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Homeworld 2 Complex 8.4.3

  1. #351
    Nekokaburi
    Guest
    murphy's law... (one of them anyway)
    The harder you try to fix something, the less likely it is to work.
    When you finally give up and stop trying to fix it, it will work perfectly.

  2. #352
    DougalMcFrugal
    Guest
    yeah I actually work in IT infrastructure so Murphy's law is terrifyingly common...

  3. #353
    Thorney
    Guest
    The Vagyr artillery frigate is busted. Was working fine in 2.1, but now it goes up to the target, just like an infiltrator frig, and sits there.

    Happy vacation Beghins

  4. #354
    Member
    Join Date
    Feb 2005
    Location
    Right behind you... And slightly to the left.
    For a moment I thought it was supposed to be a decoy ship.

    Then I looked up "artillery" and I was like god damn. Hope you guys get that working again.

  5. #355
    I have yet to see the Minegun Corvette use its mine deploying system after i upgraded it and sent it into battle.

    Viper missiles are really cool but i think the AI does not use them against you.

  6. #356
    Hmm I've seen the minegun work, it just takes a while. Perhaps try it again and see what happens? :-/

    Same with the arty frigate. I've been attacked by it various times, but I've never tried to use it.

    question though: how long is the life on vipers? I wanted to use them in an ambush, so I put them all in one place, and miraculously, they all got destroyed. For no reason. Suggestions?

    (no one attacked them or anything, they just died. This makes me think they have a limited life.)

    Oh! I STILL cannot research anti-missile systems for the flak frigates, no matter what I have (I can research it for the gun plats though). I had Adv. Research, Plat controler, defense tower all on one ship. Combined in my fleet, I had every module you can get (b/c I had lots of carriers/SY's). I researched every one of the frigate upgrades and STILL didn't see the AMS for the flak frigate! *is irritated* I am the only one with this problem?

  7. #357
    RaGod
    Guest
    hmm i can download the file and all but every time i do it says error reading file

  8. #358
    BaalRoG
    Guest
    right the arti frigates behave strange...

  9. #359
    Cromy
    Guest

    hi

    umm hi i just recently downloaded this game and don'ty seem to have any new units i have teh complex maps adn the mining bases but the research adn modules are still the same so what am i doing wrong?

  10. #360
    Where did you put the files that come with the download, Cromy ?

  11. #361
    PhoenixOSU
    Guest
    Ok, what is with the ripping off of ships from/by PDS? The fighter in this mod is the same one in PDS...

  12. #362
    sanityflare
    Guest
    Quote Originally Posted by PhoenixOSU
    Ok, what is with the ripping off of ships from/by PDS? The fighter in this mod is the same one in PDS...
    try reading a few pages back mate. Yould find the ships where created by a modler who also gave permission to the complex mod team.


    Nice first post

  13. #363
    PhoenixOSU
    Guest
    oh ok, cool.

  14. #364
    Cromy
    Guest
    when i dl'ed it i saved it to my downlod folder for mods. i exstracted it to my homeworld 2 folder and ran that little complex thing. and i can't get any of th enew subsystems modules researches or new units is there soemthing i've done wrong?

  15. #365
    Mr. Pete
    Guest
    Also they are the property of the modeller, not of PDS. Just thought i'd point that out...

  16. #366
    Cromy:

    Make sure that you have no other mods or mod folders in the directory.

    Also make sure you have -overridebigfile at the end of your shortcut in the TARGET window.

    "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -overridebigfile

  17. #367
    Thom
    Guest
    Excellent Mod.

    If you need another beta tester I have some free time at the moment.

    Keep up the good work!

  18. #368
    LackOfSleep
    Guest
    When I downloaded it, I used WinZip to extract all of the files from the installer. Then I used the ModPackager from the HW2 RDN Tools to pack everything into a .big file. From what I can tell, it works just fine. (No need to have a fresh install.)

  19. #369
    I found something odd and fustrating but when your playing a big battle [6player] and debris is starting a accumilate,when i start to send out collectors to clear out the debris [salvage], when they return they will line up at the entrance of the ship [carrier,MS,SY] but won't go in to unload

    I sent out 20 collectors and you should see the line as they stack up behind each other and then get picked off by the enemy.

    After a while i have to end the game.

    Anyone else have this problem?

    It lags my machine after awhile to a crawl [3ghz P4].

  20. #370
    LackOfSleep
    Guest
    I don't know if this idea has been suggested yet.

    How would it affect strategy and this mod as a whole if missles and mines (buildable from cap ships) were given the 'Dock' order in addition to/instead of the 'Parade' order?

    It is kind of annoying if you build a missle and send it off to battle. But before it gets to it's target, you decide to save it for later. But unfortunately, you can only send it to the mothership instead of where it was built.
    Last edited by LackOfSleep; 11th Aug 05 at 3:02 PM.

  21. #371
    I think that it would be better [just my opinion] if the viper missile would have its own launcher upgrade for carriers.

    Like this one but maybe remodel it so that it will be a bit smaller like half as wide as this one and have only 4 launcher tubes.

    Also can Complex be made even more complex by having to build all weapons systems for all the ships?

    EXAMPLE:
    Destroyers are built with only the topcenter turret.
    Additional turrets,torpedos and and other current upgrades then follow.

    Interceptors can upgrade to missiles.

    Carriers upgrade to antifighter gun turrets [like the one on the Marine Frigate] and Viper Launchers.

    Mechgun ships upgrade to the over and under pulsar turrets.

    Pulsar Corvettes can have multiple options:

    Single Pulsar Turret.
    Single Over and Under Pulsar Turret.
    Dual Pulsar Turret.
    Dual Over and Under Pulsar Turret. [Mechgun style]
    Pulsar AutoGun Turret. [like the one on the Marine Frigate]
    Combination of any of the above.

    This would make battles really long :sniper:

  22. #372
    Mr. Pete
    Guest
    Would need: to completely redo alot of ships.

  23. #373
    Yes i know,like the Pulsar Corvettes and Mechgun ship weapons would have to be built as subsystems.

    The cool part about this is that if you have weapons as subsystems then you can come up with all sorts of ship combinations.

    I have one carrier thats loaded with ion cannons...SWEET :omg:

  24. #374
    jodonnell
    Guest
    Hey folks, it looks like I was away during the big hubbub. Yes, I did give permission for two models - the Shamshir Vaygr Corvette and Shiri Heavy Fighter (erroneously named Avenger; if you could change that I'd appreciate it ). However, it seems instead of the Shamshir, the Khopesh Higaaran multigun corvette was added, which I did not approve - at the time of the approval, the Khopesh was not released in PDS yet and I wanted to keep it exclusive for it's launch. Now, given language issues I can understand there might be a miscommunication. If there is interest, I wouldn't mind cross-licensing (so to speak) my other model (the Tulwar patrol frigate) and the current unauthorized model (the Khopesh) with a few small requests (mostly just to keep the aesthetic nature of the weapons intact, changing damage or other numbers is fine to me.)

    Requests for now:
    -Add the original class-name I designated to the ships description somehow (either in the build tree or the status panel). That would be Shiri for the fighter and Khopesh for the corvette. You can keep calling it a minegun corvette and whatever, just please add the class name somewhere.
    -Slight aesthetic request on the Shiri weapon placement - the guns are on Hardpoint1 (the underslung gun) and Hardpoint 2 ( the guns in the grey wingroot, 3 slaves for 4 HPs total.) If you just want 2 mounts, put them on Hardpoint5, the orange part of the wingroot (which has 1 slave, for a total of 2 mounts.) Otherwise, if you don't mind 4 mounts as currently, just leave them only on HP2. Also, they seem to have a pulsar-type .effect emanating from the center of the ship when they fire. If you wouldn't mind removing that (and, at your discretion, adding the vaygr PD gun effect to the respective HP instead) I'd appreciate it. Thanks!
    James
    Last edited by jodonnell; 12th Aug 05 at 3:49 PM.

  25. #375
    James wow, I haven't seen you around for a while. Will you be coming back for good?

  26. #376
    jodonnell
    Guest
    My signature is a little outdated (I retired from PDS in June); I'm working with the Forgotten Hope BF1942/BF2 team for now; after doing nothing but spaceships I needed a change of scenery However, for now at least, I don't have any plans to do any HW2 stuff. If anyone is interested in custom soundscripting however, I can explain how its done or give examples.

  27. #377
    well that's a shame, hw2 is losing one of its best. I can understand though, everyone gets burned out eventually. Good luck with the new project!

  28. #378
    Cromy
    Guest
    thanks i got it workin now it was the override edittion thanks the way i was putting it in kept giving me errors i jsut copyed yours and it worked thanks

  29. #379
    Ok...Can someone tell me why the MineGun Corvettes are called Minegun?

    After you upgrade to the automatic mine deploying system,

    They never drop any mines at all so your just wasting money on a system that does not work or does not exist.

    Yeah someone told me to send them out against fighters and other corvettes but HEY...nothing happens,like...uh...no mines,they just behave EXACTLY like what they are...MultiGun Corvettes :cranky:

  30. #380
    theDrinker
    Guest
    Ok...Can someone tell me why the MineGun Corvettes are called Minegun?

    After you upgrade to the automatic mine deploying system,

    They never drop any mines at all so your just wasting money on a system that does not work or does not exist.

    Yeah someone told me to send them out against fighters and other corvettes but HEY...nothing happens,like...uh...no mines,they just behave EXACTLY like what they are...MultiGun Corvettes
    TAB key, and you see mines follow and destroy fighters and corvettes

  31. #381
    Loki
    Guest
    this is really odd but, on the hig BC, how do u get the ion battery or torp battery? what research do u hav to research because im finding it hard to get em availible

  32. Child's Play Donor  #382
    bones.. yes.. theBlind's Avatar
    Join Date
    Aug 2003
    Location
    At home. Procastrating.
    That research pops up after... you did stuff. Ahem. I think I had adv. Res module... Anyway, you simply have to keep climbing the tech tree and keep re-checking the research tab.
    on wings of destiny ............................ (\(\ One Bunny
    through virgin skies ........................... (0.o) to rule them
    to far horizons I will fly ....................... (> <) all!

  33. #383
    LH2012
    Guest
    Two questions:
    1. I get an error that the pathname is not valid when I add the -overridebigfile to the end of the shortcut path. Should I be looking at something other than the Shortcut Properties? I am running WinXPPro SP2.

    2. My start up path is currently Homeworld2\bin\Release. Will this cause problems activating the 3.0 Complex?

    Regards,
    LH2012

  34. #384
    Orion
    Guest
    Haven't played with Complex 3.0 yet, but the startup line should still be the same as with any other mod... so use the command line like this:

    [Wherever HW2 is Located]\bin\release\hw2.exe -mod [.big filename] -overridebigfile -luatrace

    So my example to launch PDS looks like this:

    "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -mod pds62.big -overridebigfile -luatrace

    Make sure you have the section in red in your Shortcute file, otherwise you'll be overriding the HW2.big file, which isn't what you want to override. =P

  35. #385
    Deathblow
    Guest
    Heh, heh. Mothership Ion cannons rocks.

  36. #386
    theDrinker
    Guest
    My start up path is currently Homeworld2\bin\Release. Will this cause problems activating the 3.0 Complex?
    No, your path is:
    ...\Homeworld2\Bin\Release\Homeworld2.exe -overridebigfile
    Remember to read the readme file of Complex!

  37. #387
    Spaxspore
    Guest
    Quick question, I installed this mod, made the shortcut, entered the game, started a Player vs Cpu match. But i have zero sound, sound works fine in vanilla HW2, but i got no sounds in the complex mod. I also deleted the directory and reinstalled everything, still nothing.

    Sound card is a Audigy 2 ZS

    Any one have this problem?, I really want to play this mod but no sound= no fun for me

    BTw any one know where the .big ver is posted?, I read in previous posts the creator was going to make one, but his site still has the extracter ver.

  38. #388
    Hi, here we are, I hope you've spent good vacancies.
    Thanks for your interest in Complex; on average every day 100-150 people download Complex from all the world with peaks of 200, 3500 have downloaded Complex from 5 to 29 August, and downloads still go on persistently. Journals and web sites are writing to me for speak about the mod.
    I think it is a great goal.

    Sorry, I receive a lot of mails and PM, but I can't reply to all because I'm busy with my work, I prefer that you use this Forum, community is very reactive, or you can also use this other forum too
    http://forums.vugames.com/thread.jsp...=3063&tstart=0

    Jedonnell:
    Requests for now:
    -Add the original class-name I designated to the ships description somehow (either in the build tree or the status panel). That would be Shiri for the fighter and Khopesh for the corvette. You can keep calling it a minegun corvette and whatever, just please add the class name somewhere.
    -Slight aesthetic request on the Shiri weapon placement - the guns are on Hardpoint1 (the underslung gun) and Hardpoint 2 ( the guns in the grey wingroot, 3 slaves for 4 HPs total.) If you just want 2 mounts, put them on Hardpoint5, the orange part of the wingroot (which has 1 slave, for a total of 2 mounts.) Otherwise, if you don't mind 4 mounts as currently, just leave them only on HP2. Also, they seem to have a pulsar-type .effect emanating from the center of the ship when they fire. If you wouldn't mind removing that (and, at your discretion, adding the vaygr PD gun effect to the respective HP instead) I'd appreciate it. Thanks!
    James
    I'm very glad to realise all your requests, but in the next version (4.0, imminent) because, I'm sorry, at this time I'm very busy with my work. Is it the same for you?
    Jedonnell:
    My signature is a little outdated (I retired from PDS in June); I'm working with the Forgotten Hope BF1942/BF2 team for now; after doing nothing but spaceships I needed a change of scenery However, for now at least, I don't have any plans to do any HW2 stuff. If anyone is interested in custom soundscripting however, I can explain how its done or give examples.
    It's a terrible thing! You're a great modeller James; if you want join the Complex team we'll be very proud! We're designing a few new units, let me know, in any case good luck man, see you soon in another mod, I hope for Homeworld 3.

  39. #389
    jodonnell
    Guest
    Quote Originally Posted by beghins
    I'm very glad to realise all your requests, but in the next version (4.0, imminent) because, I'm sorry, at this time I'm very busy with my work. Is it the same for you?
    If you're overwhelmed with work (which I can surely understand!) then I don't mind taking the files and making the correction myself and sending it to you, if that's agreeable to you.

    Thanks for the offer to join, but I'm so busy at the moment with other projects I'm afraid I couldn't become a full time modeller for another mod. I appreciate the offer however

  40. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #390
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    Beghins:
    I would be very glad to host Your mod, if You let me?
    Think You will find that my site is recommended by a number of talented people.
    (I hope )
    You need a dedicated site? Hosting?

    Jodonnel, what are You up to, can I help with site/hosting?
    HWSHOTS | JST-ONLINE | HOMEWORLD ARCHIVES | CROSSFIRE
    TEH ALL POWAFUL "PLEASE MAKE HOMEWORLD 3" PETITION
    NEWS! "hwaccess.net" and related sites have a new home at
    www.homeworldaccess.net. Still WIP.

  41. #391
    Jedonnell:
    If you're overwhelmed with work (which I can surely understand!) then I don't mind taking the files and making the correction myself and sending it to you, if that's agreeable to you.
    OK, I will rename units just in 3.1:
    -Shiri (now Avenger)
    -Khopesh (now Mechgun)
    Also I will insert the Shamshir Corvette, if you're agree.
    For the Shiri I was thinking this solution, tell me if it's OK, otherwise I will follow your instructions. :fallen:

    If there is interest, I wouldn't mind cross-licensing (so to speak) my other model (the Tulwar patrol frigate)
    Thanks, I will be very glad to insert this beautiful model, but I need pulsar turrets on its chassis to the place of the actual turrets, I need them for harmonize with the rest of the weapons game; if you want make this modification, let me know, but, uhm, I know you're in another project now...
    Thanks for the offer to join, but I'm so busy at the moment with other projects I'm afraid I couldn't become a full time modeller for another mod. I appreciate the offer however
    Ahrr... I hope in the future :boohoo:
    HomeBoy:
    Beghins:
    I would be very glad to host Your mod, if You let me?
    Think You will find that my site is recommended by a number of talented people.
    (I hope )
    You need a dedicated site? Hosting?
    Thanks, you can give Complex for download, sure, only I ask you to use this direct link: http://www.homeworld2complex.com/download/Complex.zip
    so I can monitor downloads.
    Also I ask you to insert a link to Complex web site:
    www.homeworld2complex.com
    If you want insert screenshots use these links that I will never change:
    http://www.homeworld2complex.com/images/ss00lr.jpg
    http://www.homeworld2complex.com/images/ss01lr.jpg
    http://www.homeworld2complex.com/images/ss02lr.jpg
    ... and so on

    I will be happy if www.haeggalaxy.com, that just is giving Complex for download, will follow the instructions above, Thanks BallRog

  42. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #392
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    Hey...demanding stuff, eh?

    No problem, thus I wont burden my bandwidth.

    Links and stuff will be up, no sweat.
    I usually do an INTRO Page, see http://www.hwaccess.net/viewpage.php?page_id=57

    Can you provide relevant picture/logo and info?
    If in thread, please point to post that I can copy...

    Thank You :heyhey:

  43. #393
    jodonnell
    Guest
    Thanks for co-operating on the renames I am fine with you adding in the Shamshir as well, although you don't neccessarily need to add all three variants if you don't want (the three variants being one with 2x2 gun turrets on the side, one with 2 rocket pods on the side, and one with electronic warfare/stuff on the sides.)

    You have the guns at Hardpoint2 which is fine by me. I think the missiles would look better in the fuselage ports though - they are just a tad further inside (the holes right behind the nose.) That is Hardpoint4. That will give you 2 hardpoints for the missiles, just in a slightly different location.

    For adding the Tulwar frigate, I'm afraid I can't change the turrets - while I understand your wish to keep turrets consistent across the game, in this case I want to keep the ship's design consistent; the normal HW2 pulsar turrets aren't scaled the same. Just trust me that they would look bad there :P Also, the Tulwar was not designed modularily, so switching the turrets in and out would be a pretty tedious task. So I'm sorry to say, if you'd like the Tulwar frigate in, I'd want it to have the same turret models as it does now; changing them to something else would end up looking out of place and improperly scaled.

    Anyhow, thanks for cooperating

  44. #394
    Is the link for the fixed version 3.1 ?

  45. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #395
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    There is no 3.1 yet. Some changes and renamings are announced, but not released.

  46. #396
    theDrinker
    Guest
    There is no 3.1 yet. Some changes and renamings are announced, but not released.
    Yes, speaking with Beghins, I think it will be available in few days.

    Does someone play Complex 3.0 on-line?
    Do you know a site, forum?
    Are you interested in exchanging of msg, irq account?
    Let me know what do you think about this, may be I'm going to create a dedicated web site.

  47. #397
    Member
    Join Date
    May 2003
    Location
    Bermuda
    Complex is the best'est of all the moddie mods. Keep doing it 5th gear on the real, baby.

    Ride

  48. #398
    Rodrivy
    Guest

    Art

    how does your random music script work? There was a 'Random music' script made
    (here: http://forums.relicnews.com/showthread.php?t=52251 ) But I could never get it to work. Any tutorials anyone? I have the score to Homeworld 1 on CD and would love to here those songs in hw2.

  49. #399
    skyraiser9
    Guest
    The Tulwar frigate is an awsome ship! It was my favorite ship in PDS! It would be an awsome addition to this mod. Though its a little too mobile for something its size. Excellent job jodonnell.

  50. #400
    Avius
    Guest

    USE CODE TAGS! -Mod

    The game loads fine without the mod, but with it, it crashes right as the load bar gets to FrontEnd. This is the information in HW2 file; it hasn't changed yet, no matter what I change in the game files. I've attempted deleting random sections to see if it would have an affect, like UI and Research scripts, but to no avail. Any help would be most appreciated, I'd like to try the mod out...

    Code:
    Fri Sep 09 22:13:00 2005
     Loaded Archive: 'Homeworld2.big' 
     UTIL -- filepath failure, path doesn't exists 'H:\Sierra\HOMEWO~1\data\locale\english' 
     Loaded Archive: 'english.big' 
     Uing ..profiles\ for profiles folder 
     GAME -- Using player profile Avius Caelestis 
     Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2 
     Using NVIDIA Corporation's 2.0.0 GeForce 7800 GTX/PCI/SSE2/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.7801) 
     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 : H:\Sierra\HOMEWO~1\data 
     Resetting fp control word. 
     CmdLine: -w 1176 -h 664 -overridebigfile 
     Starting Level: data:LevelData\Multiplayer\deathmatch\6P_HSA.LEVEL 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberImprovedBombs" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     EngineTrailStatic::getTweaks requesing index(0) that doesn't exist. 
     EngineTrailStatic::getTweaks requesing index(7) that doesn't exist. 
     EngineTrailStatic::getTweaks requesing index(10) that doesn't exist. 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberImprovedBombs" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberImprovedBombs" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberImprovedBombs" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberImprovedBombs" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberImprovedBombs" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AttackBomberMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultCorvetteMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateHealthUpgrade2" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade1" is invalid (target is ""), setting to no upgrade target 
     parameter: <expression> expected;
      last token read: `,' at line 170 in string "" 
     RESEARCH ERROR: target of "AssaultFrigateMAXSPEEDUpgrade2" is invalid (target is ""), setting to no upgrade target
    Last edited by Locutus; 9th Sep 05 at 7:31 PM.

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