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Homeworld 2 Complex 8.4.3

  1. #2551
    DJ Die
    Guest
    it wasnt unnoticed ive been thinking about it id suggest this:
    should need research,speed should be 250-300(maybe something in between like 280),price 2000+rus , build time 40sec to prevent spamming,armor 2500 but damage should be same but these changes will make them harder to use while keeping them deadly if use with good tactics

    maybe vaygr missile should be cheaper lets say 1500rus and easier to build lets say 35 sec but because their technology is less advanced some armor needed to be removed to retain same speed reducing armor to 1800-2000


    what do you think?

    and yes only MS can build them for both sides they are too deadly i remember we played game only using those missiles because everything else was just waste of resources

    and research should cost about 3500rus with 120sec res time at least

  2. #2552
    evilaznboi05
    Guest
    For those with this problem:
    Conflict with Disc Emulator Software detected. See www.securom.com/emulation for details.

    Go to the site and do what they ask you to do. They'll give you a file to fix it.

  3. #2553
    Elred
    Guest
    Sorry, it wasn't very polite to ask two time ^^ But any player who know this unbalance can win against better player without any difficulties...

    Last time I checked, I saw that Vaygr Missiles can be built on the Shipyard too.

    Hmm, if their build time is increased no one will use them, because it would freeze the construction queue. I think it would be better to keep the fast build time and to reduce armor significantly (and damages). It would make them easier to destroy and the 3 or 4 interceptor that IA build at the beginning of the game could destroy it. But if that is done (reduce health and damages), research should cost no more than 2000RU, it would be too expansive for the utility these missile has.

    It could be great to make Researches Upgrades to these Missile too (on the both sides). It would force the player to waste time and RUs in researching for an optimal use, and they won't be spammed at the beginning of the game anymore.

    I think these missiles must be used as a support on fleet offensive, by targeting production ship when all enemy ships are fighting against our squadrons. But as they are now, they are a way to prepare an attack by destroying key-ships of enemy fleet, and that's too powerful. Only a full-epgraded missile would be able to destroy Stations in one hit.
    Last edited by Elred; 5th Feb 08 at 11:46 PM.

  4. #2554
    If your questions or problems aren't answered it most likely means no one has an answer, has already been brought up, or was skipped due to many new posts and people not reading everything. I'm sure beghins reads everyone's posts, he just chooses to respond to very few. In fact, before 6.0 his posts were few and far between.
    Yes I read all posts and when an argument is confirmed more times I assume it like a correction to do.

    Sorry, it wasn't very polite to ask two time ^^ But any player who know this unbalance can win against better player without any difficulties...
    Last time I checked, I saw that Vaygr Missiles can be built on the Shipyard too.
    Hmm, if their build time is increased no one will use them, because it would freeze the construction queue. I think it would be better to keep the fast build time and to reduce armor significantly (and damages). It would make them easier to destroy and the 3 or 4 interceptor that IA build at the beginning of the game could destroy it. But if that is done (reduce health and damages), research should cost no more than 2000RU, it would be too expansive for the utility these missile has.
    It could be great to make Researches Upgrades to these Missile too (on the both sides). It would force the player to waste time and RUs in researching for an optimal use, and they won't be spammed at the beginning of the game anymore.
    I think these missiles must be used as a support on fleet offensive, by targeting production ship when all enemy ships are fighting against our squadrons. But as they are now, they are a way to prepare an attack by destroying key-ships of enemy fleet, and that's too powerful. Only a full-epgraded missile would be able to destroy Stations in one hit.
    Some balancing done here

    As much as I hate to say it, I would have to agree. The Vortex is a bit too good, lol. Maybe a 5% decrease would be enough, as that would allow just enough speed for missiles to catch up? 10% but no more.
    OK


    By the way, I think I found a bug to. I wanted to build a Command Fortress as Hig, but at the same time I was building a Vortex from my shipyard. I made a little mistake with the crew station, so I didn't had enough crew for both the CF and Vortex. The Vortex was done before the CF, but when the production of the CF stopped and vanished because of the crew shortage, my money vanished to... Every RU I had already spent on the CF didn't come back. I don't know if this happens with other things to, because the amounts are to small to check
    I don't know if your money vanish or not in a case like this, but I think there's nothing to do via script

  5. #2555
    Alkezo
    Guest
    Quote Originally Posted by DJ Die
    and yes only MS can build them for both sides they are too deadly
    I mean have the required modules on different ships while still allowing the missile/mine to be built at the Mothership. And I do recall the Vaygr being able to build their missiles at their shipyard as well...

    I'm going to test those missiles myself and see how much they really do, but it seems that the Hiigarian missiles do less damage than the Vaygr? Perhaps it should be: Hiigarian missiles small and fast but less damaging, and Vaygr missiles larger and slower but more damaging. At least that's what I got from using them.

    Also is anyone else having problems posting?

  6. #2556
    Fo®Saken
    Guest
    That is to bad. I guess we just have to keep a close eye on the limits then. And I apologize for being such a forum noob here and that i keep asking the same questions, but I am just a forum noob. p.s. I have come up with a little trick on how to properly balance the stats of missiles. You just have to compare the cost of the missiles that you fire to the cost of the target you want to destroy. Example: hig vs vag, killing a destroyer takes about six vipers. Cost vipers: 6 X 900: 5400. Cost destroyer: 4000 Balanced: no, you should at least have to spend 1.5 times the resources becuase this method is so effective and risk free. Do this for all ships and take the average of that, that should give you the right price. I will post a nice table later on with all the stats, including stuff on how to balance damage and speed for both missiles. Wow, I think I will do a manual if I have the time when the last of the six series is out!

  7. #2557
    Ahto
    Guest
    I haven't had the chance yet to try out the 6.3 release but I have found some oddities with 5.5 release.

    Before me, people have talked about the missiles. I have never been using them (I've built them but they just sit there and do nothing, even when I'm attacked by, let's say, 8 Vaygr destroyers. The same goes with Vaygr Cruise Missile - it never does anything. It's built, yes, but never attacks.

    Another big oddity is Hiigaran MS Ion Cannon. I've seen it fire only once, and it was like, I don't know, making me really mad! I had researched three-step power - which is REALLY expensive -, and it's quite useless. I don't know, perhaps in "6. ..." release, it would be possible to see what's going on with it. And with the Ion Cannon, it's power distributes to mothership's overall attack power. After the research finishes, I get "Mothership is taking light enemy fire." message from the lovely lady voice... Really funny thing.

    I have had also problems vith Khopesh corvettes. After I researched the chassis, the game crashed. Two times in a row, and I have not used them again. Other players (AI or multiplayer) use them. The same goes with Shiry-class fighters and Tulwar-class frigates.

    In overall, I think that Hiigarans have good tech and really nice ships to choose from but they're production is like, well, way slow. I get a swarm of Vaygr corvettes and fighters in first 5 minutes and loose half my subsystems and I'm back in the beginning. Isn't it possible to speed up both the construction and research? I mean, they can cost as much as they do but they should be a little bit faster. And the Manufacturing Controller which is really useful, is possible to build after second reasearch module.

    But all in all, I think this mod is the best out there, I've played many of them and it's my all-time favourite. Thanks for letting us have this! :-)

  8. #2558
    Fo®Saken
    Guest
    You should try 6.3 first then, since those things are fixed already.

  9. #2559
    DJ Die
    Guest
    you have to choose what to target with those missiles they wont do anything alone you know and MS's ion cannon is one of most usefull things

    i know you have to build several modules to use those missiles but i always build most of them except platform module so its not such burden for me

    price should be tad bigger than 1.5 of whats needed to destroy dest because imagine you destroy research station with all 3 research modules if its upgraded it takes 2 missiles so thats 1800 to destroy target worth more than 16000

  10. #2560
    Elred
    Guest
    Quote Originally Posted by beghins
    Some balancing done here
    Thanks you

    Quote Originally Posted by Atho
    Before me, people have talked about the missiles. I have never been using them (I've built them but they just sit there and do nothing, even when I'm attacked by, let's say, 8 Vaygr destroyers. The same goes with Vaygr Cruise Missile - it never does anything. It's built, yes, but never attacks.
    You must make them attack manually.

    Quote Originally Posted by Atho
    Another big oddity is Hiigaran MS Ion Cannon. I've seen it fire only once, and it was like, I don't know, making me really mad! I had researched three-step power - which is REALLY expensive -, and it's quite useless. I don't know, perhaps in "6. ..." release, it would be possible to see what's going on with it.
    Same thing, try to make him attack manually (Z key)... I never really used the MS Ion cannon (enemy dead before being at the good range ), so I cant' tell you if it will work

  11. #2561
    Alkezo
    Guest
    In overall, I think that Hiigarans have good tech and really nice ships to choose from but they're production is like, well, way slow. I get a swarm of Vaygr corvettes and fighters in first 5 minutes and loose half my subsystems and I'm back in the beginning. Isn't it possible to speed up both the construction and research? I mean, they can cost as much as they do but they should be a little bit faster. And the Manufacturing Controller which is really useful, is possible to build after second reasearch module.
    Homeworld 2 has always been about Vaygr killing Hiigarian before they can mass up, as the Hiigarian's technology is slightly better than the Vaygr. Those are the advantages of the 2 races. Vaygr are fast and cheap, while Hiigarian are slow and powerful. That's the general idea. I believe Complex builds upon that, so it would be true here as well. In essence the Hiigarian ships are a tad better than the Vaygr. However the Vaygr do have some ships that are better than their Hiigarian counterparts. It all depends on and you build and strategy.

    Try different tactics and see what works best against AI.

    Play Complex 6.3. Complex 5.5 is old news, so whatever you post about it is not going to matter. I think beghins is focusing on the 6 series and may not even go back to fix the issues in 5.5.

  12. #2562
    DragonRR
    Guest
    Possible bug:

    Quite early in a 6.3 game I paused the production on.. I THINK.. a defense control tower on the Mothership. The game immediately quit to desktop. The log file shows:

    Homeworld2.exe caused an Access Violation in module seFDAudio.dll at 0023:029547dc.
    Error occurred at 2/6/2008 19:38:38.
    Homeworld2.exe, run by Dragon.
    Microsoft Windows XP?.
    4 processor(s), type 586.
    0 MBytes physical memory.
    Read from location 121f9000 caused an access violation.

    I'm using Windows Vista Ultimate 64bit. I had a similar quit to desktop in 6.0 during January but for some other reason.. I can't remember what caused it:

    Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 0023:00496858.
    Error occurred at 1/15/2008 18:34:52.
    Homeworld2.exe, run by Dragon.
    Microsoft Windows XP?.
    4 processor(s), type 586.
    0 MBytes physical memory.
    Read from location 00000024 caused an access violation.

  13. #2563
    Member Vemarkis's Avatar
    Join Date
    Oct 2003
    Location
    Finland
    Wrong log file, you want to post the contents of hw2.log. The file you just posted is only useful to developers, and those who have disassembled the exe.

  14. #2564
    Draconica
    Guest
    All this talk about Viper missles being an easy means to win. What kind of spammed numbers are we talking about? 5? 10? 50? They seem great vs destroyers, but against the enemy mothership I didn't notice any significant damage.
    People were complaining about the crew ship dieing too easily to them, but then...the crew ship dies easily to any focused assault.. and using missles requires bringing ones mothership into close proximity to the enemies mothership (where the crew ship will most likely be). That doesn't seem to overly powered to me. But I guess thats why I'm asking how missiles were used to seem overpowered.
    What kind of tactic do you employ with the missle spam concept to win? platform mod, firecontrol mod, then rush your mothership into range of the enemy while spamming as many missles as possible?

  15. #2565
    DragonRR
    Guest
    The hw2.log file is empty of any errors Akalamanaia.

  16. #2566
    Elred
    Guest
    What kind of tactic do you employ with the missle spam concept to win? platform mod, firecontrol mod, then rush your mothership into range of the enemy while spamming as many missles as possible?
    No need. Just a normal strategy, interceptors and gun turrets for the defense, fire control tower as usual to unlock damage upgrades. After that spend 2500RU by making 2 missiles. Then, 3 or 4 probes around enemy area (to prevent destroying), and then select the missile and right click on the crew station ^^ And after one or two minutes, BOOM.

    But Viper missiles are good as they are. They're less damaging than Cruise and can be cloaked, so they're a good way to support fleet.

    Cruise missiles are overpowered because only one can destroy a key-ship without any damage by enemy fleet parked here at the beginning of the game, 'cause it's only Interceptors and bombers...

  17. #2567
    Fo®Saken
    Guest
    When missiles seem to do almost no damage to ships bigger then destroyers, you are using them the wrong way. You must make sure that the missiles hit the side of the ships, especially against a vaygr mothership or shipyard. You can do this by selecting a target next to the target, when the missiles are on the side of your target you can target that again. You only need about 15 vipers for an instant vaygr ms instant kill or about 10 for a shipyard.

  18. #2568
    PCvillian
    Guest

    Those vipers are cool but didn't work for bigger dudes.

    "When missiles seem to do almost no damage to ships bigger then destroyers, you are using them the wrong way."

    Ah HA! I just tried missiles (viper) for the first time and against large ships nothing but small ships 2 pops and GONE!

    Pretty powerful and you can spam the heck out of a much larger force without getting touched. I will try on frigates next time.

    Whoo Hoo!

  19. #2569
    Fo®Saken
    Guest
    It is impossible to fire viper missiles on frigates. They are coded in such a way that they can only be fired on capital ships. Anyways, if you would be able to fire them on frigates the game would be really boring, since it would destroy any frigate in one hit.

  20. #2570
    Member Vemarkis's Avatar
    Join Date
    Oct 2003
    Location
    Finland
    The hw2.log file is empty of any errors Akalamanaia.
    Then you have not ran Homeworld 2 with the -luatrace command. You should do that to be able to provide meaningful error reports, anything else but contents of hw2.log is useless to modders.

  21. #2571
    Ahto
    Guest
    Elred -> You must make them attack manually.

    Well, I tried out the new 6.3. It's awsome, really, but quite complicated. Maybe it seemed so because I played for the first time.

    The missiles work now properly. My Vortex unleashed a volley at the Vaygr and they all detonated nicely. Though I must agree, they are not the most powerful ones, they still do something.

    I don't know why but map Tanis resource mania crashes on my PC.

    I was thinking that wouldn't it possible to increase Scavanger's RU supply module's added RU limit from 3000 to, let's say, 5000? I established three resource points plus a mining base and in the end, I had as many Scavangers as I had collectors!

    What really made me laugh was that with realistic battle, I lost MS to a squadron of Vaygr bombers! :-D I was swearing like a mad!

    And I do love the battle fortress! 2,5 million HP just after first upgrade!

    All in all, the 6.3 version is nice, though a little overwhelming at first. But it's nice.

    Ah, and I forgot to tell that though with my own missiles, I should target enemy ships manually, the AI still doesn't fire them on my ships (Vipers, to be exact). So there's still soemthing going on with them. The AI, knowing Viper's destructive power should on the contraty try to fire them. Tango mines go after the target autonomously.

  22. #2572
    Alkezo
    Guest
    Quote Originally Posted by Elred
    But Viper missiles are good as they are. They're less damaging than Cruise and can be cloaked, so they're a good way to support fleet.
    Agreed, Viper Missiles are good but Cruise Missiles seem a bit over-powered. The Cruise Missiles also seem a little buggy in the damage they do. I think they sometimes end up getting destroyed by being rammed before they can detonate.
    Quote Originally Posted by Ahto
    I was thinking that wouldn't it possible to increase Scavanger's RU supply module's added RU limit from 3000 to, let's say, 5000?
    Why would you need to do that? If you have that many RU's you should of won already. The Vaygr are limited to the number of Supply Researches available to them while the Hiigarian can build as many Scavangers as their Crew Limit allows. It's already in the favor of Hiigarians as it is, no need to make the gap even larger.
    Quote Originally Posted by Ahto
    What really made me laugh was that with realistic battle, I lost MS to a squadron of Vaygr bombers!
    What? How do you lose a Mothership to some bombers? I always have it on Realistic Battle mode, since it seems to make the Ion Cannons less buggy, and and I have never lost a Mothership to anything on the first wave. Even without the Improved Mothership Defense Research for either side or the Flak Turrets for Hiigaria, I've managed managed to always win against bombers.

    Now to report my own cases. Some of it may be already posted, but I'll repost for more emphasis.

    -I was playing 2v2 with an Expert Hiigarian on my side and he managed to lose most of his Shipyards that he built. He never rebuilt them so he ended up lagging behind because he only had 1 shipyard to produce his capital ships. It also seemed he fell behind in research as well, as he didn't build even have an Engineering Module for a long time. When he finally managed to get a Command Fortress, he only built the Defense Facility Module on it and nothing else.

    -Vaygr Command Fortress needs to be buffed or made cheaper and faster to build. Its no where near the capabilities of the Hiigarian counterpart.

    -Vaygr Multilance Corvette still shows 0 attack.

    -It seems that some of the ships that aren't part of the original Homeworld don't have less detailed HUDs or models. For instance, the battlecruisers will look less detailed when you zoom out or when your FPS starts to get low. So it looks weird when I'm looking at a battlecruiser that has a low-res model but high res modules. I don't know if beghins still has a modeller/HUDer to fix this though, but I do think that if low res models/textures were created, it would help with the lag a bit.

  23. #2573
    Piwat-Anton
    Guest
    I really enjoy this mod and have been playing with it for some time but I'd like to modify it to be more of my play style such as having all my stuff being built with 1 RU and what not >.> so how do I mod it? do i decompile it and do it from there? I have already tried that and put all of the files in side of the folder where the .big file is located am i doing something wrong or what do i have to do to change some stuff within complex?

  24. #2574
    Ahto
    Guest
    To Alkezo ->
    Well, as you know, when you start the game, the AI sends against you, depending on its level, first wave of fighters. I knew that and I wasn't really concerned about it because until now, nothing ever happened, maybe one collector lost. I usually let my resources to build up to produce Carrier and other essentials in the beginning rather that just go and start firing. On realistic mode, I got the swarm. Not really beaing concerned, my surprise was even bigger when I saw that MS status bar showed yellow and then the alarm sounded. I was too dumbstruck to do anything about it and just witnessed it being destroyed. And it was the first wave. How it could've been, I cannot really tell but that's what happened.

    Well, my tactics is to build up defensive perimeter around resourcing and then concentrate on cap ships. To do so, I need RU storage. I just love seeing Hiigaran battlecruisers, four or six of them, tearing through Vaygr. That's why I have this RU problem because I don't pump my resources on smaller vessels, I never build a fighter subsystem, they're no use (at least to me). I'm more a cap shim guy... :-D

    I also tried out palying Vaygr. Their construction speed is fenomenal! I had a nasty little encounter with Hiigaran Flak frigates, six of them, and I had a Carrier with corvette subsystem. When I saw the frigates coming, I started manufacturing Missile Corvettes immediately. Not knowing how fast the Vaygr build, I left it all at that because there were other things to worry about as well. It turned out, 10 squadrons of corvettes was done so fast that I sent them against the frigates before they entered firing range. No wonder I always get a swarm of Vaygr fighters and corvettes! :-D They're built really fast, too fast. But of course, they're like mosquitos - Flak frigates were destroyed, but also all my 10 squadrons. Hiigarans would have lost maybe 4 or 3 squadrons.

    Another thing I spotted was that the voice-over is different. It doesn't say any more "Destroyer complete" but "Capital ships complete".

    But, the mod's better than any other I have palyed this far... Thanks for doing it.

  25. #2575
    OK tomorrow I will release the 6.4, I think the last one, still one day left for last bug reports, thanks
    Last edited by beghins; 8th Feb 08 at 7:47 AM.

  26. #2576
    callitri
    Guest

    little help pls

    first of all imba job on complex m8 i have nothingbut praises for u and your work , now about my help request
    its bit of a long shot but hopeing someone might have the picture
    i found it years ago and i had it on a cd but someone gratiously stole my cd... its a concept art drawing/cg image dont know exactly it has a taiidani heavy cruiser and a destroyer on it the destroyer is in front and its realy detailed image , if anyone saw it or even has it would love to have it
    i tried evry place i now where i can find homeworld conceptart drawing and i tried evry possible search termin google but nothing
    thx again guys

  27. #2577
    Zayez
    Guest
    Got a bug for you beghins, missle frigate calisto missles have no effect. When you fire them just as they are about to hit they simply disappear. No explosion, no damage. I've tried them several times, and the results are the same. Shirry calistos impact and cause damage, but Missle Frigates Calisto's do nothing except fire a really rapid torpedo that looks slightly different then the rest. As I said earlier, prior to impacting the target they simply phase out of existance. I've used them against anything I get the chance from frigates to cap ships and the results are always the same, NI (negative impact)
    Last edited by Zayez; 8th Feb 08 at 9:48 AM. Reason: Typo

  28. #2578
    Alkezo
    Guest
    Quote Originally Posted by Piwat-Anton
    I really enjoy this mod and have been playing with it for some time but I'd like to modify it to be more of my play style such as having all my stuff being built with 1 RU and what not
    Do you have Unfbig? If you use that you can easily decompile and recompile data folders and big files.

    Here's the link for all the modder tools


    Barring a few misspells, balance issues, and AI bugs; I have to say that Complex is almost perfect.

    -A few of the Research's don't have the right text. I think there was something that wasn't right with the Sensor Health Research wording. And I remember there being a Damage Upgrade that said +aim%. Not that big a deal though. Everything else has already been said from me that I can think of.
    EDIT:
    Quote Originally Posted by Zayez
    Got a bug for you beghins, missle frigate calisto missles have no effect.
    Missile Frigates have the Calisto ability now? I stopped using them when I found out the lovely capabilities of the Sniper Frigate, lol. Well at least they aren't completely obsolete now, lol.

  29. #2579
    Ahto
    Guest
    Actually, I have tried out the Unfbig with Complex .big file and after I recompliled it, the game crashesh. It's size becomes bigger than the original, maybe because of that. After it crashed, I tried to decompile and recompile without making any changes in anywhere and it still was bigger than the original.
    Am I doing wrong something?

  30. #2580
    Fo®Saken
    Guest
    I had changed some stuff to for testing purposes -I was checking how effective ion weapons were because everyone seems to have trouble with it- and I had the same problem. Just leave it decompiled and us the -overrideBigFile command. That should work just fine. You are not going to share it with other people anyways, so it should not cause trouble. If you want to remove the modification again you only have to remove the decompiled folders.

  31. #2581
    Ahto
    Guest
    I'm really excited to try out the new 6.5 but there are some things that might need beghins attention.
    Dreadnought explosion is carried out in an expanding square. Not like others explode.

    Forsaken -> Could you explain the decomplilation a little bit more? I'm quite a beginner at that, I'm afraid. Do I need to decomplile the .big file into a "Complex63" (or 64) folder with all its contents and then put the override at the end of the target line in shortcut? Help is much appreciated! :-)

  32. #2582
    Member Schakal's Avatar
    Join Date
    Aug 2006
    Location
    Germany
    there is only one word: magnificent.

    but one question, in the previous version, there was a gallery , where i could read something about some ships. why isnt the gallery in 6.x???
    <Kalimac>Schakal - he's the hero #art deserves... but not the one it needs right now. So we'll hunt him, set the dogs on him, because he can take it.
    <***>god was sitting on the swiss alps and making germans. and the ones he didn't get right, he just tossed over his shoulder...

  33. #2583
    Sithicus
    Guest
    6.4 released! W00T

  34. #2584
    maddeath
    Guest
    Hi everyone, new here.
    Naturally, one huge smooch to beghins and his coworkers for what i regard as the possibly best mod ever made.

    Now a few suggestions and questions (based mainly on 6.3), before complex gets forever sealed...

    1) I would love to see more module slots on the vortex. One is very unsatisfying for the ru paid, compared to the bc.
    I like its speed and maneuvaribility, which i would like to keep high. Thanks to this it owned a dreadnaught without even getting scratched (and so I missed my chance to see the dreads power, meheh).

    2) What exactly should the chimera station be good for? I built it once in 6.0 and it appeared useless to me.

    3) Seemed to me like the (bc) ion beams did quite a job on the destroyer i watched get hit last time (6.3). Health went continually down like mad...

    4) Why do torpedo frigs get a callisto upgrade anyway? They have some sort of anti-cap upgrade.

    5) The good ol' races are slowly becoming worn. Some sort of third party would be great. Even something very simple. Just to add variety to a clash of several players.
    My suggestion: progenitor - bentus - mothership, cap production
    - keeper - destroyer, carrier, small ship production
    - keeper drone - fast heavy corvette
    - mover - harvesting, capturing, salvaging, EMP, light guns
    - dreadnaught - bc
    I admit knowing nothing about the work required to do this, but according to what I read so far, it should be quite simple. At least compared to what had been done so far...

    6) Why not just remove the side-mounted bc ion upgrade? Does anyone use that?

    7) More power for khopesh.

    8) Does it pay off to build heavy bombers? I never had the opportunity to thoroughly test them, but they didnt impress me when I did.

    9) What good do x-bombers do? I built them once, mixed them among normal bombers. The x-bombers got mowed down much faster than the rest for some reason, so I recycled them.

    10) Vaygr destroyer rockets chase and hit corvettes and even bombers. Thats quite a hassle.

    11) Now that ships can collide, fighters and corvettes need better piloting. Last time my bombers were attacking a frig while a destroyer moved in front of it. About 1/2 of the 15-20 bomber squads crashed into the destroyers side and to top it off, the destroyer seemed completely unharmed. Oh, crud. I could accept that collision a bad luck in battle, but the unharmed destroyer was too much.

    12) I would like to see the "heavy nuclear waster" (cant remember unit name) transferred to the vaygr. Would suit them better, while it doesnt suit hiigarans at all.
    Vaygr have less ships anyway.

    13) How bout a defense field generator module available to all ships with slots?

    Thats all, at least for now...
    Time to fetch 6.4...

  35. #2585
    Fo®Saken
    Guest
    @Atho - You should unpack and decompile the .big file into a seperate folder first. -You can do this with any tool you want, as long as it can extract and decompile it is fine for this method, since you do not have to convert it back to big format again.- Then you open that folder and copy EVERYTHING in it to your homeworld data map. Make sure that there are no other files then the standard files or other .big files in the data directory before doing this, because mixed up files cause errors. Now add the -overrideBigFile AFTER the quotation marks in the target line in the properties of your game shortcut, you can now run the game from the folders instead of the .big file. You can now edit the values of all the stuff in the folders to what you like, when you get an error, you simply copy-paste the original file from the folder we created a while ago over the edited file to undo any changes. By the way, for ship costs changing you have to edit the .ship files in the ships folder.

  36. #2586
    Sithicus
    Guest
    I think Chimera is good for cloaking nearby ships and preventing those juggies from jumping to close to your MS
    And about BC Ion Batteries - when they'll hit you - you know you're bit hit Not sure but I think those ion beams are second in power only to ion beams on the station. BTW - I was playing 6.3 earlier and observed ion bug on BC normal ion turret. It was blasting a frigate for a few seconds without any damage to it. Frig got blasted by Kinetc cannons in a few seconds so I though no big deal.

  37. #2587
    Zayez
    Guest
    Yep, missle frigates have calistos and I like to build every ship just to make the game last longer ^^ Im not fond of short easy battles or cheap victories.

    Also, the BC Ion Batteries are very effective, and they work now, I tried em the other day and was amazed ^^ my one BC with ion Batteries defeated 1 enemy Vagyr BC and damaged the other one before it pulled it out and I still had half HP left ^^ and it wasnt fully upgraded, only had 1 hp upgrade and 2 damage upgrades. So the ion batters are definitely working and worth while when you think about it or torpedo batteries.

  38. #2588
    Sithicus
    Guest
    DAmn, I've got my first CTD, right after building my research station.
    Got several more.... so I've decided to do a clean install and apply the patch... worked like a charm
    Last edited by Sithicus; 10th Feb 08 at 3:43 PM.

  39. #2589
    Sajuuk333
    Guest
    Beghins, I have an important notice: Ion cannons might not work because enemy/allied ships are fully upgraded, repair wise, and they're in a repair module's range

  40. #2590
    Ahto
    Guest
    Thanks, Forsaken, you're the bud! :-)

    Beghins -> I played as Hiigaran and thought that just in case I should build Core (Vaygr have a nasty habit destroying key ships). I left mothership to work on it and turned my attention to another location where there was a huge battle going on. After it was done, I came back and saw that the Core was done, yes, but no model. When I wanted to select it, I selected "thin air", no ship.

    Chimera station should have subsystems (at least, so suggests the small introduction at the build options) but it is not selectable. It's like a dustcloud - you can see it, it's there and yet you cannot select it.

    The Vaygr can build three different supercapital ships while Hiigarans only two - battlecruiser and Vortex. I played 2 v 2 and oh boy, the opponent was tearing through my and ally's capships like butter! The AI had constructed 4 Sajuuks, 3 battleships and 2 battlecruisers. Sajuuk is powerful and with proper support from other capships, it really dangerous - I lost a battlecruiser with first minute (fully upgraded one, that is). Difference in HP is 200 000 and even more.

    I executed a very interesting idea - I hyperspaced my Command Fortress to the front to see what it can do. It had 4 or 5 ion beams but they aren't the same as battlecruisers, they were quite feeble against a shipyard. My guess is they are the same as Ion Platform beams. Drones are nice, tough and resilient. Though I must say, Fortress should unleash mines much faster. But it was nice to see how it managed to damage a lot of shipyards (four of them were huddled close to each other). And with 4.2 million HP, Fortress rocks! :-D

  41. #2591
    wgd
    Guest
    Just as a thought, is it possible to increase the unit cap? Atm we're restricted to 60 Officers and 1225 Crew, which is reasonable I admit.

    Its just that 12 BC/Vortex and a Fortress plus smaller ships doesn't seem exciting(big) enough...perhaps another crew vessel?

    Also, the same could be said for the research vessel, can we have more than one to speed up the research process? Its really tedious.

  42. #2592
    BattleCruiseGuy
    Guest
    Ummmm..... Your mod does not work on mac since there is no browser bar on the finder, therefor no command lines. Please help.

  43. #2593
    Alkezo
    Guest
    Quote Originally Posted by maddeath
    1) I would love to see more module slots on the vortex. One is very unsatisfying for the ru paid, compared to the bc.
    The Vortex is good as it is now, maybe a bit overpowered which is why a speed reduction was requested.
    Quote Originally Posted by maddeath
    5) The good ol' races are slowly becoming worn. Some sort of third party would be great. Even something very simple. Just to add variety to a clash of several players.
    So much work in programming and testing, it would be worth it's own mod. In fact, there is a seperate mod that allows a third race. That's asking way too much from behgins.
    Quote Originally Posted by maddeath
    6) Why not just remove the side-mounted bc ion upgrade? Does anyone use that?
    Why remove them? The flight pathing just needs to be fixed, and it would be great. It does great damage when the Battlecruisers aren't turning their backs to everything.
    Quote Originally Posted by maddeath
    9) What good do x-bombers do? I built them once, mixed them among normal bombers. The x-bombers got mowed down much faster than the rest for some reason, so I recycled them.
    Subsystems. Try massing a bunch in the beginning and attack some key subsytems, like Crew/Officer Barracks, Research Modules, etc.
    Quote Originally Posted by maddeath
    10) Vaygr destroyer rockets chase and hit corvettes and even bombers. Thats quite a hassle.
    All missiles do that. Especially when a ship is destroyed and there are a bunch of missiles near other ships. It's like recycling all those missiles that were fired instead of them just disappearing.
    Quote Originally Posted by maddeath
    11) Now that ships can collide, fighters and corvettes need better piloting. Last time my bombers were attacking a frig while a destroyer moved in front of it. About 1/2 of the 15-20 bomber squads crashed into the destroyers side and to top it off, the destroyer seemed completely unharmed. Oh, crud. I could accept that collision a bad luck in battle, but the unharmed destroyer was too much.
    Yeah the flight pathing for the smaller ships are a bit messed up since the collision was added. Now it seems half your fighters just die from ramming the enemy ship. This definately needs to be fixed as smaller ships are already obsolete in late game due to explosion damage. Fighters/Corvettes are still fun to mass though, lol.
    Quote Originally Posted by maddeath
    12) I would like to see the "heavy nuclear waster" (cant remember unit name) transferred to the vaygr. Would suit them better, while it doesnt suit hiigarans at all.
    Vaygr doesn't need any more ships, they're fine with the ships they have now. They're supposed to be more simple than Hiigarian. Though I do have to agree with you on the Juggernaught not fitting the Hiigarians very much. I mean what officers, let alone crew, would want to go on a suicide mission...
    Quote Originally Posted by maddeath
    13) How bout a defense field generator module available to all ships with slots?
    Let's see... Vortex + Defense Field = ?. I'm sure you could figure out the outcome of that one...
    Quote Originally Posted by Ahto
    The Vaygr can build three different supercapital ships while Hiigarans only two - battlecruiser and Vortex. I played 2 v 2 and oh boy, the opponent was tearing through my and ally's capships like butter! The AI had constructed 4 Sajuuks, 3 battleships and 2 battlecruisers. Sajuuk is powerful and with proper support from other capships
    The Vaygr needed more in terms of late game ships. They were so far behind in the capital ships department that Hiigarians could win as long as they got a Battlecruiser out. Now the Vaygr can stand a chance against the Hiigarians while still being behind a little bit late game. The Dreadnaught can't even turn to aim at it, so they can't do their big damage. The Battlecruiser's main cannons can't aim at the Vortex either. So I would say a fleet of Vortex v.s. a fleet of Battleships, Dreadnaughts, and Battlecruisers, the Vortex's would win.
    Quote Originally Posted by wgd
    Its just that 12 BC/Vortex and a Fortress plus smaller ships doesn't seem exciting(big) enough...perhaps another crew vessel?
    Also, the same could be said for the research vessel, can we have more than one to speed up the research process? Its really tedious.
    I would say having the ability to build more than one Crew/Research Station would help but not because the added crew or faster research. I just don't like the how feeble the ships are and how easy they are destroyed. Destroying those ships pretty much makes that player no longer a threat and can easily be taken out.
    Homeworld has always been a slower game than other RTSs and Complex just builds upon it. So I would have to say it's supposed to be slow, though hardly tedious.


    On behalf of behgins, thank you. I really enjoy Complex and I believe it's the most thought out mod for Homeworld 2. I really like the A.I. attacking from above, behind, and below. It really makes me rethink leaving some place undefended.

  44. #2594
    BattleCruiseGuy
    Guest
    Nev mind I used Terminal

  45. #2595
    Sithicus
    Guest
    Guys, I've build those 3 nuclear launcher on the station but it seems that its not launching those warheads.... ???

  46. #2596
    Member Joe 2987's Avatar
    Join Date
    Sep 2007
    Location
    Leading my inteceptor squadron on patrol over Texas
    this is awesome!
    Last edited by Zatch; 10th Feb 08 at 6:24 PM.

    "I HAVE NO IDEA WHERE THOSE EXTRA 1,800 USERS WENT." - Moe
    "To subdue the enemy without fighting is the acme of skill." - Sun Tzu

  47. #2597
    Alkezo
    Guest
    Guys, I've build those 3 nuclear launcher on the station but it seems that its not launching those warheads.... ???
    EDIT: Nevermind. I got to Battleship era and found out what you mean. I never got to test them though due to the game freezing.
    Last edited by Alkezo; 10th Feb 08 at 8:47 PM.

  48. #2598
    Nerb
    Guest
    I know im late chiming in, but it seems most people on here have been playing Hiigaran. Ive been playing Vayger and have some issues. The cruise missiles are way to powerful and easy to build. It seems Vayger can ahnillate Hiigaran by building nothing but probes and cruise missiles. Against the computer i just research and build what is required to get the cruise missile, build 5 missiles, send out a bunch of probes and destroy the mothership. I build no defences and just let the first wave of fighters attach me.

    I really dislike how vayger loose rank if you do poorly in a battle. Playing against a friend, i did poorly in the first confrontation (after we jointly decided not to use cruise missiles) then i had no rank, could not build anything except frigates as i was limited to 10 officers. I couldnt defend against his first destroyer wave. Game over.
    It reallty shortens the game and is no fun.

    Other than these, i think the mod is awsome. Cheers.

    PS, this is all on 6.3. Has either of these been adressed in 6.4 / 6.5?

  49. #2599
    Alkezo
    Guest
    Quote Originally Posted by Nerb
    I really dislike how vayger loose rank if you do poorly in a battle.
    This occurs with both races. I play both races to try out different strategies and have some variation with playing.

    And the Vaygr Cruise Missiles has already been addressed.

    -Ion Cannons still sometimes seems bugged. At times it does normal damage, but at others it will do insignificant damage.

    -I had a few instances of Sniper Frigates shooting themselves in 6.3, I'm not sure if that was fixed or not.

    -Love the new Missile Platforms for the Hiigarian.
    Last edited by Alkezo; 11th Feb 08 at 11:02 AM.

  50. #2600
    Nerb
    Guest
    Ok, just played as Hiigaran and found it incredibly easy. Resourse collection seemed much much easier. Is there a collection rate difference between the two sides?

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