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Homeworld 2 Complex 8.4.3

  1. #101
    If you think what I think you think, you have to use the z-key (or y-key?) to use the special weapon of a ship. Select the fighters press the button click on the enemy and voilla there you go.




    Daton

  2. #102
    Yes, AdamStrange think what you think DatonKallandor, Cluster is a Special Attack and need to press the Z key, like Acolyte in Cataclysm.
    Really I don't like this ability, I'm thinking of change it with a single powerful anti-Frigate/Collector missile, what do you think about?
    In Complex 2.1 a smart interface display this feature and others; it's uploaded in the server and available for download.

    Ciao...

  3. #103
    Will try it immediatly. And yeah you should change the cluster torp. It really isnt worth the hassle right now.



    Daton

  4. #104
    ThorinDP
    Guest
    Pretty. One problem, though:
    Your sweeper cannon deforms. I can't explain it; I thought you could only do that sort of oddness in modeling software.

  5. #105
    kodi
    Guest
    I must say "wow". This mod become awesome. Keep up good work!

  6. #106
    yep the sweeper looks strange, but still thats nothing I would even consider a minor flaw. The Hiigaran BC is great, but not overpowered. A few strikecraft squadrons can easily kill one, if it is unsupported.




    Daton

  7. #107
    I must say "wow". This mod become awesome. Keep up good work!
    kodi, Thanks
    Pretty. One problem, though:
    Your sweeper cannon deforms. I can't explain it; I thought you could only do that sort of oddness in modeling software.
    ThorinDP, I've no made any of the models you see in Complex, I've taken them around from the H2 community, especially from Greggy's Lab, and then, I've modified their physic, weapons, carachteristics and so on.... Rapid Sweeper deforms but I've no idea of what's the reason. Really I think the H2 scripting engine has been push to the maximum, I'm speaking about relevant modifications and may be I wrong sure, but the only way to still expand the H2 universe is to make additional models... units, platforms, and so on. I've a lot of ideas about these integrations, but I've no modellers and this is the reason Complex 2.1, probably, is the last version :werd:

  8. #108
    Complex 2.1 available for download.
    It features:
    -bugs fixed;
    -units/weapons balancing;
    -improved build/research interface;
    -other few modifications.
    See the first thread for details.

  9. #109
    Member
    Join Date
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    Columbus, Ohio
    I think the LUA interface has been pushed to the edge. If there was some way to use it to interface to separate executables we might be able to do more...

    Of course, it would be nice if there was more complete and/or accurate documentation on functionality. :smash:
    10% of life is what happens to you and 90% is what you DO about it

  10. #110
    beghins,How do you get the intruder to fire its cluster torpedos after you buy the upgrade?

    It still just uses its laser weapon.

  11. #111
    Cluster Torpedo is a special attack, press the Z key.

  12. #112
    At times it gets a little confusing trying to select the proper upgrades [ since there are so many ]when your in the middle of a thick battle,which is excellent..."Which one should i upgrade ,my fighters or gunships...OH NO...HERE THEY COME...DOZENS OF THEM :argh:

    beghins,Could you make a new upgrade that would arm the fighters with missiles ?

  13. #113
    I notice that when playing against the Hiigarans, the AI does not build the intruders,any reason for this beghins?

  14. #114
    Uhm, Hiigarans should build the Intruder, any other have the same problem? I'm going to verify. Thanks Adamstrange.

  15. #115
    Yeah i played as the Hiigarans vs 5 Hiigaran fleets and as the Vayger vs 2 Hiigaran fleets and they never built the intruder.

    If your wondering why i only fought against 2 Hig fleets its because it would be super hard to defeat 2 fleets in the event that the AI started building intruders since i modified them to launch torpedos across an entire map :argh:

    I do think that may be one other ship that i had not seen built, but i may be mistaken.

  16. #116
    Fusaiyuki
    Guest
    Oh wow I love mods with lots of new stuff. This'll keep me busy for weeks!

  17. #117
    Fusaiyuki
    Guest
    I really love this mod but I think it would be better with maybe one more type of frigate. Also, I had an idea for a different destroyer (Vaygr and/or Hiigaran). It would only have two heavy cannons and two flak frigate flack cannons and (here's the clever bit) a quadruple EMP missile launcher. With one of these, if all 4 missiles hit at the same time, you could put another destoyer to sleep for some time. The EMP effect of the missiles would add up to longer EMP times because destoyers have quite a lot of EMP resistance. It would be great for alternative strategy, because you could sneak in a few of these, EMP enemy destroyers and beat them with normal destroyers without even getting damaged. Each EMP missile would be quite powerful and it would be intended to be used on destroyers, frigates and, with more than one, on Battlecruisers. Currently you can't EMP BCs because of their super high resistance but with 2 or 3 of these you would be able to.
    Last edited by Fusaiyuki; 26th Dec 04 at 12:58 PM.

  18. #118
    ThorinDP
    Guest
    So you're proposing an EMP suite destroyer? Would be good in concert with a triplet of capture frigates...

    And BCs are supposed to be hard to disable. They have quite enough room for redundant power plants and computer systems, as well as proper emp shielding.

  19. #119
    Yea I'm having a hard time dling the newest version. I'm getting "access denied" any suggestions?

  20. #120
    Fusaiyuki
    Guest
    Yeah but they are un-EMPable at all. Even with like 300 scouts ( I didn't try thatmany but still...). You should be able to overpower them with enough EMPness. Even if it takes a lot.

    I think the EMP destroyer would be great. It would open up the game for different tactics, instead of just the usual. I like the idea of using it with capture frigates but I'd use it with say, two normal destroyers. With an EMP destroyer or two with them you could take out much larger armadas of destroyers and frigates. Because if the enemy can't fire back or even run away, they're sitting ducks, even if they outnumber you.

    Aha! I didn't know about the cluster torpedo thing. BTW I love the plasma tubes on the battlecruiser. Nice touch.

  21. #121
    Fusaiyuki
    Guest
    In the normal HW2 the Hiigaran BC is much more powerful than the Vaygr one so it's good to see you can add 6 cannons to it. Just what it needed. I love this mod so much because it has just what I wanted from HW2 and didn't get: More stuff. Also, it's by far the most professional mod I've seen. It looks as if it could have been made by relic themselves and is seamlessly integrated. Plus, the whole thing is nicely balanced, not easy when you intoduce new units, and they're integrated, not just tacked on.The new subsystems work well and I love all the new units because they're all unique and clever. Such a great mod.

    How exactly do the Viper/Cruise missiles work? When I make them they just lurk behind my shipyard and sit there, and you can't even move them once.

    Also, what is the point of thye shuttle? It costs a lot to build and does bugger all.

  22. #122
    If you had read the readme you would know that the shuttle is currently not working. It has no dockpaths since Beghins is unable to do them.

    I have no idea how the missiles work either, but who needs them anyway, when you have such nice new toys like death-frigates.



    Daton

  23. #123
    Fusaiyuki
    Guest
    It's true. All the new units are great, I can't pick a favourite. Although, Hiigarans have less new ones than Vaygr. 3 new fighters, but 1 new frigate. I don't ever use the XBomber or Spy, whereas I use all the new Vaygr units.

  24. #124
    kodi
    Guest
    Missiles? They are beautiful Build a lot of them, some strikecrafts to escort them, few capital ships to distract enemy's defence grid and now:
    1. select all of these missiles,
    2. right-click on single enemy capital ship
    or
    ctrl+left mouse button drag over enemy capital ships
    3. escort missiles (they're very vulnerable to enemy fire...)
    4. Watch fireworks

  25. #125
    Does anyone have any suggestions about dling this mod? The website in the link says access denied.

  26. #126
    You have to register at the site Je. You should do it, its worth it.




    Daton

  27. #127
    Ahh once again, Daton to the rescue! Thanks man!

  28. #128
    beghins,is there a way to make the vayge mothership bigger and with some cannon turrets?

  29. #129
    Snuff
    Guest
    That would involve model/mesh manipulation. I don't think that Beghins can do that from a few of his earlier posts.

    As for the "Cruise-missiles", it's like Kodi said.
    Shift + P makes them return to you from what was posted earlier.

    Remember everyone: in order to DL this mod, you must first register at http://www.haeggalaxy.com
    It's a stipulation of the site, but worth it.

  30. #130
    Thats a shame, i wish it was like Generals were you just you just type SCALE= into a units code and it would make it bigger or smaller.

  31. #131
    Fusaiyuki
    Guest
    Oh OK. Thanks. I wasn't sure how to use them. Must go and have some fun with them now. :hwpilot:
    Last edited by Fusaiyuki; 3rd Jan 05 at 6:16 AM.

  32. #132
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    Oct 2003
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    Singapore
    Thats a shame, i wish it was like Generals were you just you just type SCALE= into a units code and it would make it bigger or smaller.
    You know, that would be useful for an animals mod

  33. #133
    Fusaiyuki
    Guest
    :argh: :argh: :argh: An animal mod?! What would that involve? New models with tigers firing missiles or have I just misunderstood what you mean? That would be totally crazy.

  34. #134
    Snuff
    Guest

    No, REALLY!

    Has anyone seen the Viking Ship that fired DeathGoats? :viking:

    http://well-of-souls.com/homeworld/h...at_thrower.htm

    :Slap:

  35. #135
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    LOL! Well if we ever get our hands on that ship model...

  36. #136
    Ancient Clan of Hex&Square yasotay's Avatar
    Join Date
    Feb 2002
    Location
    Boweivelville
    No Tel' many a great elder Homeworlder met a gruesome fate trying to get the Goat Throwing Viking Ship (or GTVS as it was known in the ancient days) Indeed when I first joined the Relic Forum in SEP of 00 the GTVS was already ancient. :viking:
    Yasotay
    Ancient Clan of Hex&Square

  37. #137
    Fusaiyuki
    Guest
    But its a great big longship that shoots goats!!! WTF is with that? It looks very fake but it's still cool. Where did it come from? And it shoots goats! And why goats? Also, it looks pretty powerful. That carrier is going down under a hail of goats there. Quite pretty with all the nice effects. It would be so cool if it really existed.
    Last edited by Fusaiyuki; 7th Jan 05 at 9:48 AM.

  38. #138
    Ancient Clan of Hex&Square yasotay's Avatar
    Join Date
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    Well it a little known secret that shooting large trout was a consideration, but it was finally discovered that the mass of the goat was better for long range attacks. Now this discussion of the GTVS must stop or heads will role!! :vikingb:

  39. #139
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    Erm, you mean "roll". Its like having "capitol" ships.

    Must be like flying the US Capitol building around. Just poking

  40. #140
    Ancient Clan of Hex&Square yasotay's Avatar
    Join Date
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    U don't liek meye spelink?

  41. #141
    Deathblow
    Guest
    Just played this modd the other day. Nice.

    Voice over with the the engineering system checks was a very nice surprise. Really set a nice aura for the coming battle. Random music was nice too, but I wish it came with a little bit more frequency with less silent space being the tracks.

    Love the complexity of the research options....though personally, I thought some stat boost were a bit excessive.

    nice job.

  42. #142
    Member
    Join Date
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    Kilmacolm, Scotland
    Download doesn't work.
    Hobbes! She stumbled into the perimeter of wisdom!!! Run!!

  43. #143
    AstroMat1
    Guest
    Greetings all. Got a bit of a problem with the mod. Downloaded it and installed it, and it crashed while loading. So I uninstalled, reinstalled, patched, and installed the mod again. Crashed again while loading. Here's the HW2 log file.

    Thu Jan 06 20:14:26 2005
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'F:\Games\Sierra\Homeworld2\data\locale\english'
    Loaded Archive: 'english.big'
    Uing ..profiles\ for profiles folder
    Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
    Using ATI Technologies Inc.'s 1.5.4650 WinXP Release RADEON 9600 x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.4650)
    Loaded Archive: 'englishSpeech.big'
    Loaded Archive: 'Music.big'
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
    Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
    Built by : mrbuild
    Data path : F:\Games\Sierra\Homeworld2\data
    Resetting fp control word.
    CmdLine: -overridebigfile
    Creating new profile name:Kiith Aktaai folder:..\PROFILES\Profile1\
    GAME -- Using player profile Kiith Aktaai
    binding for hotkeyId:9 not found
    binding for hotkeyId:19 not found
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'F:\Games\Sierra\Homeworld2\data\locale\english'
    Loaded Archive: 'english.big'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Kiith Aktaai
    Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
    Using ATI Technologies Inc.'s 1.5.4650 WinXP Release RADEON 9600 x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.4650)
    Loaded Archive: 'englishSpeech.big'
    Loaded Archive: 'Music.big'
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
    Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
    Built by : mrbuild
    Data path : F:\Games\Sierra\Homeworld2\data
    Starting Level: data:LevelData\Multiplayer\deathmatch\ELLIPTICALASSAULT2.LEVEL
    EngineTrailStatic::getTweaks requesing index(7) that doesn't exist.
    EngineTrailStatic::getTweaks requesing index(10) that doesn't exist.
    EngineTrailStatic::getTweaks requesing index(0) that doesn't exist.
    VGR_ARTILLERYFRIGATE is marked as captureable in the shiptuning but has no capture points!
    VGR_ARTILLERYFRIGATE is marked as repairable in the shiptuning but has no repair points!

    Hopefully this is the right file to post. Don't know what's going on, since I have absolutely no modding experience. I just play the game.

    Anyways, let me know what the hell is going on. Looking forward to playing the mod, however. Heard (and read) some pretty good things about this one. Keep up the good work.

  44. #144
    Ciao, I was out for Holidays, very good, thanks for your interest in Complex.

    First, Fusaiyuki,
    I had an idea for a different destroyer (Vaygr and/or Hiigaran). It would only have two heavy cannons and two flak frigate flack cannons and (here's the clever bit) a quadruple EMP missile launcher. With one of these, if all 4 missiles hit at the same time, you could put another destoyer to sleep for some time. The EMP effect of the missiles would add up to longer EMP times because destoyers have quite a lot of EMP resistance. It would be great for alternative strategy, because you could sneak in a few of these, EMP enemy destroyers and beat them with normal destroyers without even getting damaged. Each EMP missile would be quite powerful and it would be intended to be used on destroyers, frigates and, with more than one, on Battlecruisers. Currently you can't EMP BCs because of their super high resistance but with 2 or 3 of these you would be able to.
    Your idea is good, but no the concept, we can't add arms, cannons and characteristics to any ship, the Destroyer is the Destroyer and it have to do the Destroyer; we need new units, so, modellers that make those new units and we will implement your four powerful EMP cannons and will make a dedicated unit like the Death Frigate. Your idea is very good, and, as write ThorinDP "So you're proposing an EMP suite destroyer? Would be good in concert with a triplet of capture frigates..." it will create new strategies too!

    I love this mod so much because it has just what I wanted from HW2 and didn't get: More stuff. Also, it's by far the most professional mod I've seen. It looks as if it could have been made by relic themselves and is seamlessly integrated. Plus, the whole thing is nicely balanced, not easy when you intoduce new units, and they're integrated, not just tacked on.The new subsystems work well and I love all the new units because they're all unique and clever. Such a great mod.
    You're too good a toast for you!
    Relic should call someone of those bad guys of the community and let them develop a real expansion for Homeworld2, is it too late? I think no, the H2 engine is still valid. Is there anyboby out there?

    How exactly do the Viper/Cruise missiles work? When I make them they just lurk behind my shipyard and sit there, and you can't even move them once.

    Also, what is the point of thye shuttle? It costs a lot to build and does bugger all.
    Viper and Cruise missiles can point enemy Capital Ships and destroy them, but you have to keep them visible otherwise your missiles will stop, in this case CTRL + P and they will return in formation.
    Shuttle, as write DatonKallandor... "If you had read the readme you would know that the shuttle is currently not working. It has no dockpaths since Beghins is unable to do them" is an heavy transport, its characterstics are resistence, speed, cargo capacity, ideal for large maps... you know in Complex hyperspace is expensive; someone can insert the dockpath?

    It's true. All the new units are great, I can't pick a favourite. Although, Hiigarans have less new ones than Vaygr. 3 new fighters, but 1 new frigate. I don't ever use the XBomber or Spy, whereas I use all the new Vaygr units.
    Nooo! Spy is fantastic, there's nothing great than go into the enemy base (I intend in front of his mothership, Spy can cloak itself) beween Gunships and Frigates, in silence and peace, and, here you can decide your tachtic, for example point the enemy Capital Ships with Viper missiles; Complex has been developed for multiplayer Human VS Human and here Spies are fundamental, believe in me.
    XBomber? that's an anti-subsystem units, they fire only against sub-systems but, do you know any other way to destroy the Advanced Defense System? Or, if you want, try to send 5 XBomber against an Advanced Research Module, I think your opponent will not be happy, In Complex modules are much more long to build and research, more resistant too; here we go XBomber.

    AstroMat1,
    Remove oll the other mods you've installed, then install Complex, in any case, I'm sure someone here will help you using your posted log, I'm not able to read it, Snuff or someone other sure, wait...

    Finally, I've seen something about cooperative mod developed by Mikail, it sounds great, I'm going to try...

  45. #145
    Fusaiyuki
    Guest
    Quote Originally Posted by Beghins
    Nooo! Spy is fantastic, there's nothing great than go into the enemy base (I intend in front of his mothership, Spy can cloak itself) beween Gunships and Frigates, in silence and peace, and, here you can decide your tachtic, for example point the enemy Capital Ships with Viper missiles; Complex has been developed for multiplayer Human VS Human and here Spies are fundamental, believe in me.
    XBomber? that's an anti-subsystem units, they fire only against sub-systems but, do you know any other way to destroy the Advanced Defense System? Or, if you want, try to send 5 XBomber against an Advanced Research Module, I think your opponent will not be happy, In Complex modules are much more long to build and research, more resistant too; here we go XBomber.
    I understand how they're meant to be used but I haven't used them yet, that's all I'm saying. Maybe I have yet to discover another layer of strategy in which they'll be useful. I will try it. I've also tried Cruise/Viper missiles now I know how to use them and they're great! Much fun.

    Quote Originally Posted by Beghins
    Your idea is very good, and, as write ThorinDP "So you're proposing an EMP suite destroyer? Would be good in concert with a triplet of capture frigates..." it will create new strategies too!
    Thanks. I wish I was able to model it myself, but maybe you could recruit someone to be part of the Complex team so you can take the mod even further with new models?


    You're too good a toast for you!
    Cheers! Your mod derserves that praise though. It is amazingly good, especially as a one man effort. Again I wish that I had some skill so I could maybe be part of Complex mod but it is a great shame I can't code at all. Still, it's great to play it!

  46. #146
    maybe you could recruit someone to be part of the Complex team so you can take the mod even further with new models?
    Yes, I've some contacts, but it's not simple, at the moment Complex is stopped.
    If someone want to join the project, please, let me know; I need to:
    -refine some units (make dock path in Shuttle, enlarge the Viper Missile scale)
    -implement 1-2 new units (a new big one, like an iron sphere, that move slowly into battle, then open itself, slowly, and begin to fire all around; a big heavy cannon to build on Mothership).
    Any other idea is well accepted.
    I think this game still can become more great!

  47. #147
    Fusaiyuki
    Guest
    Indeed. I like the prospect of new stuff.

    Beghins, is there any chance of getting this as a BIG file instead. Because it uses the 'override big file' command, I can only have this mod in my directory, unless the others are bigs. With BIG files you can use the command '-mod *.big' and so each can have an individual shortcut. With override big file, other mods may use it, and all are included. So a BIg file is much better so I can have multiple mods.

  48. #148
    I know, may be, if I will find some 3D models to insert in Complex or if I will engage some modellers the new version will be in .big format, ciao.

  49. #149
    What i would like to see is the ships from PDS put into complex.

    I like all those extra weapons on the ships and the extra eye-candy explosion effects.

    At the least it would be cool if you can upgrade your carrier to have extra defensive turrets and missile launchers.

  50. #150
    beghins,have you ever figured out why the AI never builds the intruder?

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