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Homeworld 2 Complex 8.4.3

  1. #1451
    DragonRR
    Guest
    LOL, yeh bet you are!

    I agree, I really doubt it is hardware mainly because it's just too coincidental but I've seen a suprisingly large number of systems come and go that appear fine with just about everything... except one game or app that crashes, run memtest86.. one bit in 1gb ram faulty showing up after an 8hr run, replace ram.. sorted. I even have a system next to me that has Crucial Ballistix ram, fine with everything except Rise of Legends which CTD'd from time to time, faulty ram which showed up after one 5 minute run using memtest!

  2. #1452
    Coldfilth
    Guest
    HI all Love the Mod But i to have same prob a Yorkie Is u play 1v6 or 1v1 expert on radom so time after eng mod game will crash more now with 5.1 with 5.0 i could get to 2 3 hours 5.1 some time crash within 15 to 30 min now when i crash just goes to desk top How do i see errors ? (played one game lost night where i spawn camped 1v1 pc and all my colletors of my i i turned off game playeded for 4 hours never crashed had huge fleet 10 battelships full upgated and full fleet of other ship game played fine with no lag but 1v1 boring) Keep the good work up

    O i have 1 more thing that i might ask for is there a way to edit the ship debris so it goes away after time think that help with lag alot when there killing allover

  3. #1453
    DJGspinNHitz
    Guest

    Instruction/explanations

    Okay this is my first post so I hope I haven't missed it somewhere. Is there a guide to all the new stuff in this MOD? I just found this sight and started playing HW2 again. My laptop wouldn't play it, but now I have my PC again and I have been looking around my old games and seeing what is out there. As a huge SC4 fan I figured someone had to be MODing other games besides SC4. So here I am. I have played 4 games now with this MOD and gotten wooped each time within 30 minutes. Of course maybe I should play on easy and not standard and not 4CPU vs Me and a CPU for just starting to play again. I used to clean up the board easily before but I don't know all the ins and outs of this MOD. Also is there a reason there is no sound when playing the MOD? Any help would be greatly appreciated.
    GQ

  4. #1454
    This Week End stable 5.2 release available, I need to release it so speedly because a lot of your system crash are due to the Mobile Refinery parade bug, in any game phase, even when crash doesn't seem due to it. At this way is impossible have a full game.
    May be there are other few bugs, I hope who of you has been so important and active for last tests, still continue with tests in these 1-2 days; it's very usefull have the HW2.log file with the line "FATAL EXIT".
    Thanks, Beghins

  5. #1455
    DragonRR
    Guest
    Beghins,

    OK will watch out for the release. Sooner the better!

    Coldfilth,

    The file you need is hw2.log in the same folder as the main executable file. Something like Homeworld2\release\bin\hw2.log

    Make sure the file isn't set to read only. Run the game, wait for the crash then open the file up with notepad and look for FATAL EXIT. Copy the stuff immediately before that and post it here. The hw2.log file is reset each time you run the game.


    If you can't see a FATAL EXIT look for the last error logged and copy & paste that.

  6. #1456
    Coldfilth
    Guest
    Sorry if this long or wronge thing looks like i got tons of this file if u like to see more this was 2 3 hour game before it crash


    Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 001b:00439191.
    Error occurred at 8/31/2006 04:19:24.
    Homeworld2.exe, run by Dan.
    Microsoft Windows XP?.
    2 processor(s), type 586.
    1023 MBytes physical memory.
    Read from location 0000000c caused an access violation.
    MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\8-31-2006_04_19_24_MiniDump.dmp'

    Registers:
    EAX=00000000 CS=001b EIP=00439191 EFLGS=00010246
    EBX=00000008 SS=0023 ESP=0012f58c EBP=0012f5a8
    ECX=0000001c DS=0023 ESI=291c79f8 FS=003b
    EDX=00000000 ES=0023 EDI=10efd194 GS=0000
    Bytes at CS:EIP:
    3b 58 0c 0f 82 6e fd ff ff 8b b6 0c 03 00 00 d9

    Call Stack:
    0x00439191: GSLobbySessionDesc::operator= ()
    0x00482C95: GSLobbySessionDesc::operator= ()
    0x00598C9F: getLibraryID ()
    0x0049463B: GSLobbySessionDesc::operator= ()
    0x005AE71A: getLibraryID ()
    0x00491221: GSLobbySessionDesc::operator= ()

    Stack dump:
    Exception encountered during stack dump.


    Module list: names, addresses, sizes, time stamps and file times:
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00320000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00330000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00350000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00360000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
    C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00380000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
    C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003b0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
    C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003c0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
    C:\Program Files\Sierra\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x003e0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
    C:\Program Files\Sierra\Homeworld2\Bin\Release\util.dll, loaded at 0x003f0000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 3fe0d29b - file date is 12/17/2003 14:39:04
    C:\Program Files\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00970000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
    C:\Program Files\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00990000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
    C:\Program Files\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00a00000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
    C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a20000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
    C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a30000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
    C:\Program Files\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x00be0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
    C:\WINDOWS\system32\CmdLineExt03.dll, loaded at 0x017c0000 - 43520 bytes - 3fcb7916 - file date is 8/31/2006 02:14:38
    C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x027b0000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
    C:\PROGRA~1\Sierra\HOMEWO~1\Bin\Release\seFDAudio.dll, loaded at 0x0d570000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20
    C:\Program Files\Sierra\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x10000000 - 135168 bytes - 3fe0cf28 - file date is 12/17/2003 13:48:24
    C:\Program Files\Logitech\SetPoint\lgscroll.dll, loaded at 0x10100000 - 44544 bytes - 44a4cf6c - file date is 6/30/2006 00:14:54
    C:\Program Files\Logitech\SetPoint\GameHook.dll, loaded at 0x10d00000 - 57344 bytes - 44a4cf34 - file date is 6/30/2006 00:13:58
    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\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 44b7b8db - file date is 7/14/2006 08:31:40
    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\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 - 5136384 bytes - 44d11cee - file date is 8/2/2006 14:45:26
    C:\WINDOWS\system32\SYNCOR11.DLL , loaded at 0x6bd00000 - 40820 bytes - 3b8d4187 - file date is 10/4/2001 16:50:08
    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\SAMLIB.dll , loaded at 0x71bf0000 - 64000 bytes - 411096ad - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/29/2002 05:00:00
    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\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\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\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 - 664576 bytes - 449bcfaa - file date is 6/23/2006 04:25:32
    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\NTMARTA.DLL , loaded at 0x77690000 - 118784 bytes - 411096ce - file date is 8/4/2004 00:56:44
    C:\WINDOWS\system32\SETUPAPI.DLL , loaded at 0x77920000 - 983552 bytes - 411096b0 - file date is 8/4/2004 00:56:46
    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 - 449bcfaa - file date is 6/23/2006 04:25:30
    C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 00:56:44
    C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.163_x-ww_681e29fb\MSVCR80.dll, loaded at 0x78130000 - 626688 bytes - 44849dd9 - file date is 6/5/2006 14:14:28
    C:\Program Files\Sierra\Homeworld2\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 18:08:58
    C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.163_x-ww_681e29fb\MSVCP80.dll, loaded at 0x7c420000 - 548864 bytes - 44849e81 - file date is 6/5/2006 14:14:28
    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

  7. #1457
    FenrirStriker
    Guest
    ok since I haven't had any answers about my previous post, I'll post it again.

    As I stated earlier, this mod gives me extreme slowdowns every few seconds.
    It almost doubles my game time, and that's kinda irritating.

    I don't experience these slowdowns in any other mod or in the plain game.
    The previous versions (without honorrank, research score etc) didn't give me these lag problems.

    If you can find a way to cut or spread the calculations over a period of time, instead of doing them all at once, it might reduce this lag.

  8. #1458
    DragonRR
    Guest
    Coldfilth,

    I think (but not certain) you've copied the mindump file. Look for hw2.log

  9. #1459
    Chakra
    Guest
    So ....anyone beat a vagyr AI on expert yet? I sure as hell can't. Don't see how its possible. By the time I've got some reasonable force to contend with, they have around 40 frigates crashing down on me. :yield:

    ..doesn't it seem a little unbalanced? The hiigaran have to spend 'a lot' of time and money on first building a research station, with 3 expensive levels, then a capital facility, 'then' a crew station, THEN a crew barracks, and all their research upgrades are to specific units only.... meanwhile vagyr can build a research station, upgrade entire classes, and be on their merry way.

    I understand the concept of 'hiigaran start off bad but end good, and opposite for vagyr', but in practice its really ...stupid. :hmm:

  10. #1460
    FenrirStriker
    Guest
    Try to capture the megalith, build up resources, do your research, build Ion Platforms backed up by Gun Platforms.
    Set them in a barrage infront of your perimeter. Not a single ship should be able to get through.

  11. #1461
    Chakra
    Guest
    Nice plan. Just tried that. By the time I got to being able to build 8 Ion Cannons, and having so much cash to spare that I could research them to 2/3 damage and armour... behold, 25 frigates come wipe them out.

    Not amateur friendly I guess.

  12. #1462
    shadow51689
    Guest
    Just wanted to put in, that I've had 2 successful and completed games (both in which I lost lol, but meh), on multiplayer with a friend in 5.1.

    I did notice the Resource controller crash, and I even figured out how to crash it when I wanted lol. Glad that's fixed.

    Yeah, the Expert Vaygr CPU is quite insane. My first 5.1 game was Me and 1 Expert Vaygr vs a friend and 1 expert Hiigaaran.

    Let's just say that I never managed to lay a finger on my opponent (other than destroying one wave of fighters from the Hiiggy). I even broke alliance with my CPU, and I only ended up getting owned too LOL.

    I have beaten the Expert Vaygr in 4.3 and 5.0, though it wasn't easy. Just remember, as the Vaygr CPU is busy sending out wave after wave of frigates at everyone, they rarely defend their Flagship\Shipyard with more than a fraction of their forces. If you can get someone to distract them... Not to mention they will send Shipyard after Shipyard (or Carrier) to the same resource patch over and over again.

  13. #1463
    callumnoble
    Guest

    Help

    Does anybody now if this works for the SP campaign. thanks

  14. #1464
    ouch
    Guest
    yeah I know, if that's not bad enough vagyr frigates are "god like" compared to higy ones.

    they do however have a weakness... they constantly rely on missiles. build gun platforms and upgrade them to anti-missile defense. if you have got the resources go ahead and build those shield frigates as well.

    early on build nothing but pulse laser corvettes. when you get kadishi corvettes switch to building nothing but those. minelayers are good if you see you have some time between strikes. the ai is stupid enough to always come from the same direction. and they usually have thier fighters in a formation which puts a couple frigates ahead of the fighter groups.

    the only capital ship usefull is the battlecruiser. once you have one of those with 2 ion beam turrets you win, cause thier even more overpowered than vagyr frigates.

    the ion destroyer is not bad if you can get like 5 of them together with torpedo upgrades. but a group of pulse laser corvettes equallying the cost of a destroyer will last longer and cause more damage than one of them when outnumbered. (which you will be on expert... trust me... )

    oh, if your on a map with a monolith don't bother haveing anything more than 10 resourcers. capture the monolith and then put them in there as soon as you can. the ai doesn't understand the importance of those things and will not make desperate attempts to overthrow a force thier to get it. but they might send a small group to capture it (just because they can I guess...) so you will need a small force there. or just move the mother ship thier and make it your main base of operations. also if a monolith exists don't build any harvesting upgrades, it's just a waste of RU's.

    another tactic that seldom works is to build a small "distraction group" of fighters or corvettes and nothing but capture frigates... but beware because they are higy frigates they will seem to explode before the vagyr fleet even looks at them... but keep in mind while the bad guys are being captured they don't fire much. so if you can build enough to capture the entire fleet at the same time you will disable most if not all of thier weapon capabilities, allowing your frigates to do thier job un-opposed. use your distraction force to eliminate any stray corvettes/fighters that might try to ruin everything.

  15. #1465
    Gotcha
    Guest
    Just build 8-10 fighters (playing Vaygr or Hiig, no difference -- although it's more easy to win when playing Vaygr, eventually, because of the über DD or BC) and wipe all your ennemy collectors early on. Best strategy ever. Win every time. The AI doesn't seem to know what to do. LOL

  16. #1466
    Coldfilth
    Guest
    As far as beat the expert AI i found 1v4 expert with them all teamed just buid carrirer with platform and buid PP till u can make ion ones then once u kill the 1 to 6 waves and u see dd and stuff u b fine to make anystye of army to wipe them (me i like 10 BC's) then i like making that new ship and hyper jumping them into mother ships but i found once 1 nuke mother ship and kill half the rc and platform AI turn to butter and u can kill them with about anyships, sorry about spelling

  17. #1467
    Chakra
    Guest
    nevermind the spelling, try to speak english ...... what?

    Think i'll just go back to the old version anyhow.

  18. #1468
    Osenefous
    Guest
    Me and a friend were playing us verse two hiigarans an two vaygr (vaygr expert hiigaran hard). We went after the vaygr resource patches early. One managed to rebuild and keep going but the other got wiped out by one of the hiigarans. So Gotcha is right, just strike earlier and keep striking at there resources and they eventually turn into a vegetable. Oh and i noticed after continually hitting an ai that he started going on the defensive more than the offensive, he would build more platforms and keep his fighters at home more often. Slaughtering his workers also gives you nice honour.

  19. #1469
    Juggernaughty
    Guest
    Hey Chakra, want that translated? He we go.

    "As far as beat the expert AI i found 1v4 expert with them all teamed just buid carrirer with platform and buid PP till u can make ion ones then once u kill the 1 to 6 waves and u see dd and stuff u b fine to make anystye of army to wipe them (me i like 10 BC's) then i like making that new ship and hyper jumping them into mother ships but i found once 1 nuke mother ship and kill half the rc and platform AI turn to butter and u can kill them with about anyships, sorry about spelling"

    Translation:

    "As far as beating the extpert computer goes, I find that mev4 expert AI all teamed against me, just build a platform module on a carrier and build as many pulsar platforms as you can, just until you can build ion platforms. Then after you kill the 1 to 6 waves from the enemies, and you see dd's, feel free to build whatever kind of army you want to wipe them out. (He says he likes to use 10 Battlecruisers.) Then I like to use the Juggernaut (The new ship) to hyperspace into their main base of operations to blow up their mothership and it turns pretty much anything around there to butter and then you can use pretty much anything you want to finish them off. And sorry about my spelling."

    There. And why play the old version? Can't HANDLE the Complexity of it all!?

  20. #1470
    grandpa
    Guest

    how can I play.

    I follow the directions I put things where they are supposed to go but it does not work. I get A message that the game does not recognize the shortcut Icon and gives me an error messege to direct me to a web site about security

    what am I doing wrong I have complex 5.1?

    and I play HW2 all the time on my machine.

  21. #1471
    DJGspinNHitz
    Guest
    grandpa
    I had the same problem, the - mod complex52.big goes after the quotes and it should work.
    Now question for everyone else:
    what is parade? I am sorry if this is stupid, but I am just returning to this game after more than a year.
    Juggernaut: why is this a suicide ship? I would expect that of the Vag. not the Hig..

  22. #1472
    Chakra
    Guest
    The complexity is fine Juggernaughty, but hiigaran vs vagyr AI on expert is just bafflingly impossible. I used to walk over 5 of them vs me at a time in the pre-5.0 version.... now on this I can't even dent one of them.

    I just played a game, somehow fending off their mass-corvette attacks long enough to build 25 missile frigates accompanied by flaks, bombers, etc.. few minutes later, they walk in with no less than 80 heavy missile frigates (i counted while waiting for the mothership to blow) and steam through everything. Where'd that come from?

    Hats off to anyone who can beat them, 'cos I sure as hell can't.

    Vagyr vs Hiigaran AI though ...walk in the park.

  23. #1473
    Juggernaughty
    Guest
    Ahh, I see. Well, keep at it, maybe you'll devise a good strategy for getting around their attacks. I for one am partial to using strike craft and picking at their weak points while staying on the defensive until I've got a good capital ship group for attacking built up. Use intercepters for taking out their resourcing operations, bombers to take out misc. carriers floating around and also kill lots of subsystems on the larger ships, and everything else focus on defending.

    Although, I haven't played HW2 in a loong time and am talking about what I did back when I did play. Damn, I can't wait till I get a new computer so I can play again...

    And also, I agree with Grandpa, suicide capital ship seems kind of harsh for the Hiigarans. Maybe keep the model and just add lots of defensive weaponry to it and make it more of a slow defensive ship for keeping at home while your faster ships go out and about. Probably like a large array of long range anti missile/strike craft gunnery, a defense field (Maybe), a large missile bay, both cap missiles and clusters, and some ion cannons maybe. Then of course make it REALLY slow with lots of armor. Then give it a large crew requirement and make it real expensive so that it's not easily expendible. Hence, the Juggernaut: Uber defensive God, like the Hiigarans tend to lean towards. And then make a custom model for the Vaygr and make THAT one a kamikazee death whore.

  24. #1474
    Yargnit
    Guest
    /agreed

    The Juggernaut is kind of wasted in current form, not to mention the 70k RU cost to fully research it's explosive upgrades... (2x 5,000 lvl1 + 2x 10,000 lvl2, +2x 20,000 lvl3 = 70,000) If you're deadset on keeping it a suicide ship, then I'd do two things. 1, cut those #'s in half across all 3 tech lvls, and 2, make it so if you order it to attack, it will blow when within optimum range automatically (like the missiles you can build from the mothership) having to wait for the enemy to destroy it or scuttle it makes it a big hastle to use.

    But I'd really like to see it turn into this massive behemoth tank type vessel. At least as much HP as the mothership across all tech lvls + defencive field and more firepower than a battlecrusier. Then give it shipyard like speed. Make it something you either leave at home to deffend again Battlecrusier strike fleets, or something you hyperspace into the middle of the enemy's fleet and watch it tear em to shreds (but with weapons not by blowing up) I'd love to see it have similar weaponry to a fully completed BC plus give it something like a suped-up mega ion cannon designed specifically to tear through capital ships. (maily battlecrusiers, shipyards, and the mothership)

  25. #1475
    Predator...
    Guest
    i would like to see the juggernaught launching nuclear missles - slow moving missles - like the cruise missle, will some armour but not a lot, so that it can be safely destroyed by the enemy if they see it in time. and possibly give the juggernaught a module slot or 2. also adding a detonate now button, so if the missle gets close enough then it goes bang, before the enemy can destroy it.

    On a second note, why do the battle cruisers with ion batteries turn around so that the enemy is behind them - thus making the ion battery useless?

    Lastly, is it possible to make things like starting resources higher or maybe add some of the original HW1 options like resource injections etc. like the classic rebalance mod.

  26. #1476
    DragonRR
    Guest
    Beghins,

    Played for a long time, mined out a couple of asteroid fields, built most ships, researched most of tech tree.

    NO CTDs!!!!

    Can't be absolutely sure everything is fixed of course.



    Well done!

    FYI the log was 35mb at the end, was full of this sort of thing:

    1: function `population' at line 310 [string ""]
    luaplayer 375: Player_UnrestrictBuildOption: unable to unrestrict (hgn_shipyard)
    parameter: 0

    You mentioned it would be difficult to fix and it doesn't seem to cause any issues.

    I would tend to agree with other peeps comments regarding the Juggernaught... It's not a great deal of use really especially given the massive cost of producing a fully upgraded one.

    The trade containers work well imo

    Chakra,

    Played Hig against expert Vagyr CPU.

    Difficult to beat but once you get over the first few waves its too easy. I do cheat a little by using save games tho.

    My main tips would be grab as much resources as possible, dock fighters between waves. Don't attack early use your mothership to help your ships even if it means losing a subsystem. I tend to use "buffers" so for example I let the crew ship get damaged & pull it out of the way before it gets destroyed, albeit rather slowly

  27. #1477
    Yargnit
    Guest
    Question on the trade containers I haven't yet figured out. Are they only of a yes/no type benefit, or does their benefit grow with #'s? (IE will building a large # of them multiply the effect?) I've only treid with 1-2 so far, and couldn't be sure.

    Edit: Deffinatly agree with the starting resource/more stating options thing. I like playing as Hig, so I play against the Vag AI, and it is either too hard in the early game, or too easy later on. I'd like to see some more advanced resource options to get through the early stages so I can play a harder AI late game.

    Also, can we get AI support for the rest of the maps possibly? Friend and I like to team up vs 2 AI's, but we're kind of map-limited due to this.

  28. #1478
    shadow51689
    Guest
    Definitely. You have to attack Vaygr CPU's weak points early on, such as their resource collectors. If you can kill atleast the majority of them, they'll go into a like defensive state, where they build platforms, and slowly rebuild their workers. Then they'll start rebuilding their fleet... Meanwhile, you can send raiding parties in to destroy their fighters and possibly platforms if you've advanced enough. During this time you can build up your forces (I generally start building my frigate fleet near the end of my Lieutenant rank, and finish once I'm a Captain)

    As Hiigaaran vs Expert Vaygr, your Mothership is your primary line of defense. Be sure to research MS improved defense early on, and build that defense field subsystem! Leave a Carrier or something in place of your Mothership (Manufacturing Module so it can spam out those frigates).

    When engaging a wave from the Vaygr, make sure your carrier or other production ships are far behind (they'll usually ignore your MS and go straight for a Carrier or something). Make sure to bring your Mothership to the front, and have your fleet riiight behind her. Turn on your defense field as soon as the first shots hit, and then send in your fleet to wipe them out. If you have enough fighters\corvettes, you can send them in from the side to also outflank them. Rinse and repeat until you've worked your way to their base, (hopefully by now with the heavy Ion Cannon).

    Anyway that strategy works for me...

  29. #1479
    DragonRR
    Guest
    The late game AI on expert and presumably easy and hard is really poor. Even when you give it a chance it just sends (relatively) small waves of ships at you. In the last game, after letting it do this for awhile I got bored and sent in 5 Hig battlecruisers to find ONE Vagyr battlecruiser (it was the first I'd seen and I'd done something like 90% of the research tree) and 3 or 4 destroyers. I assume there's a setting somewhere that can be altered so that it holds back more before sending a wave. The waves in the early game are basically the same waves you see later.

  30. #1480
    DJGspinNHitz
    Guest
    I was wondering why there is no sound in the game when using this MOD. I do agree the MOD needs some tweaking to balance it a little more. My thouht are that the Hig should be able to collect resources faster and research faster, while the Vagyr should be able build quicker but since they steal most tech thier research should be slower and because they move so much utilizing what others have done collecting resources should be slower for them too. Just a thought.
    As for the Juggernaut may this could become a slow moving heavy carrier or another form of cruiser or maybe a battleship, or give it to the Vagyr and create something new for the higs.
    GQ

  31. #1481
    Osenefous
    Guest
    I dont know how you researched 90% of the tech tree (were you hiigaran or vaygr edit: nvm dumb question) ? Especially against an expert ai and you saw no battlecruisers that far in. I was playing against an easy ai today, for screenshots mostly, and i had to fend of 4 battlecuiser attacks and porbably 8 destoryer attacks. I used four juggernaughts to decimate his flagship and its defenses (fully upgraded juugies), but he still had 4 shipyards and 6 carriers that i had to kill in order to defeat him. Byt he end of killing him i had 750 honour and had researched 46%!!!!!!! of the tree, pretty much constant researching. Total resources earned was over 1 million. So umm... i wish i had your ai lol.

    As for juggernauight research being expensive, it isnt that bad, by the time i am using them and really want that extra power and range i can afford it. Besides it should be expensive for the ammount of power you get out of it, my god it was birhgt when they went off, my entire screen turned white.

    Something a little wierd i noticed when i was playing, at one point i had around 180k resources and my ru trade was at -609 or so, what would have caused that, i did have a rather large number of trader containers but i dont think that caused it.
    Last edited by Osenefous; 3rd Sep 06 at 2:45 PM.

  32. #1482
    Ciao,
    Complex 5.2 has been released and it seems there are no more problems about crashes, lag, and so on, let me know if it's correct.
    Complex 5 series galleries (action and game) also are completed, take a look at the web site!

    We still are searching for someone that can write an English manual explaning main features of Complex series, it should be composed of 5-6 pages/sections and consultable by the Complex web site.

    Also we're searching for, but this is more hard, someone that can give to the Complex series' fan a kind of on-line gaming, like a simple game room...

  33. #1483
    FenrirStriker
    Guest
    still have lag here, though its a little bit less.... but it's still significant and noticeable.

  34. #1484
    DJGspinNHitz
    Guest
    I still have some lag but it is not real bad. No crashes
    Can anyone possibly answer why there is no sound when I play using the MOD?
    thanks
    GQ

  35. #1485
    ouch
    Guest
    just had a CTD. a pack of multilance corvettes destroyed one of my probes.

  36. #1486
    DOCa Cola
    Guest

    Ctd

    Great mod, love it...but i just had a CTD in a versus CPU game.
    I don't know if it is of any help, but i have a savegame about 2 minutes before the CTD. I've loaded the savegame several times, but even if i just do nothing it still crashes.
    Two days ago we had a like 6h game which ran without problems with 4 human players and 2 AIs so i am VERY surprised problems occour when i do play a 1on1 versus the CPU

    Anyway, if anyone has an idea how to circumvent the CTD just tell me then... i really like to continue that game

    If any other files (logfiles) are needed, just tell me

    Here is the savegame
    borgcore.de/outerspace/docaversusexpertki.rar
    (i hate the url prevention filter)

    Thx, DOCa Cola

  37. #1487
    Gotcha
    Guest
    OK, I've finished quite a few more games, so maybe I can talk a bit more about the new version of the Mod.

    The Juggernaught is the solution to Hiigaran Motherships with a defense field and lotsa platforms (I never bother to build platforms but AI seems to love that stuff). However, due to the new building and research cost, I usually use cheaper units to win.

    Sure, the new features are great, but I would like to see the costs reduced. Research has become more expensive too, and you must set the resource multiplier to high unless you want the game to last for hours and hours and hours...

    Beghins, I would suggest several tweaks and additions:

    - Make research more affordable. 450 points for Engineering... Many options are great (they're what makes Complex kinda unique), but having to wait for ever just to get Khopesh corvettes or Tulwar frigates just spoils the fun IMHO.

    - Create some kind of technology spying/stealing. I mean, make the Spy unit a real spy, if this can be added to the game mechanics. Like, you steal (Marine, Infiltrator Frig) a unit and get the technolgy for a price (reduced Research cost) or study an opponent's tech tree then get one invention for a reduced price...

    - Create a new model for the Hiig BC. I hate it when it turns its back to a big ship (and I don't like the design so much).

    - Create new Destroyers, or new Destroyer-like units (both sides, Hiigaran and Vaygr).

    - Do something for the Vaygr. They need to feel the love of modders too. :Puppy:

  38. #1488
    Chakra
    Guest
    Yeah, I reckon the first step towards better balancing is reducing the cost of all research for the hiigarans. It's far too steep in comparison; theres more to research and its more expensive, even just to research (or be able to research) the most basic of needs.

    Incidently I beat the Vagyr AI with Higgys last night. Just ran in there with a constant stream of flaks with bombers from the very beginning. It works, but doesn't make the most thrilling of games. Rather that than letting the bastards win though

  39. #1489
    Ciao,

    I know it sounds curious but I need the Complex version 2.0, because I want give it for download, and I have lost it, someone of you still have that version?

    Thanks.

  40. #1490
    DJGspinNHitz
    Guest
    I was thinking maybe a space station for the Hig would be cool.
    GQ

  41. #1491
    Juggernaughty
    Guest
    Space stations would be awesome for both sides. Maybe Make it to where once you hyperspace it in, it can't be moved save for via hyperspacing it. Let it have lots of module slots, and some at least decent defences, and some resource drop offs including for debris, and also lots of docking ports for strike craft. And what else would be cool is if you could make a frigate and capital craft docking path so that they could sort of dock next to it and get repairs. But don't make it build capable, they should be more of a position fortifier, not a different kind of production ship. That's why they shouldn't be mobile, and have lots of cool abilities. Such as repairing frigates and capital craft. :-D That would be SO cool.

    And another idea, for repairing frigates and capital craft, maybe when they dock next to the station, it releases some short range repair drones for effect. And possibly, if not that, make repair drones as a new ship, instead of having to sacrifice your harvesters' precious time to repair your ships. Or maybe even a repair frigate? Kinda like what was in the first HW, but without a repair beam, it kinda docks with the ships like the harvesters do? Support frigates would be awesome in HW2.

    And also, when you select the build button for the Space Station, it brings up a movement kind of interface so you can select where on the map you want it to be hyperspaced in to maybe.

  42. #1492
    Downloading atm.

    Hm is it just me or is the the latest version QUITE slow, gameplay-wise ? Even with 7 harvesters and 5000 start credits i almost feel asleep after watching for 10 minutes without any progress at all lol.

  43. #1493
    acer
    Guest
    I totally agree with Gotcha and Juggernaughty. The mod is amazing but it could use a few tweaks and possibly some additions. Yes a station would be an absolutely wounderous addition.

    Ragnarokx,
    It is painstakingly slow at the beginning but once it picks up man does it pick up.

  44. #1494
    Yorkie
    Guest
    ere ere now that sounds tastey

  45. #1495
    DJGspinNHitz
    Guest
    I had a CTD today, sorry forgot to save the log, seems to be something with the expert AI vagyr. I played HIg with 2 hig AI against 3 Vagyr AI and suffered a crash, play with 1 AI Hig against 4 AI standard so far no problems, every game with a Expert AI Vagyer has CTD. I'll try to remember to save the log next time, but at least others can look out for it too.

  46. #1496
    DJGspinNHitz
    Guest
    Played a complete game researched about 50% of the upgrades. No CTD, however I noticed that the Vagyr AI made no BattleCruisers, they attacked mainly with Bombers and Destroyers. I also noticed that the AI Vagyer had huge amounts of RU 50,000-70,000 to my 0 and the Hig's 200, why is this? Are they not researching or building only cheap bombers and fighters? Tweaks needed IMO are speeding up research and build times. Suggestion is changing the research ship concept into areas, like weapons research, defensive research, drive research, harvesting research, special weapons research (shields/cloaking), repair/sensor research modules, instead on research, science, engineering modules. Just thoughts, love the mod though thank you for all your work!
    GQ

  47. #1497
    F-86
    Guest
    i think the slow research is so u have to choose ur techs more carefully and give u time to play around at each stage of the game. as opposed having a carzy fast rush up the tech tree where half ur attacking force is obsolete by the time it reaches the enemy. i think the stations is a great idea. it might be a good idea to give them a little mobility, like around 5 or so, just so when it hypes in u can tweak the position a bit. there should be small and large versions too, small ones for outposts and larger ones to defend more imporatant targets. maybe even one thats like a repair yard and can service an entire fleet.

  48. #1498
    Juggernaughty
    Guest
    Repair yard...service entire fleet....it almost sounds sexual...

  49. #1499
    DJGspinNHitz
    Guest
    Shuttle Utility class ship what does it do?

  50. #1500
    Juggernaughty
    Guest
    The shuttle is a strike craft support ship. According to Behgins' description, it has high speed and armor ratings, and a large docking bay. That's it. If you can't figure it out from that information, well you're pretty much screwed... Sorry.

    Apparently it can't be used due to no docking path but that was supposed to be fixed already?
    Last edited by Juggernaughty; 7th Sep 06 at 12:06 AM.

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