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Homeworld 2 Complex 8.4.3

  1. #1551
    Osenefous
    Guest
    It may be harder to play as higaaran but in no way is it suicide. I have found that thye have faster harvest speeds than the vaygr, but may just be me. My startegy is to use my mothership and platforms as defense, as soon as you have mobile refineries you need to move out your mothership to the battle lines. If your having a lot of difficulty then don't research as much, or at all. You can still build ships witohut research, you arent as effective, but it helps the higaarans down the road. Resource patches and the mining base are very useful. As soon as you can, or feel comfortable doing so, you should build a carrier, the production capability a carrier gives you is needed dearly, also it frees up your mothership for other things. Juggernaughts have been my saviour playing as higaaran many times. They are useful for annihalating incoming fleets and should be used frequently, at least i think so.

    Also, i think the juggernaughts are a little too powerful, i can take 4 and annihalate anything, 1 is enough to save you from any incoming fleet. I can solely use battlecruisers and juggernaughts in the later stages of the game and clean up very easily.

  2. #1552
    Destroid
    Guest
    Hiigaran harvesters actually have a harvest rate of 4 vs 5 for vaygr harvesters.. they carry more but they are also slower.

    I have never made it to juggs in a multiplayer game so I cant really comment on how effective they are. As far as getting the MS up to the battle lines.. its worthless unless you research its upgraded weapons and torps and you put a fire con + def module on it.. and if you rely on your MS for mobile firepower then your enemy is going to spam laser corvs unfortunately the laser corvs will dominate any frigates you build so your only real option is the Pulsar Corvette, which is powerful but I find it very hard to produce them in sufficient quantities (vaygr can get the Construction module early) to fend off the missile/storm corvs fast enough to save harvesters.

    Defending your base isnt so much a problem at the start, but expanding IS as Vaygr tend to have more units and more mobile firepower as it isnt all tied up in the MS as it is with Hiigara at the start.

    Also, a note about the mining base, Vaygr can get Infil frigs right from the start, Hiigaran need to rank up to get them.

  3. #1553
    DJGspinNHitz
    Guest
    whenever I player on anything above standard I get crushed about 45 minutes in. I can hold off the first waves but then I get ganged up on by like 30 frigates. My fleet of 10-15 pulsar get worn down then they send in 10 infiltrators and all is over. Sometime I am lucky and get a couple of destroyer out and last a little longer but I play 4 on 2 normally. 3 on 3 I can win even on hard but I have only won 1 game out numbered on anything above standard. I just can't get enough ships out there, hig frigates are a waste unless fully upgraded. They get wiped clean by opposing laser coverttes and frigates and repair to slowly to be ready for round 2. Also you max out really quick. In order to keep RUs flowing you need 10 collector and 3-5 refineries with fussion upgrades. That gives you room for 10 corvette squadrons. The Vagyr start pumping bombers and fighters out while your still waiting for your research ship and module. I love the idea but it makes for a really tough game early on, if you can get BCs out then you've won b/c they vagyr seem never to make them. I also noted that during a normal game the vagyr will have 40000-60000 RUs when I have maybe 1000. If the AI was smart they would build BCs and hyperspace them in and your history. They should be able to do this by the time you have unlocked destroyers and the rate the collect RUs. I know some people send collectors and a refinery to another RU patch but when playing out numbered they just get wiped out in the first or second wave. I rely on fussion RUs and build lots of refineries. They at least shoot back and can hyperspace with your MS if needed. You have 3-4 game years to prepare for the first attack on most maps no matter what level you play at. After that they hit you about every 1-2 years in larger and larger waves. I have though sometimes gotten a 5-10 year repreive after the first wave especially if I kill it really quick. I rarely can counter attack until I have BCs with out leaving my MS out to dry from other attacks.
    GQ

  4. #1554
    Destroid
    Guest
    DJG, im not sure if that is a response to my comments, but I am specifically talking about multiplayer VS humans here, not the AI.

  5. #1555
    F-86
    Guest
    i was under the impression that Beghins has consentrated on filling out the Hig tech+biuld tree and really hasnt gotten to revamping the vaygr. also it seems that the vaygr kick ass early on but the Higs can steamroll them middle to late game. the vaygr need that early game advantage cause they dont have juggurnaughts or ion destroyers, vaygr capital shipping sucks comparatively. and the dispropotionate motherships are also to hig advantage. sure they start out the same but late game.... (*shivers*) it can take out fairly large fleet by itself. it balances out but i think the vagr need more capital ships. middle to late game thier destroyers are crap compared to higs

  6. #1556
    DJ Die
    Guest
    i can beat 5 expert AIs as Hig without problem(or with little problems) i also think higs are overpowered when it comes to cap ships fully upgraded MS can take out most ships with one shot from its ion cannon

  7. #1557
    DJGspinNHitz
    Guest
    DJ Die
    tips on how you do that please

  8. #1558
    BaalRoG
    Guest
    i think that Destroid is right... f you play as hiigara, you dont stand a chance when a human player gets 1-2 battlecuisers with artilleryfrigates near your homebase...
    too heavy for me...

    battlecruisers shouldnt be that extreme like they are now...

  9. #1559
    Destroid
    Guest
    Ive only ever seen a battlecruiser in multi once... and I never even got to use it (I had already defeated both opponents).

    Ill report back after I try a few more experiments with Hiigara... but dont expect much :/

    Poor old higs.

  10. #1560
    Yargnit
    Guest
    Do you have any idea how expencive it *actually* is per BC to get them that powerful BaalRoG? The cost + the time it takes to get them is well-worth their power. If anything I'd like to see (what I had thought the deardnaught would be) a step up above the BC in power. Something I can send 1 of into a base to wipe it out, instead of the fleet of half a dozen BC's or more I have to send now.

  11. #1561
    Osenefous
    Guest
    The last thing we need is something more powerful than the bc. The bc is already so powerful, it makes no sense to need something more. If we do that then we lose the need for small fighters and frigates and any other incling of a fleet. The point of this game is strategy, to buiuld your fleet up strong in every area, the battlecruisers take that away. They are far to powerful against everything, we need to reduce there power so that they still need support ships or the late stages of this game will be boring as hell. Introduce another ship below the battlecruiser to act as a support ship, the destroyer is a useless support ship, it can barely keep up with my battlecruisers. Whatever you do, do not promote capital ships much farther, if you do the game loses its fun, it all becomes who can build the most battlecruisers, not who can build the most well-balanced fleet.
    Last edited by Osenefous; 24th Sep 06 at 12:52 PM.

  12. #1562
    shadow51689
    Guest
    I'll still never forget the 4.3 match in which an expert Hiigaran CPU buillt TWENTY ONE Hiigaran battlecruisers...

    I do agree with Osenefous, currently the small ships seem quite useless later in the game. Because the fighters' armor is unupgraded, and still take so long to build, they aren't of much use other than as a distraction for the stupid AI. Now sure, a micromanaged bomber squad with say interceptor distractions, and sniper frigs can own a BC, but when the other guy can build another BC, as well as half a dozen other frigates by the time the first BC goes up, the measly leftovers of your bomber swarm isn't gonna be much use, other then a quick way to lose a lot of honor. Plus even with upgraded Docking repair, it takes forever to repair fighters\corvettes.

    Then there is the crew cost... the average Vaygr frig costs between 5-7 crew... an assault craft squadron costs 7. Yes, yes, there are 7 individual fighters in an AC squad, but still it seems kinda off balance to me... I can build more frigates as an Ensign than I can smaller ships!

  13. #1563
    F-86
    Guest
    Maybe take out all point def for the BC and add in something like the Light Destroyer from the Pirate mod? plus major armor ups for the fighters late game so thier usefull

  14. #1564
    Fighters do lose usefulness in the later stages of the game.

    Maybe a 'Top Gun' upgrade could be added? i.e. fighters are trained to dodge enemy fire, represented in-game by reducing the chance of hitting a fighter.

    Just a thought!

  15. #1565
    Yargnit
    Guest
    I'm not saying fighters don't need a boost also, I just want something that is designed specifically to take out enemy BC's. Think a weapon combining the Ion Cannon's BC's have now, with the Vagyr BC's Trinity cannon. Each shot from the 3 guns doing something like 200-250k. (if 600k is enough to take out a BC with full armor and defencive control tower then make it 200k per shot, if not make it 250k because i know 750k is enough) Actually I also think it could be pretty sweet as a dual-or quad cannon instead of triple.

    Also I do like the idea of an anti-fighter specialized capital ship. Make it like a heavy crusier or something along those lines, armed exclusivly with anti fighter/corvette weapons.

    As far as increasing fighter usefulness, 2 possible ideas come to mind. Either one as a late-game researchable option. Option A would be to allow fighters/corvettes to research self-repair as well. Where option B would be to allow research where (preferable just for carriers to increase their stratigic use) can repair ALL fighters docked simultaniously instead of one at a time as they do now. (3 lvls, lvl1 is all at once, but 66% reduction in repair speed per unit. Lvl2 is 33% reduction in repair speed, while Lvl3 allows full repair speed per unit.) Either of those would make fighters and corvettes much more useful late-game. (Mineguns for me are extremely useful already, they can absolutely thrash and fighter/corvette assult, while still quickly owning frigates. I've even torn up a Carrier or Destroyer with them fairly easy) Another great fighter/vette upgrade would be to make them not take dmg from cap-ship explosions.

    But whatever you do, don't weaken BC's. The Vagyr BC's feel WAY to gimped right now. Any weakening of the Higgy BC's & I'd probably just manually copy the current vesion of the BC overtop of it.

  16. #1566
    shadow51689
    Guest
    I think that the best option would be better AI flight paths\maneuvering for the light ships. I'm reminded of that today, as I just lost 6 gunships and 3 pulsars as they rammed into a Flagship, trying to take out it's workers...
    Currently, the fighters cluster together, and charge into a battle. And, especially in fighter vs fighter, this results in a giant chain of explosions as opposing fighters collide. Also, the Hiigaran Gunships tend to make a wide circle around their targets - exposing them to enemy fire on the flanks and causing them to sometimes be out of range of their intended target!

    I agree that repairing one ship at a time doesn't make much sense...

    I'm opposed to anti fighter capital ships. Especially the Hiigaran BC with those Rapid Sweeprs that work now... Perhaps just slightly increasing the accuracy vs fighters of Frigate and Desty kenetic cannons? Atleast against Corvettes anway.

    Of all the times I've played Vaygr (in 5.0+), I have yet to lose a battlecruiser, other than one, which was captured. (and promptly Trinitied) Vaygr BC's, granted, don't have the point defense of the Hiigaran ones... But that's why I don't use them without other escorts.

  17. #1567
    Yargnit
    Guest
    See, there are currently no viable escorts to even consider because the biggest anti-fighter ship avalible is a basic lvl frigate. If there were an anti-fighter cap ship then useing escorts instead of built-in point defences would be more viable, but as it is now there's no way I'm going to throw some weak & pathedic frig's into the middle of my BC armada. They just don't have the survivability. Even BC's don't have the damage absorbtion I'd like, but they're the best avalible. Really their defences don't start to shine until you stack hallf a dozen or more in close formation. About that time the ships in the center of the battlegroup finally start to break the 1-1.2 million HP mark with stacked defencive towers, and they finally have the survivability required to spearhead an attack into the enemy's BC's without high probability of losing a ship. (if 2 or 3 Vagyr BC's manage to get their full salve + trinity's off on one of your 20k RU BC's you'll be rethinking how overpowered you think they are)

    The day I have to water my fleet down with smaller units to keep the fighters at bay will be the day I stop upgrading my Complex version. BC's are supposed to be an I-win in large numbers. What fleet in their right mind would leave their flagships completely vulnerable to smaller ships? Have you ever seen a WWII battleship? They don't just have their 4 triple 16inch guns & nothing else, they have tons of anti-air battery's and such as well.

  18. #1568
    DJGspinNHitz
    Guest
    I don't even bother with most frigates they just get blown to h*** so fast. What I think would make things better is a battle carrier with anti-frigate, corvette, and fighter upgrades. Well armored but not as much as a BC and can build and repair covettes and fighters only. Strictly a escort the BC ship, eliminate the JUG since Hig's don't commit suicide and make it a heavy destroyer or maybe a mining ship. To off set the BCs a light cruiser should be made, that is heavily armed but lightly armored and twice as fast a BC, they are cheaper to build maybe half the cost of a BC and can take a BC out with 4-5 good hits but could be taken out by 2-3 hits in return from a BC, also it should have a stand off range greater than a BC so you might want to send in small ships to take it out, another thought is a torpedo bomber squadran of 5 corvette size 2 person bombers that lauch a heavy anti capital ship torpedo. (Think Pearl Harbor) or some form of topedo boat (PT Boat or Sub) that could take down large ships if they were not escorted. I also was thinking that adding a space station (1 per player) to build the largest ships, shipyard and BC maybe instead of the MS. You would build the space station in parts and your RC would move it into place. (that may be too much I guess). Just put some thoughts out there. Great game and MOD though.
    GQ

  19. #1569
    jimmenybillybob
    Guest

    annoyed grunt!!!

    complex 5.3 wont download. does any1 no y????????????????

  20. #1570
    F-86
    Guest
    one of the main ideas of the game is using combined arms tactics, yeah those WW2 BCs had lots o anti air but u never saw a fleet of only a dosen or so BCs. they all had escorts out the wazo cause all those guns were to make the ship have some anti-air defences, not to make it invulnerable to air power, the BCs job it to pound the crap out of large targets, taking out smaller stuff was for the escorts and support fighters. currently the hig BC has too much point def, u cant go near it w less than a dosen squads o bombers at least. i say take away the point def missles at least. also the heavier anti-fighter cap ship should be like a cross between a frigete and a destroyer. it would give it more survivability than a frig but not make it impossible to destroy with fighters. also i like the idea of a corvette-class heavy bomber, with the hig BC and motherships having that shitload of armor there needs to be a strikecraft with more bang.

  21. #1571
    Yargnit
    Guest
    A single BC really isn't invulnerable to strike craft at all. The only reason they seem so invulnerable it because of useing them in groups. I bet 2 dozen minegun squads would tear up a BC pretty swiftly, and with full manufacturing upgrades those things can pump out awfully fast. (remember a BC costs probably 15k+ RU's to fully build, how many squadrons of strike craft is that. I bet if you built that many squads they'd give the BC a good run at least)

  22. #1572
    Juggernaughty
    Guest
    Let's not forget how to take out subsytems! Why, all you really need to do is use some anti-sub bombers, kill any ion cannons on top, or a torpedo battery, basically any heavy weapon that can shoot above the BC, and then it's engines, and bring in some friggs from above. It's a sitting duck. Open for any small fleet to sit on top of it and rape it to death. Or capture it. :-)

    OR just take out all of it's rapid sweepers with anti-sub fighters first, then bring in some heavy bombers and watch it fade away.

    And I really like the idea of a corvette class heavy bomber. There's so many ways to be creative with that...

  23. #1573
    HomerDOHSimpson
    Guest

    Maps with no AI support?

    1st. Very Cool mod and the weapon descriptions in HW2C are not so complex (hehe) as on the PDS Mod (but they have cool badges).

    I have a question to the maps section. What do you mean with "AI not supported". When i play a map they seem to work *(ok the AI, as ALWAYS, is not able to build their weaponry on the Battlecruisers - the Hiigaran AI seems to be weaker than the Vaygr).

    It would be cool if you have more and some Bigger maps... and some badges (ask the PDS team )

    * Hmm, i played one map and every AI Enemy came to me.
    Last edited by HomerDOHSimpson; 27th Sep 06 at 2:33 PM.

  24. #1574
    Osenefous
    Guest
    I've seen that one before, the ai had made a pact lol. The maps are not Ai supported because they have radiation fields in them (am i right or not?). The AI isnt sure on how to deal the radiation so they send unit after unit to there death. Never tried it but a friend has and thats what he said.

  25. #1575
    Draconica
    Guest

    Complex 5.3+ discussion

    HomerDOHsimpson- You can copy the badge files over I believe. I know back when I used to play with PDS and alot of the other mods, I tended to hoard badges. All my badge files work with the newest incarnation of Complex.

    Its nice to see all the discussion. Complex is just such a wonderful mod. My crew here sends out props to the developers and supporters.

    So now that the newest mod has been released, I'd just like to say we hope the excellent work continues. I'd gladly donate a little even to say thank you for all the time spent. Not that any amount of money can pay for the time and effort no doubt.

    I'm looking forward to seeing the Vagyr get some love. They are hands down still superior, but I think that once they've been 'Complexed' they will be balanced so as to retain their 'playstyle differences' without being at the current advantage they are at.

    Notes from the battlefield-
    1.A captured mining base is too easily killed.
    2.The loss of combat honor from losing a mining base is disproportionatly large. (Translation, losing it cripples your honor)
    3. We love the little crew pods from the Crew station 'but' in Multiplayer, they are a dead give away to your opponent if you choose to 'hide' your station someplace on the map.
    4. They AI's use of the mothership battlecannon seems weak. I've had it use the weapon one time on me, then forget to use it anymore. (not sure how malliable the AI for modding, so I'm just happy that it did use it once.)

    Ideas for the future-
    4. Maybe an 'upgrade' for marine-infiltrator frigates to be researched that prevents an enemy from 'scuttling' their ship onces the marine-infiltrators have captured it to a certain percent. Perhaps 75-50-25%.
    2. some ideas about balancing the vagyr without crippling the different playstyle they use, but more on that down the road when the team starts working on the Vagyr side
    3. We'd really like to see the ability to start with Carrier only battles.
    4. Would you allow those of us who design maps to submit them to you for inclusion in future homeworld releases? My group is particularly fond of more 'vertical' maps with more 'obsticle' to give cause for skillful maneuvering. And I do a little map design and would love to send it in for your review and possible use.

    Sincerly,
    Fleet Na'Voi

  26. #1576
    Lost in the code... Mikali's Avatar
    Join Date
    Jun 2003
    Location
    %HW2_ROOT%
    I hope you don't mind. I took the opportunity to edit the in-game help text for readability.

    Code:
    "Welcome to Complex 5.3. This is an explanation of your game parameters: Military rank, Honor, Crew and Officers, game Year, Research score, Maintenance cost and RUs. Also, we will speak about Mining bases, the Fusion ability, Trade Networks and the Remote Monitor ability."
    "Military rank: represents your game career. An advancement in your career will permit you to recruit additional Crew and Officers. To further your career you will need to gain Honor. For example, at the moment your rank is Ensign; to advance your military career you need 30 Honor points."
    "Honor: represents your game behaviour. To increase your Honor you need to build units and subsystems; research technologies and abilities; harvest RUs; and, most importantly, fight and kill enemy units. (Press the \"I\" key or the Honor icon for more details.)"
    "Crew and Officers: you have a limited number of pilots and officers. At the moment, your fleet supports 150 pilots and 10 officers. Each ship needs a certain amount of pilots; and, each Capital ship need a certain amount of officers. For example, an Interceptor squadron will require 5 crew members; the Destroyer will require 15 crew members and 1 officer. To increase your Crew and Officers you must advance your Military rank and build Crew and Officer modules."
    "Game year: represents the game time. At the end of every year certain game events will be processed. For example, at the end of the current year you will pay RUs to maintain your fleet (Maintenance cost)."
    "Research score: represents your technology status. You need a certain level in this parameter to unlock the various technological levels/branches. To increase your Research score you must research abilities, technologies and upgrades for your ships."
    "Maintenance cost: needs to be met in order to keep your fleet fully operational. Every ship requires a certain number of RUs each year for maintenance. The total Maintenance cost is subtracted at the end of the game year. If you don't have the requested amount of RUs, you will loose Honor points and the RUs will be subtracted from your production queues. If, on the other hand, you satisfy the RU request, you will gain Honor points."
    "RUs: represent your primary resource, used in building and research. You will need a certain amount of RUs to build and upgrade your fleet. You can increase your RUs by harvesting asteroids, by researching the Fusion ability, by capturing Mining Bases, and by building a Trade Network."
    "If a Mining Base is present on your map you can try to capture it using a Marine/Infiltrator frigate. Then, dock some Resource Collectors with the Mining Base. For each Resource Collector docked with the Mining Base you will receive RUs every game year."
    "If you have built a certain number of Mobile Refineries, try and research the Fusion ability. Mobile Refineries will then generate RUs by themselves, and you will gain RUs every game year."
    "If you have a considerable number of RUs in store, try to build a Trade Network. Trade Networks will generate RUs independantly of your resource operation by conveying Trading Containers between your production Capital ships."
    "Using the Remote Monitor ability (unlocked by building a Advanced Sensors Array) you can monitor the fleet data of players whose level in the ability is less than yours. On the other hand, if their level in the ability is greater than yours, their data will remain protected. Keep in mind that other players can monitor your data too."
    "The explanation of your game parameters has concluded. Good Luck, by Complex Team."
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  27. #1577
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria
    Mikail and beghins, I hope that am I allowed to add that "independantly" could be improved to "independently" and that there are some capitals around, which I would change in addition (see "game Year"). Also, I suggest to change from "pilots; and, each Capital ship need a certain amount of officers." to "pilots and each Capital ship needs a certain amount of officers." (cancel ; insert s), "building a Advanced Sensors Array)" to "building an Advanced Sensors Array)" (insert n) and "Good Luck, by", e.g., to "Good Luck, Your".

    Apart from that: as always ... thanks for that great mod!

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

  28. #1578
    Gunner_626
    Guest

    Multiplayer???

    Is complex 5.3 made for skirmish games as well as Online play through the built in gamespy lobby?

  29. #1579
    Gunner_626
    Guest
    So there is Multiplayer on Gamespy for the Complex mod???

    Complex 5.3 saved games will not work once Complex 5.4 has been installed when trying to load one of my games the game will CTD...

  30. #1580
    Lost in the code... Mikali's Avatar
    Join Date
    Jun 2003
    Location
    %HW2_ROOT%
    Mikail and beghins, I hope that am I allowed to add that "independantly" could be improved to "independently" and that there are some capitals around, which I would change in addition (see "game Year"). Also, I suggest to change from "pilots; and, each Capital ship need a certain amount of officers." to "pilots and each Capital ship needs a certain amount of officers." (cancel ; insert s), "building a Advanced Sensors Array)" to "building an Advanced Sensors Array)" (insert n) and "Good Luck, by", e.g., to "Good Luck, Your".
    Changed.
    Code:
    "Welcome to Complex 5.3. This is an explanation of your game parameters: Military rank, Honor, Crew and Officers, Game Year, Research score, Maintenance cost and RUs. Also, we will speak about Mining Bases, the Fusion ability, Trade Networks and the Remote Monitor ability."
    "Military rank: represents your game career. An advancement in your career will permit you to recruit additional Crew and Officers. To further your career you will need to gain Honor. For example, at the moment your rank is Ensign; to advance your military career you need 30 Honor points."
    "Honor: represents your game behaviour. To increase your Honor you need to build units and subsystems; research technologies and abilities; harvest RUs; and, most importantly, fight and kill enemy units. (Press the \"I\" key or the Honor icon for more details.)"
    "Crew and Officers: you have a limited number of pilots and officers. At the moment, your fleet supports 150 pilots and 10 officers. Each ship needs a certain amount of pilots and each Capital ship, in addition, needs a certain amount of officers. For example, an Interceptor squadron will require 5 crew members; the Destroyer will require 15 crew members and 1 officer. To increase your Crew and Officers you must advance your Military rank and build Crew and Officer modules."
    "Game Year: represents the game time. At the end of every year certain game events will be processed. For example, at the end of the current year you will pay RUs to maintain your fleet (Maintenance cost)."
    "Research score: represents your technology status. You need a certain level in this parameter to unlock the various technological levels/branches. To increase your Research score you must research abilities, technologies and upgrades for your ships."
    "Maintenance cost: needs to be met in order to keep your fleet fully operational. Every ship requires a certain number of RUs each year for maintenance. The total Maintenance cost is subtracted at the end of the game year. If you don't have the requested amount of RUs, you will loose Honor points and the RUs will be subtracted from your production queues. If, on the other hand, you satisfy the RU request, you will gain Honor points."
    "RUs: represent your primary resource, used in building and research. You will need a certain amount of RUs to build and upgrade your fleet. You can increase your RUs by harvesting asteroids, by researching the Fusion ability, by capturing Mining Bases, and by building a Trade Network."
    "If a Mining Base is present on your map you can try to capture it using a Marine/Infiltrator frigate. Then, dock some Resource Collectors with the Mining Base. For each Resource Collector docked with the Mining Base you will receive RUs every game year."
    "If you have built a certain number of Mobile Refineries, try and research the Fusion ability. Mobile Refineries will then generate RUs by themselves, and you will gain RUs every game year."
    "If you have a considerable number of RUs in store, try to build a Trade Network. Trade Networks will generate RUs independently of your resource operation by conveying Trading Containers between your production Capital ships."
    "Using the Remote Monitor ability (unlocked by building an Advanced Sensors Array) you can monitor the fleet data of players whose level in the ability is less than yours. On the other hand, if their level in the ability is greater than yours, their data will remain protected. Keep in mind that other players can monitor your data too."
    "The explanation of your game parameters has concluded. Good Luck, Your Complex Team."

  31. #1581
    Thanks very much Mikail, but this work has just been made by Pete J, by mail, and is implemented in the 5.4 release.
    I know Complex content is no so good, I'm speaking about in-game content concerning weapons/upgrades and so on. Any help is appreciated.

  32. #1582
    Destroid
    Guest
    "also i like the idea of a corvette-class heavy bomber,"

    Its called the laser corvette, and exists in both Complex and vanilla HW2 on the Vaygr side.

  33. #1583
    Juggernaughty
    Guest
    Lol yeah I just remembered that one today. Well I guess nothing should be done about that then. God knows the Higgs don't need MORE ships before the Vaygr does.

  34. #1584
    Hmm...

    how do i fix this problem?

    Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 001b:004f9291.
    Error occurred at 6/11/2006 01:41:42.
    Homeworld2.exe, run by user.
    Microsoft Windows XP?.
    1 processor(s), type 586.
    510 MBytes physical memory.
    Read from location 000003b8 caused an access violation.

    MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\6-11-2006_01_41_42_MiniDump.dmp'

    Registers:
    EAX=00000000 CS=001b EIP=004f9291 EFLGS=00010246
    EBX=0012f3e8 SS=0023 ESP=0012efe4 EBP=0012f1f8
    ECX=048a6738 DS=0023 ESI=0486a2d0 FS=003b
    EDX=ffffffff ES=0023 EDI=00000000 GS=0000
    Bytes at CS:EIP:
    8b 80 b8 03 00 00 85 c0 7c 19 83 f8 04 73 14 c1

    Call Stack:
    0x004F9291: GSLobbySessionDesc::operator= ()
    0x004F781A: GSLobbySessionDesc::operator= ()
    0x005DA92B: getLibraryID ()
    0x005DA97B: getLibraryID ()
    0x005DA854: getLibraryID ()
    0x005DA854: getLibraryID ()
    0x005DA854: getLibraryID ()
    0x005DB3E4: getLibraryID ()
    0x005E17BA: getLibraryID ()





    0x003347E1: SharedLibraryInterface::i ()
    0x003354C4: Timer::`default constructor closure' ()
    0x77D48734: GetDC ()
    0x77D48816: GetDC ()
    0x77D4C63F: IsWindowUnicode ()
    0x77D4C665: CallWindowProcW ()
    0x5ED2699B: wglSwapBuffers ()
    0x77D48734: GetDC ()
    0x77D48816: GetDC ()
    0x77D489CD: GetWindowLongW ()
    0x77D496C7: DispatchMessageA ()
    0x003370B3: InputInterface::i ()

    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\MsgPlusLoader.dll, loaded at 0x010f0000 - 58952 bytes - 4432b59a - file date is 5/10/2006 19:36:48
    C:\WINDOWS\system32\CmdLineExt03.dll, loaded at 0x017a0000 - 43520 bytes - 3fcb7916 - file date is 6/11/2006 01:41:00
    C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x02750000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
    C:\PROGRA~1\Sierra\HOMEWO~1\Bin\Release\seFDAudio.dll, loaded at 0x03a80000 - 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:\WINDOWS\system32\xpsp2res.dll , loaded at 0x20000000 - 2897920 bytes - 411096b9 - file date is 8/4/2004 03:56:36
    C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 03:56:46
    C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 411096ac - file date is 8/4/2004 03:56:44
    C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 03:56:44
    C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\nvoglnt.dll , loaded at 0x69500000 - 5140480 bytes - 42f00a7e - file date is 8/2/2005 16:35:00
    C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 03:56:46
    C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 03:56:46
    C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 03:56:46
    C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/23/2001 08:00:00
    C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 03:56:58
    C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 03:56:46
    C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 03:56:46
    C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 03:56:46
    C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 03:56:44
    C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 03:56:44
    C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 03:56:46
    C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 03:56:46
    C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 411096bd - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 03:56:46
    C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 498688 bytes - 42e5be90 - file date is 7/26/2005 00:39:44
    C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 03:56:44
    C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 658432 bytes - 44090a99 - file date is 3/3/2006 23:33:46
    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 03:57:00
    C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/26/2005 00:39:48
    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 03:56:42
    C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 03:56:46
    C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 03:56:44
    C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 42260159 - file date is 3/2/2005 14:09:30
    C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 03:56:44
    C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 280064 bytes - 43b34feb - file date is 12/28/2005 22:54:36
    C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 474112 bytes - 44090a97 - file date is 3/3/2006 23:33:44
    C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 03:56:44
    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\system32\kernel32.dll , loaded at 0x7c800000 - 983552 bytes - 411096b4 - file date is 8/4/2004 03:56:42
    C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 03:56:36
    C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8452096 bytes - 441a3527 - file date is 3/17/2006 00:03:54

  35. #1585
    HomerDOHSimpson
    Guest
    Can someone tell me what changes in v5.4 are? The difference is less than 1KB...

  36. #1586
    shadow51689
    Guest

    5.4 bugs

    The strangest thing happened today, in a game with a friend. For some reason, the Remote Monitor system wasn't working at all...

    The map was Balcora (which had CTD'ed upon loading twice in a row before), 2 players, 2 expert CPU, 1 Hard CPU. From the start, the little Remote Monitor icon said nothing (usually says "protected" or "unprotected", and then we noticed that the whole thing wasn't working...


    Even after having an adv. sensor subsystem, and researching Remote Monitor level 1, it didn't work. Infact for the rest of the game it didn't work until one of the CPU was destroyed... Then this happened.



    There were only two PC's involved, yet the remote monitor claims there are 3 players? Player 2, Player 5, and Player 6?!?! (by this time I'd pretty much been dead... that's why no research lol)


    Also, 5.4 seems to crash quite alot upon loading a map in multiplayer and vs CPU mode for me... The previous versions did, but not as often it seemed.

    Other than that, 5.4 is another fine peice of work!

  37. #1587
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria

    With respect to changes ...

    Maybe I've been completely ignorant, but it was not before this weekend that I noticed a sad (even if you may call it realistic) effect: attacking corvettes and fighters are blown up together with the dying capital ship (e.g. a shipyard) they attack! Also new to me: the (Hiig) mothership's torpedo launchers and the frigate repair option within research.

  38. #1588
    HX45
    Guest
    Hi,
    I'm a french player of Complex. I discovered it this summer and I find it great, it has completly replaced Homeworld 2 "Classic" in my multiplayer games.
    I would like to do a french translation of the mod. I already started, based on Complex 5.2. But I need your help to know on which files you made changes in Complex 5.3 and 5.4, because I'm certainly overriding some new tweaks as I replace files containing both game parameters and strings.
    It would be nice if I could have a list of the modified files, each time a new version of complex is released.

    At this time, I've translated all the Hiigaran Build Panel strings (names and descriptions), all taskbars strings (including Remote Monitor Panel), all the names of the Hiigaran researches, and all strings of the Create Game Menu.
    I use a big file to manage the translation mod (so I can des/activate it anytime).

    Here are the files I'm overriding (for now) :
    \leveldata\multiplayer\deathmatch.lua
    \leveldata\multiplayer\lib\computerspy.lua
    \leveldata\multiplayer\lib\gametime.lua
    \leveldata\multiplayer\lib\interface.lua
    \leveldata\multiplayer\lib\population.lua
    \scripts\building and research\hiigaran\build.lua
    \scripts\building and research\hiigaran\research.lua
    \ui\newui\fleetmenu.lua
    \ui\newui\new1.lua
    \ui\newui\new2.lua
    \ui\newui\resource.lua
    \ui\newui\strikegroupsmenu.lua
    \ui\newui\unitcapinfopopup.lua
    \ui\newui\unitcapinfopopup1.lua

    Thanks

  39. #1589
    Thanks, since 5.4 has gone out, two days ago, more then 2000 people have downloaded the upgrade!

    HX45,
    sorry now it's too late, during the 6.0 development any day I'll post the list of improvements and the list of affected files.
    At the moment the only thing I suggest is to use a "compare files" function beetwen your files and those 5.4 new ones, you find it in text editors like ULTRAEDIT and the like.
    Once you've finished your traslation work, let me know, I would like to give it for download in the Complex web site.
    An italian version of Complex is also in development.

  40. #1590
    HX45
    Guest
    Ok, it's allright for me. I can build scripts to compare all files at once. And since you're now planning on releasing 6.0 on December 2006, I've got time . I'll keep you posted.

    Just another thing :
    On your site support page, you say that if we do not have the english version of Homeworld 2, we need to replace our language files by the english ones. Actually, I've found no imcompatibilities between Complex and non-English language files. Nevertheless, English can be activated without replacing locale language files. It's only a question of changing the locale value in Bin\region.lua. The speech can also be activated without changing the strings, by running Homeworld2.exe with the -mod <language>Speech.big command line (I use this one because I prefer the original voices).

    You may know all this already, I just thought you should edit your support page.

    Keep the good work !

  41. #1591
    HomerDOHSimpson
    Guest
    Hellllooooo
    did anybody heard me?
    I said "Can someone tell me what changes in v5.4 are? The difference is less than 1KB..." :iws:

  42. #1592
    Lost in the code... Mikali's Avatar
    Join Date
    Jun 2003
    Location
    %HW2_ROOT%
    I've noticed the Remote Monitor sometimes not working in 5.3.

  43. #1593
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria
    Homer, we have to live with that

    P.S.: sorry, I can't help.

  44. #1594
    Darkon
    Guest

    Changing Fighter Repair speeds

    Hi beghins

    Firstly great mod!
    I mod almost every game I play and have downloaded tons of mods, and yours is definitely one of the best.

    I just have one problem, I like to tinker, and I have been trying to change the fighter/corvette repair speeds.

    I have tried modding the values in the Ship files, the Research files, and even the Repair Subsystems, and they make no difference.
    I have looked through the rest of you files as well, and can't see anything to override the above files.

    I'm trying to create a non-cap ship version of your mod, just for myself, I'm a dog fighter fan, and this is the last thing I can't figure out.

    I would really appreciate your help, I'm sure I am missing something.

    Thanks

  45. #1595
    Didier
    Guest

    Help

    I I have seen your mod and it's great, so I've downloaded it and did what was on the instructions. Yet when I try to start it doesn't work! I've tried whithout the patch and I actually can acess the game but when begining a singleplayer map it sends me back to the desktop.

    I'd appreciate if someone could help me.

    I've managed to activate it with the patch but when it's loading it sends me back to the desktop.
    Also this appeared

    Homeworld2.exe caused a Breakpoint in module Debug.dll at 001b:003819b6.
    Error occurred at 10/2/2006 16:47:50.
    Homeworld2.exe, run by HighScreen.
    Microsoft Windows XP?.
    2 processor(s), type 586.
    1024 MBytes physical memory.
    MiniDump saved to file 'C:\Programas\Sierra\Homeworld2\Bin\Release\10-2-2006_16_47_50_MiniDump.dmp'
    Registers:
    EAX=00000000 CS=001b EIP=003819b6 EFLGS=00000202
    EBX=00000000 SS=0023 ESP=0013f348 EBP=0013fe00
    ECX=7c014444 DS=0023 ESI=0000000a FS=003b
    EDX=0122da68 ES=0023 EDI=000003f6 GS=0000
    Bytes at CS:EIP:
    cc 83 4d fc ff 8d 8d 5c fe ff ff e8 9b fc ff ff
    Call Stack:
    0x003819B6: dbFatalfAux ()
    0x0062519F: getLibraryID ()
    0x004948BF: GSLobbySessionDesc::operator= ()
    0x0049034A: GSLobbySessionDesc::operator= ()
    0x0049090B: GSLobbySessionDesc::operator= ()

    Stack dump:

    Module list: names, addresses, sizes, time stamps and file times:
    C:\Programas\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00330000 - 98304 bytes - 3f3c346d - file date is 8/14/2003 18:16:30
    C:\Programas\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00350000 - 33280 bytes - 3f3c341b - file date is 8/14/2003 18:15:08
    C:\Programas\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00360000 - 94208 bytes - 3f3c3468 - file date is 8/14/2003 18:16:26
    C:\Programas\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00380000 - 10752 bytes - 3f3c3417 - file date is 8/14/2003 18:15:04
    C:\Programas\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00390000 - 155648 bytes - 3f3c3461 - file date is 8/14/2003 18:16:18
    C:\Programas\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003c0000 - 49152 bytes - 3f3c344d - file date is 8/14/2003 18:16:00
    C:\Programas\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003d0000 - 73728 bytes - 3f3c3472 - file date is 8/14/2003 18:16:36
    C:\Programas\Sierra\Homeworld2\Bin\Release\LuaConfig.dll, loaded at 0x003f0000 - 53248 bytes - 3f3c3476 - file date is 8/14/2003 18:16:40
    C:\Programas\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5333031 bytes - 37373778 - file date is 9/16/2003 20:37:16
    C:\Programas\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00940000 - 1093632 bytes - 3f3c358d - file date is 8/14/2003 18:21:20
    C:\Programas\Sierra\Homeworld2\Bin\Release\Util.dll, loaded at 0x00af0000 - 36864 bytes - 3f3c3489 - file date is 8/14/2003 18:16:58
    C:\Programas\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00b00000 - 9728 bytes - 3f3c3486 - file date is 8/14/2003 18:16:56
    C:\Programas\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00b10000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
    C:\Programas\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00b30000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
    C:\Programas\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00ba0000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
    C:\Programas\Sierra\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x00bc0000 - 135168 bytes - 3f3c3510 - file date is 8/14/2003 18:19:14
    C:\WINDOWS\system32\IKEYRFK8.DLL , loaded at 0x01d90000 - 32768 bytes - 3f1709c7 - file date is 7/18/2003 04:40:40
    C:\Programas\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x026b0000 - 294912 bytes - 3f3c35a0 - file date is 8/14/2003 18:21:38
    C:\Programas\Panda Software\Panda Antivirus Platinum\enganche.dll, loaded at 0x02740000 - 131137 bytes - 3e7aee56 - file date is 4/10/2005 12:17:38
    C:\PROGRA~1\Sierra\HOMEWO~1\Bin\Release\seFDAudio.dll, loaded at 0x038a0000 - 40960 bytes - 3f3c34d7 - file date is 8/14/2003 18:18:16
    C:\Programas\Panda Software\Panda Antivirus Platinum\Firewall\SSSensor.dll, loaded at 0x058b0000 - 77824 bytes - 3f57d16c - file date is 9/4/2003 16:57:34
    C:\WINDOWS\system32\Amhooker.dll , loaded at 0x06010000 - 49152 bytes - 3e0c1181 - file date is 12/27/2002 16:38:26
    C:\Programas\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x10000000 - 5632 bytes - 3f3c3514 - file date is 8/14/2003 18:19:18
    C:\WINDOWS\system32\xpsp2res.dll , loaded at 0x20000000 - 2944512 bytes - 41109700 - file date is 8/4/2004 08:55:44
    C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f560000 - 2113536 bytes - 41109617 - file date is 8/4/2004 08:56:24
    C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59e60000 - 640000 bytes - 41109617 - file date is 8/4/2004 08:56:22
    C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5b180000 - 219648 bytes - 41109690 - file date is 8/4/2004 08:56:46
    C:\WINDOWS\system32\umdmxfrm.dll , loaded at 0x5b4b0000 - 13312 bytes - 3bfa876c - file date is 11/20/2001 13:00:00
    C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5bc70000 - 332288 bytes - 44b7bb11 - file date is 7/14/2006 16:41:06
    C:\WINDOWS\system32\ShimEng.dll , loaded at 0x5cf90000 - 65536 bytes - 41109677 - file date is 8/4/2004 08:56:42
    C:\WINDOWS\system32\serwvdrv.dll , loaded at 0x5d190000 - 14848 bytes - 3bfa8771 - file date is 11/20/2001 13:00:00
    C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d4e0000 - 611328 bytes - 41109625 - file date is 8/4/2004 08:56:22
    C:\WINDOWS\system32\opengl32.dll , loaded at 0x5f150000 - 713728 bytes - 411096aa - file date is 8/4/2004 08:56:38
    C:\WINDOWS\system32\mslbui.dll , loaded at 0x60a20000 - 25600 bytes - 411096c3 - file date is 8/4/2004 08:56:34
    C:\WINDOWS\system32\GLU32.dll , loaded at 0x61480000 - 123904 bytes - 4110961d - file date is 8/4/2004 08:56:26
    C:\WINDOWS\system32\atioglxx.dll , loaded at 0x69000000 - 6508544 bytes - 412cd0d6 - file date is 8/25/2004 06:48:12
    C:\WINDOWS\AppPatch\AcLayers.DLL , loaded at 0x71620000 - 450048 bytes - 41109600 - file date is 8/4/2004 08:56:20
    C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71a40000 - 19968 bytes - 411096d2 - file date is 8/4/2004 08:56:48
    C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71a50000 - 82944 bytes - 411096d1 - file date is 8/4/2004 08:56:48
    C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71a70000 - 25600 bytes - 411096de - file date is 8/4/2004 08:56:50
    C:\WINDOWS\system32\msacm32.drv , loaded at 0x72ca0000 - 20992 bytes - 3bfa86e3 - file date is 11/20/2001 13:00:00
    C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72cb0000 - 23552 bytes - 4110969c - file date is 8/4/2004 08:57:32
    C:\WINDOWS\system32\WINSPOOL.DRV , loaded at 0x72f90000 - 146944 bytes - 41109695 - file date is 8/4/2004 08:57:32
    C:\WINDOWS\system32\DDRAW.dll , loaded at 0x736f0000 - 266240 bytes - 4110961d - file date is 8/4/2004 08:56:22
    C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73b50000 - 8704 bytes - 4110961c - file date is 8/4/2004 08:56:22
    C:\WINDOWS\system32\KsUser.dll , loaded at 0x73e70000 - 4096 bytes - 41109640 - file date is 8/4/2004 08:56:30
    C:\WINDOWS\system32\dsound.dll , loaded at 0x73ea0000 - 367616 bytes - 41109651 - file date is 8/4/2004 08:56:24
    C:\WINDOWS\system32\MSCTF.dll , loaded at 0x746c0000 - 294400 bytes - 4110967e - file date is 8/4/2004 08:56:32
    C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74e70000 - 43520 bytes - 41109699 - file date is 8/4/2004 08:56:46
    C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74e90000 - 18944 bytes - 41109698 - file date is 8/4/2004 08:56:46
    C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75230000 - 214528 bytes - 41109692 - file date is 8/4/2004 08:56:46
    C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75640000 - 472064 bytes - 41109618 - file date is 8/4/2004 08:56:24
    C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76030000 - 413696 bytes - 411096e5 - file date is 8/4/2004 08:56:36
    C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x76760000 - 67072 bytes - 4110967a - file date is 8/4/2004 08:56:38
    C:\WINDOWS\system32\USERENV.dll , loaded at 0x76980000 - 731136 bytes - 4110968e - file date is 8/4/2004 08:56:46
    C:\WINDOWS\system32\winmm.dll , loaded at 0x76b00000 - 180224 bytes - 411096ac - file date is 8/4/2004 08:56:46
    C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76bf0000 - 176640 bytes - 41109698 - file date is 8/4/2004 08:56:46
    C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c50000 - 144384 bytes - 41109634 - file date is 8/4/2004 08:56:28
    C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76ee0000 - 148480 bytes - 44a01c49 - file date is 6/26/2006 18:41:30
    C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f20000 - 172544 bytes - 4110969a - file date is 8/4/2004 08:56:46
    C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76f90000 - 498688 bytes - 42e5be9d - file date is 7/26/2005 05:39:58
    C:\WINDOWS\system32\COMRes.dll , loaded at 0x77010000 - 834048 bytes - 4110962a - file date is 8/4/2004 08:56:22
    C:\WINDOWS\system32\oleaut32.dll , loaded at 0x770f0000 - 553472 bytes - 411096a5 - file date is 8/4/2004 08:56:38
    C:\WINDOWS\system32\WININET.dll , loaded at 0x77180000 - 662016 bytes - 449bcc20 - file date is 6/23/2006 12:10:24
    C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll, loaded at 0x773a0000 - 1050624 bytes - 411095fd - file date is 8/4/2004 08:53:34
    C:\WINDOWS\system32\ole32.dll , loaded at 0x774b0000 - 1284608 bytes - 42e5bea1 - file date is 7/26/2005 05:40:04
    C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a50000 - 601600 bytes - 4110960e - file date is 8/4/2004 08:56:22
    C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77af0000 - 57344 bytes - 41109677 - file date is 8/4/2004 08:56:32
    C:\WINDOWS\system32\midimap.dll , loaded at 0x77ba0000 - 18944 bytes - 4110963d - file date is 8/4/2004 08:56:30
    C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77bb0000 - 71680 bytes - 41109663 - file date is 8/4/2004 08:56:32
    C:\WINDOWS\system32\version.dll , loaded at 0x77bd0000 - 18944 bytes - 4110968d - file date is 8/4/2004 08:56:46
    C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77be0000 - 343040 bytes - 411096e6 - file date is 8/4/2004 08:56:36
    C:\WINDOWS\system32\USER32.dll , loaded at 0x77d10000 - 578048 bytes - 42260197 - file date is 3/2/2005 19:10:32
    C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77da0000 - 683520 bytes - 41109618 - file date is 8/4/2004 08:56:20
    C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e50000 - 581120 bytes - 41109668 - file date is 8/4/2004 08:56:40
    C:\WINDOWS\system32\GDI32.dll , loaded at 0x77ef0000 - 280064 bytes - 43b34ff1 - file date is 12/29/2005 03:54:42
    C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f40000 - 474624 bytes - 449bcc1f - file date is 6/23/2006 12:10:24
    C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fc0000 - 55808 bytes - 4110967b - file date is 8/4/2004 08:56:42
    C:\Programas\Sierra\Homeworld2\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 18:08:58
    C:\WINDOWS\system32\kernel32.dll , loaded at 0x7c800000 - 1033728 bytes - 44ab9ad5 - file date is 7/5/2006 11:56:22
    C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c910000 - 731136 bytes - 4110969f - file date is 8/4/2004 08:56:16
    C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9d0000 - 8494592 bytes - 44b64c0b - file date is 7/13/2006 14:35:08

    Can anyone tell me how to make it work?

  46. #1596
    HX45
    Guest
    Quote Originally Posted by HomerDOHSimpson
    I said "Can someone tell me what changes in v5.4 are? The difference is less than 1KB..." :iws:
    Yep, I can tell you some of the changes. At least it's what I could understand from the files.

    Many strings were edited to match more with "better-speaking english". All strings involving the word "Honor" were replaced by "Honour" (American replaced by English).
    Hiigaran Mothership Torpedo Launcher Speed Increased by 5%
    Hiigaran Mothership Canons cost and time values were changed to 1.
    "Kinetik" was replaced by "Kinetic" in the battlecruiser files.
    Mothership's value "NewShipType.nbRestrictedHardpoints" was changed from 2 to 0 (I dont know what this means).
    Many help strings were reworked.

    I guess that's all what's visible in-game.

    Here's the complete file list if you're interested...

    VB Automated Operation Log
    Date : 01/10/2006 18:52:58
    Writing log...
    File "\ui\newui\background\load_background_8000.tga" : mismatched
    File "\ui\newui\background\load_background_16000.tga" : mismatched
    File "\scripts\building and research\vaygr\research.lua" : mismatched
    File "\scripts\building and research\vaygr\build.lua" : mismatched
    File "\scripts\building and research\hiigaran\research.lua" : mismatched
    File "\scripts\building and research\hiigaran\build.lua" : mismatched
    File "\leveldata\multiplayer\lib\sobgroupfunctions.lua" : mismatched
    File "\leveldata\multiplayer\lib\interface.lua" : mismatched
    File "\weapon\hgn_mothershiptorpedolauncherbig\hgn_mothershiptorpedolauncherbig.wepn" : mismatched
    File "\weapon\hgn_mothershiptorpedolauncher\hgn_mothershiptorpedolauncher.wepn" : mismatched
    File "\ui\newui\unitcapinfopopup1.lua" : mismatched
    File "\ui\newui\unitcapinfopopup.lua" : mismatched
    File "\ui\newui\resource.lua" : mismatched
    File "\subsystem\hgn_ms_torpedolauncher4\hgn_ms_torpedolauncher4.subs" : mismatched
    File "\subsystem\hgn_ms_torpedolauncher3\hgn_ms_torpedolauncher3.subs" : mismatched
    File "\subsystem\hgn_ms_torpedolauncher2\hgn_ms_torpedolauncher2.subs" : mismatched
    File "\subsystem\hgn_mothershipcannon4\hgn_mothershipcannon4.subs" : mismatched
    File "\subsystem\hgn_mothershipcannon3\hgn_mothershipcannon3.subs" : mismatched
    File "\subsystem\hgn_mothershipcannon2\hgn_mothershipcannon2.subs" : mismatched
    File "\subsystem\hgn_mothershipcannon1\hgn_mothershipcannon1.subs" : mismatched
    File "\subsystem\hgn_battlecruisercannon2\hgn_battlecruisercannon2.subs" : mismatched
    File "\subsystem\hgn_battlecruisercannon1\hgn_battlecruisercannon1.subs" : mismatched
    File "\subsystem\hgn_battlecruisercannon\hgn_battlecruisercannon.subs" : mismatched
    File "\ship\hgn_mothership\hgn_mothership.ship" : mismatched
    File "\leveldata\multiplayer\deathmatch.lua" : mismatched
    File "\galleryhiigarancontent.lua" : mismatched
    Operation In Progress...

  47. #1597
    HX45
    Guest
    To Didier :
    Try to deactivate Panda Antivirus (It's just an idea).

  48. #1598
    Ciao, good news, may be the problem of all your system crashes has been discovered.
    It was due to the error "unable to find player" in sobgroupfunctions.lua, researchstation.lua and playercount.lua.
    A test session is started today, if the fixing will be confirmed, the final fixed 5 series release out this Friday, ciao, Beghins.
    Last edited by beghins; 3rd Oct 06 at 4:23 AM.

  49. #1599
    Didier
    Guest
    to HX45It doesn't work either with the panda activated or desactivated.

  50. #1600
    HomerDOHSimpson
    Guest
    @HX45
    Cool Thanks!
    :bow:

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