2004 00:56:30
    C:\Program Files\Common Files\Microsoft Shared\INK\SKCHUI.DLL, loaded at 0x0e8e0000 - 364607 bytes - 3a8110e6 - file date is 2/7/2001 02:17:02
    C:\Anime\(fu u suck)WatchCat\Homeworld\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x10000000 - 135168 bytes - 3fe0cf28 - file date is 12/17/2003 13:48:24
    C:\WINDOWS\system32\msi.dll , loaded at 0x11900000 - 2890240 bytes - 42764c85 - file date is 5/4/2005 14:45:32
    C:\WINDOWS\system32\xpsp2res.dll , loaded at 0x20000000 - 2897920 bytes - 411096b9 - file date is 8/4/2004 00:56:36
    C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\umdmxfrm.dll , loaded at 0x5b0a0000 - 13312 bytes - 3b7dfeb9 - file date is 3/30/2003 19:00:00
    C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 44b7b8db - file date is 7/14/2006 08:31:40
    C:\WINDOWS\ime\sptip.dll , loaded at 0x5c2c0000 - 250880 bytes - 41109745 - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\serwvdrv.dll , loaded at 0x5cd70000 - 14848 bytes - 3b7dfebb - file date is 3/30/2003 19:00:00
    C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\mslbui.dll , loaded at 0x605d0000 - 25088 bytes - 4110972f - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\LPK.DLL , loaded at 0x629c0000 - 22016 bytes - 411096aa - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\SynTPFcs.dll , loaded at 0x63000000 - 65536 bytes - 3ecd82f1 - file date is 5/22/2003 14:09:00
    C:\WINDOWS\KATRACK.DLL , loaded at 0x637c0000 - 28672 bytes - 44cf59b9 - file date is 8/1/2006 09:42:12
    C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\atioglxx.dll , loaded at 0x69000000 - 6189056 bytes - 40a6c793 - file date is 5/15/2004 18:44:58
    C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 3/30/2003 19:00:00
    C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 00:56:58
    C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\OLEACC.dll , loaded at 0x74c80000 - 163328 bytes - 3b7dfe1e - file date is 3/30/2003 19:00:00
    C:\WINDOWS\system32\USP10.dll , loaded at 0x74d90000 - 406528 bytes - 411096ba - file date is 8/4/2004 00:56:46
    C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 00:56:46
    C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 00:56:46
    C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\msctfime.ime , loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 00:56:14
    C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\IMM32.DLL , loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 44a01b46 - file date is 6/26/2006 10:37:10
    C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 498688 bytes - 42e5be90 - file date is 7/25/2005 21:39:44
    C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 658944 bytes - 449bca5b - file date is 6/23/2006 04:02:52
    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 00:57:00
    C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/25/2005 21:39:48
    C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 00:56:46
    C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 42260159 - file date is 3/2/2005 11:09:30
    C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 00:56:42
    C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 280064 bytes - 43b34feb - file date is 12/28/2005 19:54:36
    C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 474112 bytes - 449bca5b - file date is 6/23/2006 04:02:52
    C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 00:56:44
    C:\Anime\(fu u suck)WatchCat\Homeworld\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 - 984064 bytes - 44ab9a84 - file date is 7/5/2006 03:55:02
    C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 00:56:36
    C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8453632 bytes - 44b64ba4 - file date is 7/13/2006 06:33:28

  44. #1544
    skyraiser9
    Guest
    I like the directories that say "Fu u suck"

  45. #1545
    Juggernaughty
    Guest
    Lol, me too.

  46. #1546
    DJGspinNHitz
    Guest
    Some thoughts:
    5 player maps so I can play 2 on 3.
    Ion destroyer: eliminate need for chassy build and only need to research Ion Weapons to allow building of it.
    More AI maps
    Platform module becomes platform facility so it doesn't take up a module slot.
    just thoughts.
    Also game crashes on any map with a mining base that I have played so far.
    GQ

  47. #1547
    yacoub
    Guest
    cant you just play a 6 player map with 2 v 3 and leave a slot empty?

  48. #1548
    DJGspinNHitz
    Guest
    I forgot this game has the empty slot...blond moment!! @#$%

  49. #1549
    Juggernaughty
    Guest
    Blonde*

  50. #1550
    Destroid
    Guest

    Complex Multiplayer Balance

    Ive recently been playing a few rounds of Complex 5.3 multiplayer with a few friends and we have found that, put simply, Hiigara really has got nothing to offer compared to Vaygr, and selecting Hiigara as your race is suicide.

    It seems to boil down to the slower harvest rate of hiigaran harvesters, the additional expense required to increase tech levels and crew and the fact that you are far more restricted as to what tech you can access without increasing rank. While you are stuck with your basic ships, Vaygr can be cranking Multilance/Storm Corvettes or Artillery/Warfare frigates. (vaygr also get cheaper upgrades)

    SO is complex intented to only be a singleplayer mod? Or are there some l33t Hiigaran strategies that I just havn't thought of yet that somehow redeem them?

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