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Homeworld 2 Complex 8.4.3

  1. #2401
    DJ Die
    Guest
    Hiig realy tend to spam juggernaughts sometimes its quite annoying because you have to keep jumping your MS with ion cannon to take care of them unless you have strong fleet or some command fortresses
    i remember continuous stream of juggs from 5 AIs against my mining op protected by 3comm fortresses it was massacre and area around them was filled with debris slowing game a lot

    also id say hiig massive platform shouldnt fire all its guns at once rather one at the time to improve ROF and effectivnes against small ships

    battleships and dreadnoughts should stay same(except those laser turrets on BS not firing) they would be too powerful otherwise

  2. #2402
    Jean=A=Luc
    Guest
    Is your "Battle Duration" setting on "Very High"?
    Not sure. I was playing with the 'normal' setting so I guess it was on 'high'. But regular destroyers (both Vagyr and Higg) clearly did more damage while the Ion Destroyer took a long time to even destroy a frigate, much less a bigger target.

    For the record I didn't have destroyer torpedoes researched.

    ps: Oh, and I was playing on expert difficulty and it's very possible the AI was ahead of me on armour research. Still, it shouldn't have made that much of a difference.
    Last edited by Jean=A=Luc; 24th Jan 08 at 6:12 AM.

  3. #2403
    Sajuuk333
    Guest
    note: THE BATTLESHIP'S LASER TURRETS DO FIRE!!!

    the only downside it's that they can't use the Y axis...they only destroy anything that's parallel with them, on the X axis

  4. #2404
    BGMF
    Guest
    Huh? That's kinda strange isn't it?
    Is that a bug or a feature???

    [edit]
    I don't need those lasers - could be kinetic turrets instead - I don't care!
    But: I don't like the that whole beam cannon stuff - I understand, why it's on that Dreadnaught, but why on the Battleship? Is that just because of it's a Quanar Jet or how it is called?
    [/edit]

  5. #2405
    DJ Die
    Guest
    i dont mean main beam guns on battleship ive seen those fire and know their angles i mean laser turrets you can build never seen those fire no matter what i did with those ships

    those beam cannons are ok just look at ship its almost like Taiidan cruiser from HW1 its fine

  6. #2406
    BGMF
    Guest
    I know what you ment and I haven't seen the buildable laser-turrets firing a single shot either.
    I also know, that the design is a logical improvement of the old Taiidani-Battlecruisers, but Vaygr ships originally do not contain any ion-beam cannons or such stuff. Only Pulse cannons, Kinnetic turrets and missles/torpedos - and of course Laser Lance beams - but no "real" - longlasting beam cannon...
    But - never mind - this is only one little detail - and in fact: I like those Battleships - even if they cannot be improved with modules, their firepower is unrivaled (DN can only firing in one direction, so I guess I can say so)

    Whatever!

    Good fight - good night

  7. #2407
    DJ Die
    Guest
    well part of taiidani joined Vaygr forces you can see it on some of their ships like assualt frigates

  8. #2408
    Miller
    Guest
    Any of yall ever had an issue with Crew limit not increasing(very fast, or even stopping for some time) after upgrading your Crew Station with barracks.

    So far, the last two games I've played I can't supply a large enough fleet to defend myself... even against an EASY ai. Fleet crew are at 250, with an Officer corps of 22, against an enemy fleet of 500 plus crew and a 30 plus officer corps ... after 4 small attack groups of frigates, corvettes, and fighters I'm overwhelmed by 6 upgraded destroyers that target my command frigates first before severely damaging my Destroyer group. After holding him up on the skirts of my Mother ship's defense layers, tallying over 40 enemy frigates, 100 fighter and corvette squadrons, and 9 capital ships I save and quit.

    Any idea what I can do to increase the crew limits(3 crew barracks are built and waiting)? This will be my first mission and I am itching to finish this one off

    - Miller

  9. #2409
    Ekou197
    Guest
    To get more crew you need to build crew cell's, then build lots of build capable ships as you can only have one crew cell per build capable ship. The crew cells slowly transfer crew up to your pop cap. Also if your ships die I believe you lose the crew that were in those ships, not too sure on that though. I have noticed that the AI, even on easy, somehow gets crew alot faster than humans do. If you have problems with the AI just build a handful, 5-10, X-bombers and just as their fleet is too far away send them in to destroy all his barracks, and bam you're suddenly ahead in pop. (modules, not the entire station)

    Also I really hope 6.2 comes out soon as I have yet to be able to finish a single game ;_;

    Edit: I don't know what causes it most of the time but I know that selecting the command fortress crashes it everytime, I've done a clean reinstall and didn't have any problems until trying to select the command fortress.
    Last edited by Ekou197; 24th Jan 08 at 11:10 PM.

  10. #2410
    Alkezo
    Guest
    A few more notes I jotted down over the course of a few days.

    -What exactly does the Hiigarian Mothership Imp. Defense Research do anyways?

    -The Vaygr AI seems to be vastly better than the Hiigarian AI. I played a map with 1 Expert Vaygr AI and 1 Expert Hiigarian AI. The Vaygr owned not only me but the Expert Hiigarian AI. Needless to say, I'm a bit confused on how he managed that considering I'm normally used to going against 2 Experts at once.

    -I noticed 'Ion Cannons doing no damage" as well. While watching the Hiigarian AI use his Ion Destroyers, I noticed they didn't hurt the Frigates at all. When the Vaygr got up to the Ion Cannon Platforms they did initially do damage but they stopped doing any damage at some point. The trigger may potentially be the Shield Defense, but thats just my speculation from watching the battle.

    -Have the Pulsar Platform's damage/accuracy been reduced to Frigates and larger ships? I know they absolutely murder any Corvettes/Fighters, but it just seems they can't do much to anything besides that.

    -I would love to have the Sniper Frigates be able to fire at ships smaller than Frigates even if they had horrible accuracy against smaller ships. They can't do anything to Corvettes and Fighters as of now.

    -The Scavanger's Crew requirement seems a tad too high. Although it is a very nice ship; the large cost, time, and maintenance makes it hard to be worth it in the beginning.

    -The time it takes to increase your Crew size as Hiigarian is a bit too long, even when I upgrade the Cell Size. While it's a nice addition and very interesting, I think the Crew per Crew Cell should be increased a little.

    In terms of the Battleship's/Dreadnaut's movement capabilities, I still think it should be able to use the Hyperspace Gate at the least. I mean the Gate can only Hyperspace units that normally can't Hyperspace themselves.

    I think the AI just has a random list or something to decide their "personality" on what to build. Sometimes the AI is dumb while other times its better than I ever imagined. Most of the time the better AI comes from the Vaygr though. It seems Hiigarians are kinda , lol.
    Last edited by Alkezo; 25th Jan 08 at 3:33 AM.

  11. #2411
    DJ Die
    Guest
    id say Hiig MS upg improves accuracy for its hull defence guns

    agreed with AI but beghins said it will be improved in 6.2 i think Hiig AI does so bad because its just too complicated to play Hiig for them

    yeah no damage ions here as well

    sniper frigates are fine as it is otherwise youd just build swarm of them and own everything at range fighters/vettes are their weakness

    yeah scavenger crew requirements should be 10-15 no more

    you can always use another ship with hyperspace module to let them jump it works and forces you to build other ships not just dreads and BSs

  12. #2412
    May be the 6.2 will be out tonight, but there's only one bug I don't understand, and it's the "no ion damage"
    I've to know:
    -when and where it happens;
    -is the damage few or = 0?
    -it happens sometimes in the match or all the time of the match;
    what ions are you speaking of: ion turret, ion destroyer, fortress, mothership or all the ions of the game?

  13. #2413
    DJ Die
    Guest
    happens randomly or at least seems so and only for some ships i cant confirm this for Ion Dest i dont use them but i can confirm Ion cannons on Fortress do this
    damage is 0 or very low hard to say because ships heal themselves

    seems to me when their firing on strange angles like when one set of ion cannons if firing down on other side of fortress with another set
    youve never encountered this?

  14. #2414
    Alkezo
    Guest
    Quote Originally Posted by DJ Die
    sniper frigates are fine as it is otherwise youd just build swarm of them and own everything at range fighters/vettes are their weakness
    I suppose you're right, but I love Sniper Frigates so much, lol. It's just kinda hard to babysit the Flak Frigates to stay by the Snipers and attacking other ships, so I end up just massing Sniper Frigates. It was a good strategy in 5.5 but it takes too long to get there now before I get massed with enemy Frigates. I used to use Pulsar Platforms too but it seems their Anti-Frigate capabilities have been reduced. So I have to find a new strategy now, lol. I think my problem is being too defensive.

    Quote Originally Posted by beghins
    May be the 6.2 will be out tonight, but there's only one bug I don't understand, and it's the "no ion damage"
    I'll test it some more. The damage is either 0 or very near it. I've only noticed the problem with Ion Platforms and Ion Destroyers. The only ship I haven't really tested is the Ion Frigate (never really use those, lol. Sniper Frigates ftw!). I've been trying to get my brother to play with me so I can test in a more controlled environment.
    EDIT: Did you lower the accuracy on the Ion Destroyer? It seems they miss a bit more.

  15. #2415
    DJ Die
    Guest
    never had this problem with Ion Frigates but ive only used few that were captured when i forgot to watch my marine frig but it fired on other enemy frig and killed it fine

    as for snipers imho they are just annoying i usualy counter them by destroyers of vortex and theyll get slaughtered

  16. #2416
    Sithicus
    Guest
    Beghins - I'd like to thank you for your wonderfull mod - thanks to you I've started playing HW2 again.
    BTW - Is there any way to play those new ships of yours in SP?
    Have you thought about making a new SP campaign yourself?

  17. #2417
    In a recent game i had in 6.1 , while i was Vaygr, i had the idea to test the artillery frigate that i usually never built.

    After building a swarm of those artillery frigates, i noticed that they were able to destroy nearly everything on their path, the impact is very powerfull and the range they can fire make them safe from danger.

    I don't know if it is because the AI is hopeless even in Hard difficulty when it is Higaran and so never really did anything to attack me seriously, but are the Higaran sniper frigates (never found the time to build one so far) as powerfull and so able to counter that kind of swarm ?

  18. #2418
    Jean=A=Luc
    Guest
    Well, the only ion wepons I used so far are the Ion Destroyer and the MS heavy ion cannon.

    The destroyer did do damage but by a very small amount.

    The MS heavy cannon worked fine.

  19. #2419
    DJ Die
    Guest
    yup snipers are able to kill arty frigs at greater range if you can scout them out(sensors probe scouts etc.)
    and yes arties have more DPS than destroyer but quite low HP and are slow and cant engage smaller ships meaning few bombers will kill them easily

  20. #2420
    Alkezo
    Guest
    I'm unable to find the cause of the Ion Cannon problem. Both the Ion Frigate and Ion Destroyer seem to be ineffective. I'm pretty sure the Vortex Ion Cannon damage is fine, thought not too sure about the Battlecruiser. Speaking of which the Battlecruiser tends to like to turn around with firing on an enemy, even with their Ion Cannon upgrade. When they're turned around they can't use their main Ion Cannons.

  21. #2421
    Sajuuk333
    Guest
    Beghins, this ion cannon problem is very weird indeed:

    -everything works 100% fine for me, but looks like the hiig AI's platforms (the ion ones) take a long time till they manage to destroy a ship...this may be the cause of the repair upgrade, I have to lab this

    -and yes, the ions do not work at max range! the closer they are, the bigger the damage

  22. #2422
    DJ Die
    Guest
    yay 6.2 is out downloading now what are the changes beghins?

  23. #2423
    DJ Die
    Guest
    just encoutered no damage Ion bug with MS ion cannon its probably because there was another ship in its way
    i was firing on enemy juggernaut but there was def field frig in way(its shield was off) and while it did little damage to jugg frig remained with very little damage being done to it so it was actualy able to fix damage almost as fast as cannon did it
    i took screen if you want to see it

  24. #2424
    Kuchinawa
    Guest
    "sighiiiiiing" can anyone tell me how to salvage big debris , and how to use the hiigaran juggernaut , thank you .

  25. #2425
    I believe u attack it and it generates salvages

  26. #2426
    Banned Silver_Wolf#'s Avatar
    Join Date
    Jul 2004
    Location
    Constanta, Romania
    You scuttle the debris and it generates the X amount of RUs specified.

  27. #2427
    Alkezo
    Guest
    Heh, that was a quick update, lol.
    And it's an .exe too, nice. Now people can't complain about not knowing how to get Complex to work.

    I wonder what Beghins fixed in this one though.

    Quote Originally Posted by DJ Die
    as for snipers imho they are just annoying i usualy counter them by destroyers of vortex and theyll get slaughtered
    Heh, my Sniper's > your Destroyers. And if you had Vortex's I'd have them too.

  28. #2428
    Jean=A=Luc
    Guest
    Just finished a game against a hard Vagyr.

    Not a single crash.

    Command Station and Vortex ion cannons seamed to do normal damage, haven't built any other ion based ships/stations.

    The hard Vagyr built only a single destroyer so I'll be sticking to expert from now on.

    Don't know what else to say except, "what an awesome mod".

    ps: I wonder if the Hig. ai is better now.

  29. #2429
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria
    Could someone please be so nice to tell me more about those hyperspace gates. On page 158 there was a discussion about linking them ... ehm, I didn't even find a way to build them! Probably connected with that: Chimera. I can jump with it and I can cloak - that's all. Selecting it doesn't bring up a build (or launch) menu; I only see, just for a moment, three empty modules in the UI. Bug or do I fail? (Note, this all still refers to 6.1.)

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

  30. #2430
    m4v
    Guest
    the hyperspace gate can only be built by the vaygr, then once you build two, you send one to wherever you want the exit coordinance to be, and then select one of the gates and left click on the other

    anyway, i had a crash while playing 6.2 and i was hoping someone can help me with it. here's the error log

    Homeworld2.exe caused an Access Violation in module seFDAudio.dll at 001b:040047dc.
    Error occurred at 1/26/2008 18:10:42.
    Homeworld2.exe, run by Administrator.
    Microsoft Windows 2000.
    1 processor(s), type 586.
    1024 MBytes physical memory.
    Read from location 16e700d0 caused an access violation.

    MiniDump failed to save.

    Registers:
    EAX=00000000 CS=001b EIP=040047dc EFLGS=00010202
    EBX=16e700d0 SS=0023 ESP=0469fea4 EBP=0469fedc
    ECX=00000000 DS=0023 ESI=16e700d0 FS=0038
    EDX=00000003 ES=0023 EDI=00000000 GS=0000
    Bytes at CS:EIP:
    23 13 d3 ea 89 54 24 04 8b 44 24 04 5b 59 c2 0c

    Call Stack:



    0x7C00412F: beginthreadex (D:\mart\stuff\l\homeworld 2\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C57B396: CreateNamedPipeW (C:\WINNT\$NtServicePackUninstall$\kernel32.dll)

    Stack dump:
    0469fea4: 01e150c0 00000000 04004829 00000002 00000000 16e700d0 01e14cc0 01e0b930
    0469fec4: 01e150c0 00000000 00000820 0469fee4 04001c25 00000005 0469ff3c 04001e93
    0469fee4: 16e700d0 01e14cc0 01e150c0 01e14ac0 00000104 00000800 00000080 00000400
    0469ff04: 042a8c60 00000400 00000008 3f4cd947 0400acc0 3f4cd947 0400a4c0 00000000
    0469ff24: 00000000 01e0ba00 01e0b9f8 0400229f 00000001 01c88b98 0469ff80 040022cc
    0469ff44: 042a8c60 00000200 00000000 00000000 77fcb126 014d9180 014d9210 00000002
    0469ff64: 042a8860 00000800 00000000 00000000 0000d110 0000e244 0000d444 0469ffb4
    0469ff84: 7c00412f 00000000 77fcb126 02520000 014d9210 c0000005 0469ff8c 0469faf0
    0469ffa4: 0469ffdc 7c006ebd 7c03e200 00000000 0469ffec 7c57b396 014d9210 77fcb126
    0469ffc4: 02520000 014d9210 7ffd6000 00000020 0469ffc0 00000020 ffffffff 7c5c216c
    0469ffe4: 7c572b08 00000000 00000000 00000000 7c0040e2 014d9210 00000000



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    C:\WINNT\system32\CLBCATQ.DLL , loaded at 0x7c950000 - 551184 bytes - 431bff64 - file date is 9/5/2005 00:18:46
    C:\WINNT\system32\ole32.dll , loaded at 0x7ce20000 - 957712 bytes - 431bff65 - file date is 9/5/2005 00:18:46
    C:\WINNT\system32\SHELL32.dll , loaded at 0x7cf30000 - 2362640 bytes - 44b5f1a2 - file date is 7/12/2006 23:09:24

  31. #2431
    Member Dim@'s Avatar
    Join Date
    Jul 2007
    Location
    Battlecruiser complete
    you've posted the the wrong file.
    You need to post hw2.log not ErrorLog.txt
    Destroying things is easy.
    Creating things is hard.
    Creating things in order to watch them explode is just plain fun.

    Explosion Damage Script, Scripting Tutorial

  32. #2432
    For those seeking a challenge...

    I swear that if a game is saved and then loaded, the AI becomes much more agressive. I've found that if I just play a game all the way through, the AI hardly build anything. I've got into the habit of starting a new game, saving it after I've got a couple of minutes in and then loading it.

    Try it against five other AIs all allied against you. You'll never see so many destroyers around your mothership!

  33. #2433
    What's happened to the 6.2 download? It doesn't seem to be on the Complex home site!

    Disregard. It's back up!
    Last edited by Pierre70; 27th Jan 08 at 4:56 AM.

  34. #2434
    DJ Die
    Guest
    yeah against 5AIs it realy hard but if you can build Command fortress in time na upgrade it theyll never destroy it ive tried this add few drones and patchers and jump it in middle of map youlll see lot of destroyers trying to kill something they cant scratch

  35. #2435
    LogicPolice
    Guest
    cruies missiles are deadly. I played a game aginst one vager an one hig expert were I went straight too the missles as the vager and found that 8 of them aimed right at each mothership ended the game right off the bat. So I played another were I just used them agianst their production ships too keep them poor while I built a massive army and noticed that my combat score dropped to -40.

  36. #2436
    DJ Die
    Guest
    yeah thats one thing i forgot to add to 5.5 my friend used cruise missiles and there was nothing i could do to defend myself they are too fast for large weapons to track and too though for small ships meaning you cant kill them in time especialy if used as swarms and are fast to manufacture and low cost weapon
    id say its because they self destruct causing you to loose honor

    imho it was good idea but its not that good for HW2 as it may seem or at least you need to change them

  37. #2437
    NSWMaps
    Guest
    Hmmm. It says compatible with Mac and Windows, yet it's in EXE format?

  38. #2438
    Hmmm. It says compatible with Mac and Windows, yet it's in EXE format?
    Sorry, can Mac users run this file?

  39. #2439
    james808
    Guest
    Hi Beghins,

    Exe files do not run on Macs.

  40. #2440
    m4v
    Guest
    ok, heres the hw2.log file...the crash happen again just now

    Sun Jan 27 16:13:13 2008
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'D:\mart\stuff\l\homeworld 2\Homeworld2\data\locale\english'
    Loaded Archive: 'english.big'
    Loaded Archive: 'Complex62.big'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile The Vagyr
    Changing from a 32 bit colour depth in winNT (5.0 build 2195), Service Pack 4
    Using NVIDIA Corporation's 2.0.3 GeForce FX 5700LE/AGP/SSE2 renderer (Suspected driver is nvoglnt.dll 6.14.10.9371)
    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 : D:\mart\stuff\l\homeworld 2\Homeworld2\data
    Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter
    Resetting fp control word.
    CmdLine: -mod Complex62.big
    Starting Level: data:LevelData\Multiplayer\complexlevels\LONELYISLANDS.LEVEL
    Warning, screen with name SMFiltersMenu does not exist
    Starting Level: data:LevelData\Multiplayer\complexlevels\LONELYISLANDS.LEVEL
    parameter: attempt to concat a nil value
    stack traceback:
    1: function `computerspy' at line 64 [string ""]
    parameter: attempt to concat a nil value
    stack traceback:
    1: function `computerspy' at line 64 [string ""]
    parameter: attempt to concat a nil value
    stack traceback:

  41. #2441
    NSWMaps
    Guest
    No, us macs cannot run EXe files, and I would much appreciate it if you realeased a .big for us macs. I'm eager to see if the no honour bug has been fixed.

  42. #2442
    OK, a .big file is downloadable from the site

  43. #2443
    zeho
    Guest
    Greetings all.

    Where can I find a comprehensive manual of sorts for Complex 6.2?
    So much additional HW2 content that it's rather overwhelming for a Complex first-timer.

    The mod itself has a fair ammount of info ofc, however my search for a guide/manual has been fruitless. Failing a full on `encyclopedia complex`, could somone kindy direct me to the next best thing.

    Thanks muchly.

    PS. you know the kind of thing, at the very least a guide on optimal ship (type) deployment. Research trees and the like.

  44. #2444
    Greetings all.

    Where can I find a comprehensive manual of sorts for Complex 6.2?
    So much additional HW2 content that it's rather overwhelming for a Complex first-timer.

    The mod itself has a fair ammount of info ofc, however my search for a guide/manual has been fruitless. Failing a full on `encyclopedia complex`, could somone kindy direct me to the next best thing.

    Thanks muchly.

    PS. you know the kind of thing, at the very least a guide on optimal ship (type) deployment. Research trees and the like.
    A lot of people have tried to do that famous manual during the Complex story, but noone have terminated works; I can't write this because English is not my language; if someone wants try it will be well appreciated and pubblicated into the web site, and may be into the game.

  45. #2445
    rdman
    Guest
    Greetings
    1. Can you remember super acolyte fighters from Homeworld Cataclysm? Is there a chance to see them in complex mod in the future releases?

    2. I want to thank for this wonderful mod. I have played version 6.0 and 6.1 numerous times (20 times or more). No one crash occurred. But, i have problems in game difficulties vs AI vayger or higarians. The game is set to hard and extreme ai and is still simple to beat the ai. Ai is not building battleships and is only swarming with fighters and corvettes, lately in game with few frigates and very lately (i have 3-4 battleships) they are building only destroyers. Compared to older complex mods (5.x) the AI is much weaker.

  46. #2446
    Banned zgrillo2004's Avatar
    Join Date
    Feb 2004
    Location
    Terra, Sol System
    Beautiful work on the mod. one thing bothers me though is that the vaygr multilance corvette's attack points is at 0. which means their lasers are weak

  47. #2447
    Marcos
    Guest
    Hello, I would like to apologise for the English, is a translation of google, I only Spanish.

    E state playing Complex5.5 and charm me, ye started to play (yesterday) to Complex6.1 but I have a problem with the game, after starting it and start the game, I closed the game and jump to the desktop without any error message.

    What is that? Do you have a solution?

    Thank you

  48. #2448
    DJ Die
    Guest
    i dont think Super Acolytes would do any good to complex there was reason developers made them aviable to you only in last mission they are simply too powerful

  49. #2449
    burton
    Guest
    Quote Originally Posted by beghins
    A lot of people have tried to do that famous manual during the Complex story, but noone have terminated works; I can't write this because English is not my language; if someone wants try it will be well appreciated and pubblicated into the web site, and may be into the game.

    Hello Beghins, i have realized a french tutorial for the mod complex 6.xx:

    http://www.esprits.net/forums/viewtopic.php?id=767

  50. #2450
    Thanks for the missile upgrade on the Vaygr mothership, Beghins! Its much more powerful now.

    A suggestion: I see you use a couple of ships from the PDS mod. How about a high-level research option for frigates to enable them to attack and move dynamically (like corvettes)? PDS used frigates like this, and it would make frigates more useful late game, as they're a bit harder for capital ships to hit. I think it would be in keeping with the Complex concept if you had to do some expensive research to enable it.

    A strange incident: I've got a carrier parked near my mining base, but sometimes when I build resource collectors or mining containers from it nothing seems to happen. I've also seen mining containers having trouble docking with the carrier. Is it because the carrier is too close to the mining base? I've left a bit of room!

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