Version 2.0 will be up in 10 minutes
Version 2.0 will be up in 10 minutes
Complex 2.0 ready for download.
A lot of improvements inserted;
bugs fixed;
Vaygr full support included;
AI full support included.
See the first thread for more detail.
I hope you like it... Ciao, Beghins.
Last edited by beghins; 4th Nov 04 at 4:14 AM.
I just want to say, I have finally downloaded v2.0 and I took it for a spin as soon as I could. I just finished a little skirmish and I think that you did a wonderful job on this mod. You have a pretty good level of detail here.
I only hope that you continue to pump out more stuff of this calibre.
Good Job!
Tried to run 2.0 for the first time, today:
Homeworld2.exe caused a Breakpoint in module Debug.dll at 001b:003519b6.
Error occurred at 11/5/2004 22:36:44.
Homeworld2.exe, run by Fortigurn.
Microsoft Windows XP?.
1 processor(s), type 586.
768 MBytes physical memory.
MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\11-5-2004_22_36_44_MiniDump.dmp'
Registers:
EAX=00000000 CS=001b EIP=003519b6 EFLGS=00000202
EBX=00000000 SS=0023 ESP=0012b958 EBP=0012c410
ECX=7c014444 DS=0023 ESI=0000000c FS=003b
EDX=05075110 ES=0023 EDI=000003f1 GS=0000
Bytes at CS:EIP:
cc 83 4d fc ff 8d 8d 5c fe ff ff e8 9b fc ff ff
Call Stack:
0x003519B6: dbFatalfAux ()
0x0048E023: GSLobbySessionDesc::operator= ()
0x00478537: GSLobbySessionDesc::operator= ()
0x003C46B5: lua_error ()
0x003C4749: lua_error ()
0x003C47EE: lua_error ()
0x003C481E: lua_call ()
0x0046B9FC: GSLobbySessionDesc::operator= ()
Stack dump:
Module list: names, addresses, sizes, time stamps and file times:
C:\Program Files\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00320000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
C:\Program Files\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00330000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00350000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00360000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00380000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003b0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003c0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
C:\Program Files\Sierra\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x003e0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
C:\Program Files\Sierra\Homeworld2\Bin\Release\util.dll, loaded at 0x003f0000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 3fe0d29b - file date is 12/17/2003 14:39:04
C:\Program Files\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00970000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00990000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00a00000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a20000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a30000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
C:\Program Files\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x00be0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
C:\WINDOWS\system32\CmdLineExt03.dll, loaded at 0x01890000 - 43520 bytes - 3fcb7916 - file date is 11/5/2004 18:57:32
C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x029e0000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
C:\Program Files\Sierra\Homeworld2\Bin\Release\seFDAudio.dll, loaded at 0x034d0000 - 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 15:56:36
C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 411096ac - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\mslbui.dll , loaded at 0x605d0000 - 25088 bytes - 4110972f - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\LPK.DLL , loaded at 0x629c0000 - 22016 bytes - 411096aa - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\nvoglnt.dll , loaded at 0x69500000 - 4874240 bytes - 4061d3d3 - file date is 3/24/2004 08:04:00
C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/23/2001 20:00:00
C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 15:56:58
C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\USP10.dll , loaded at 0x74d90000 - 406528 bytes - 411096ba - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msctfime.ime , loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 15:56:14
C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\IMM32.DLL , loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 411096bd - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 501248 bytes - 411096a2 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 656896 bytes - 415b0328 - file date is 9/30/2004 02:47:04
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 15:57:00
C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1281536 bytes - 411096f2 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 411096b8 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 278016 bytes - 41109697 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 473600 bytes - 411096bc - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 15:56:44
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 15:56:42
C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 15:56:36
C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8384000 bytes - 411096b7 - file date is 8/4/2004 15:56:46
Tried a complete uninstall/reinstall of HW2 and the Complex 2.0 mod, and it crashed when I tried to start the skirmish:
Homeworld2.exe caused a Breakpoint in module Debug.dll at 001b:003719b6.
Error occurred at 11/5/2004 23:05:12.
Homeworld2.exe, run by Fortigurn.
Microsoft Windows XP?.
1 processor(s), type 586.
768 MBytes physical memory.
MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\11-5-2004_23_05_12_MiniDump.dmp'
Registers:
EAX=00000000 CS=001b EIP=003719b6 EFLGS=00000202
EBX=00000000 SS=0023 ESP=0012ea50 EBP=0012f508
ECX=7c014444 DS=0023 ESI=0000000a FS=003b
EDX=04f251a0 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:
0x003719B6: 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:\Program Files\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00320000 - 98304 bytes - 3f3c346d - file date is 8/14/2003 18:16:30
C:\Program Files\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00340000 - 33280 bytes - 3f3c341b - file date is 8/14/2003 18:15:08
C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00350000 - 94208 bytes - 3f3c3468 - file date is 8/14/2003 18:16:26
C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00370000 - 10752 bytes - 3f3c3417 - file date is 8/14/2003 18:15:04
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00380000 - 155648 bytes - 3f3c3461 - file date is 8/14/2003 18:16:18
C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003b0000 - 49152 bytes - 3f3c344d - file date is 8/14/2003 18:16:00
C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003c0000 - 73728 bytes - 3f3c3472 - file date is 8/14/2003 18:16:36
C:\Program Files\Sierra\Homeworld2\Bin\Release\LuaConfig.dll, loaded at 0x003e0000 - 53248 bytes - 3f3c3476 - file date is 8/14/2003 18:16:40
C:\Program Files\Sierra\Homeworld2\Bin\Release\Util.dll, loaded at 0x003f0000 - 36864 bytes - 3f3c3489 - file date is 8/14/2003 18:16:58
C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5390337 bytes - 3f3c3875 - file date is 8/15/2003 08:28:26
C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00940000 - 1093632 bytes - 3f3c358d - file date is 8/14/2003 18:21:20
C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00af0000 - 9728 bytes - 3f3c3486 - file date is 8/14/2003 18:16:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00b00000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00b20000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00b90000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x00bb0000 - 135168 bytes - 3f3c3510 - file date is 8/14/2003 18:19:14
C:\DOCUME~1\FORTIG~1\LOCALS~1\Temp\CmdLineExt03.dll, loaded at 0x01880000 - 90112 bytes - 3f2e94b5 - file date is 11/5/2004 23:04:24
C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x02790000 - 294912 bytes - 3f3c35a0 - file date is 8/14/2003 18:21:38
C:\Program Files\Sierra\Homeworld2\Bin\Release\seFDAudio.dll, loaded at 0x03280000 - 40960 bytes - 3f3c34d7 - file date is 8/14/2003 18:18:16
C:\Program Files\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 - 2897920 bytes - 411096b9 - file date is 8/4/2004 15:56:36
C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 411096ac - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\mslbui.dll , loaded at 0x605d0000 - 25088 bytes - 4110972f - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\LPK.DLL , loaded at 0x629c0000 - 22016 bytes - 411096aa - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\nvoglnt.dll , loaded at 0x69500000 - 4874240 bytes - 4061d3d3 - file date is 3/24/2004 08:04:00
C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/23/2001 20:00:00
C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 15:56:58
C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\USP10.dll , loaded at 0x74d90000 - 406528 bytes - 411096ba - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 15:56:46
C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msctfime.ime , loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 15:56:14
C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\IMM32.DLL , loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 411096bd - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 501248 bytes - 411096a2 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 656896 bytes - 415b0328 - file date is 9/30/2004 02:47:04
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 15:57:00
C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1281536 bytes - 411096f2 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 411096b8 - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 15:56:44
C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 278016 bytes - 41109697 - file date is 8/4/2004 15:56:42
C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 473600 bytes - 411096bc - file date is 8/4/2004 15:56:46
C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 15:56:44
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 15:56:42
C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 15:56:36
C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8384000 bytes - 411096b7 - file date is 8/4/2004 15:56:46
Fortigurn you need to post the HW2 Log file. This looks like the Minidump and doesn't specify where the problem occured.
By the way, make sure that the version of HW2 that you're installing the Complex mod into has been patched to v1.1.
Fortigurn,
If you've followed these instructions:
1) Install Homeworld and patch it with 1.1
2) Extract all files in your Homeworld 2 installation directory (example C:\Program Files\Sierra\Homeworld2);
3) open your shortcut to Homeworld 2 (in your desktop or whatever you have it) and type -overridebigfile at the end of the path (example C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe -overridebigfile);
4) If you have any other mods installed, uninstall them.
...the only thing you can still try is to remove the file "playercfg.lua" that you find in your homeworld2\data\defprofile
Ah, sorry.Originally Posted by Snuff
Good grief, I can't believe I forgot that!By the way, make sure that the version of HW2 that you're installing the Complex mod into has been patched to v1.1.
Thanks beghins, I'll make sure I take all the relevant steps.
oh, wow. This is the best mod ever. Finally, a mod with buildable weapon subsystems! The Battlecruiser rules! Other ships are very good additions as well, so are the new upgrades (damage, aim. amazing.) And of course.. the random music. Thank you very much!
However, it does have a few bugs:
A lot of descriptions are not right; ie, the Hiigaran Intruder Tech requires an Advanced Research Module, and not just a Research Module. A lot of buildable subsystems on the hiigaran battlecruiser actually do take module slots, though it is stated otherwise. There are others, too.. Can't remember now.
There is a buildable subsystem on the battlecruiser.. drive systems, I think, that gives you the following : +20% speed to ship, +15% speed to ships within radius. After I've built it, I saw no increase in the speed box of the BC. Made me wonder: does it really increase the BC's speed or does it do something else?
If you start with a standard or a low unit cap, the Fleet Info display (i) will tell you that you can build 6 motherships. ?
I get no additional units if I select any starting fleet options.
Also, the Easy setting seems to be harder than the Easy setting in the regular game. Vaygrs attacked me way too often.. although they did seem to die faster.. Not sure, have to play more. What are the advantages/disadvantages of the races now?
Actually, I'm dying for some sort of a tech/info sheet on the mod. Like what upgrades are available and when. This is still too good though. Hope you'll have the time to fix those descriptions sometime. Ok, back to Complex 2. Cheers!!
SilverDemon,
Thanks very much SilverDemon, I do my best!oh, wow. This is the best mod ever
Thanks very much for bugs report too, see details:
Just fixed.the Hiigaran Intruder Tech requires an Advanced Research Module, and not just a Research Module. A lot of buildable subsystems on the hiigaran battlecruiser actually do take module slots, though it is stated otherwise.
Drive module increase drive abilities and speed of ships as reported in description, may be it doesn't work for BC!? I'm going to verify.There is a buildable subsystem on the battlecruiser.. drive systems, I think, that gives you the following : +20% speed to ship, +15% speed to ships within radius. After I've built it, I saw no increase in the speed box of the BC. Made me wonder: does it really increase the BC's speed or does it do something else?
Just fixed.If you start with a standard or a low unit cap, the Fleet Info display (i) will tell you that you can build 6 motherships.
??? That works, what kind of problem do you have?I get no additional units if I select any starting fleet options.
The game is a little bit more complex then the original game, due to the new technologies, AI also has been implemented with different kind of attacks and harvesting operations. I think the advantages/disadvantages should be the same of the original game, may be I wrong, do you agree with me?Also, the Easy setting seems to be harder than the Easy setting in the regular game. Vaygrs attacked me way too often.. although they did seem to die faster.. Not sure, have to play more. What are the advantages/disadvantages of the races now?
WELL SilverDemon!!! I need help for this project, and you're the first one.Actually, I'm dying for some sort of a tech/info sheet on the mod. Like what upgrades are available and when. This is still too good though. Hope you'll have the time to fix those descriptions sometime. Ok, back to Complex 2. Cheers!!
Sure I'll have time to fix your descriptions! They shoul be displayed like:
Description:
-a description of the carachteristics of upgrade/technology/ability
-Effect (ex. for upgrade: speed + 20%; ex. for technology: unlock XBomber; ex. for ability: allow to fire Torpedo)
-Researching time
-Cost
Prerequisites:
-What needed to activate upgrade/technology/ability
You can change directly my research.lua files or make new ones. I suggest to post an example for one upgrade or technology and, once we've decide the style togheter, you will do the rest.
Let me know what do you think about this.
Ciao, thanks, Beghins
I've been messing about with this mod recently too, and I'm loving it. Superbly implemented, and very well polished for a one man job. :argh:
I love all the kit you can stack on the BCs - a dream come true! And you can even dock small strike craft in them. But I do think that there should be a limit on them. The Hig BCs are simply too powerful.
I can walk into most enemies with only two BCs. When fully decked out, they have almost 15,000 units of firepower, and taking turns with their shields they are almost untouchable. I would suggest that you should be able to build two at the most (when I built six I my fleet was ridiculously potent, there was no more challenge).
I love all the new options. Played Vaygr today, but didn't get to implement the distortion field which the Vaygr flagship can use.
One question - what on earth are the shuttles for? They carry no armament, and I can't dock anything with them.
Fortigurn,
Thanks very much, Complex is a "one man mod", sure, but has been tested for long challenges with the cooperation of at least 2-3 friends, and, I think, the hardest work is the game balancing.I've been messing about with this mod recently too, and I'm loving it. Superbly implemented, and very well polished for a one man job.
Of course, the Higaaran BC is very poverfull but if you consider technologies (Chassis Research, Plasma Bombs), upgrades (Damage, Aim, Health, Drive, Speed), abilities (Torpedo), building modules (2x Ion Cannon, 3x Kinetic Cannon, Plasma Bombs, Advanced Defense System and other classic modules) you need at least of 12000-15000... I think, against the 6000-8000 request for Vaygr BC; In any case I'm thinking to downgrade that death machineI love all the kit you can stack on the BCs - a dream come true! And you can even dock small strike craft in them. But I do think that there should be a limit on them. The Hig BCs are simply too powerful.
I can walk into most enemies with only two BCs. When fully decked out, they have almost 15,000 units of firepower, and taking turns with their shields they are almost untouchable. I would suggest that you should be able to build two at the most (when I built six I my fleet was ridiculously potent, there was no more challenge).![]()
that's an heavy transporter, but doesn't work, I've tried to add that damned dock path but nothing, I'm searching someone that can make that, is there someone? Let me know.One question - what on earth are the shuttles for? They carry no armament, and I can't dock anything with them.
Thanks for your analysis and bug reports, I absolutly will keep them in my mind for the new release.
Ciao, Beghins.
Well, I only meant that the speed display on the bottom panel doesn't get updated. The BC does seem to go pretty fast when fully-upgraded, but I am not sure if the drive system upgrade has anything to do with it. Like I said, it kept on saying speed 69 after the module has completed.Drive module increase drive abilities and speed of ships as reported in description, may be it doesn't work for BC!? I'm going to verify.
Hmm.. Interesting. No matter what fleet I choose (small, slarge huge), I always end up with 1 Mothership, a Carrier and 5 Resource Collectors.I get no additional units if I select any starting fleet options.
??? That works, what kind of problem do you have?
Please note, that I am on a Mac, and some features may not work or may not work properly. Maybe you have to additionally specify starting researches; I see in your .lua that no resaearches are defined as completed, but the actual ships are. Maybe our port of the game checks for researches first and then adds ships if they are allowed to be added. I don't know, but it doesn't work at all. But that's really a minor annoyance.
Yes! That is exactly why I love your mod - it ADDS to the game, but retains the original gameplay intact. - BUT, like I said, the Vaygr really did attack too often, but were easy to destroy. I only had 2 squads of bombers and intruders and they made short work of assault lances and torpedo frigates with the help of my Mothership. I haven't really played the mod for long, so I'm not really complaining about balance issues. Does seem strange though.The game is a little bit more complex then the original game, due to the new technologies, AI also has been implemented with different kind of attacks and harvesting operations. I think the advantages/disadvantages should be the same of the original game, may be I wrong, do you agree with me?
Actrually, I started writing an Excel sheet yesterday, but without cost/speed/damage, etc. Just what techs are required for each ship and upgrade. I really need to think on my layout, so the info will be easily readable and not use too much space. hmm..WELL SilverDemon!!! I need help for this project, and you're the first one.
--
Yes, they are.. Way too powerful. I destroyed a carrier and a flagship in under 15 seconds with one fully upgraded BC. And they move way too fast.The Hig BCs are simply too powerful.
Yea. Read the Read Me. They're not finished yetOne question - what on earth are the shuttles for? They carry no armament, and I can't dock anything with them.=)
Ahhh! Just do NOT, please, do not remove the upgrades! Just their stats, but not the ability to build them!!!! =)))))))))In any case I'm thinking to downgrade that death machine
True, true. They do take a long time to get up and running to full potential, and plenty of RUs. Actually the time it takes to kit them out completely does slow you down a bit.Originally Posted by beghins
But I still think you should only have 2 in a fleet, maximum. You really shouldn't need any more.
Great mod, following it closely.
As am I.
Being part of the Dev Team for PDS certainly has it's challenges, but seeing the work done here is simply nothing short of amazing.
I think that this mod will become one of the more popular mods. Probably right up there with PDS.
I'll let you in on a little secret...Balancing will most likely be the thing that you work on the most. It's such a delicate thing.
The only thing that "bothers" me is that the Viper missiles are GREAT additions to the game, but you can completely wipe out your opponent from a distance suing nothing but a carrier with a platform module and a team of resourcers. That's how I finished my last couple of games. (Why bother wasting ships when a cruise-missile will do the job even better?)
I found that they weren't engaged enough by the computer. When they DID get engaged, they were easily destroyed. (That's GOOD.) Perhaps reworking the scripts to target them sooner?
I know what you mean about the missiles - I used them as both Higaran and Vaygr with great success.
However, I found that unless I kept the computer distracted with small strike craft or some other nusiance (like a BC), then the computer was pretty good at shooting them down with either Assault Craft or onboard cannons.
I've experimented with sending them singly and in groups, and groups is definitely better, although they do all get targeted more easily.
I love the way that they stop if the target is destroyed, and you can re-target them!![]()
Yes, that is definitely a plus, even if it means they become sitting ducks until you retarget them.
Did you guys know that Beghins put the "Friendly Fire" option on to 0.5?? Here I am wondering why I was losing fighters when there were no enemies returning fire. I attack a resourcer and I lose fighters! I thought, "What the Hell...?", and then I checked the Tuning file....
...sneaky guy, that Beghins.
Snuff,
thanks, sure, I hope, I still have a lot of improvements to carry out, I'm engaging 3D Artists right now and I think you'll see something of very good over the next days, but I don't want speak about challenge with PDS. Complex and PDS are two different kind of things, and are focused on two different kind of gamers too.Being part of the Dev Team for PDS certainly has it's challenges, but seeing the work done here is simply nothing short of amazing.
I think that this mod will become one of the more popular mods. Probably right up there with PDS.
I'll let you in on a little secret...Balancing will most likely be the thing that you work on the most. It's such a delicate thing.
Snuff, you're very right here, that's a problem of Complex 2.0 and I'm going to fix. Hiigaran and Vaygr Gun Turret have an Anti-Missile System ability, it must be researched, but seems that AI often forgets that. It's due to the Advanced Defense System, because it is a prerequisite for the Anti-Missile System and CPU build it as a secondary module. Anyway I'll fix that problem.The only thing that "bothers" me is that the Viper missiles are GREAT additions to the game, but you can completely wipe out your opponent from a distance suing nothing but a carrier with a platform module and a team of resourcers. That's how I finished my last couple of games. (Why bother wasting ships when a cruise-missile will do the job even better?)
I found that they weren't engaged enough by the computer. When they DID get engaged, they were easily destroyed. (That's GOOD.) Perhaps reworking the scripts to target them sooner?
Also, Viper missile bust be calibrate: more speed, more health and I'm thinking about let it to sort out in couple.
Fortigurn, SHIFT + P and Vipers will come back to your Mothership.I love the way that they stop if the target is destroyed, and you can re-target them!
Ciao, Beghins
First off I really like what you have acomplished with Complex.
But now come the suggestions:
First off the Vaygr Defenders have a too tight squad.
At the first attack half of them will surely be destroyed by friendly fire.
So after the first attack you are down to 3 fighters.
Also it would be nice if you could enable collision damage (if you dont have already).
I also like what you did with the comp, he is a real challenge now since he knows how to use the new ships. Especially the Hiigaran on Expert is tough. Those Sniper Frigates certainly hurt a lot. Did you make that model, beghins?
On further notice I know why it seemed as if the enemy ships died easier, SilverDemon. It is because the Mothership defense guns are MUCH more effective. They literaly shred all ships below frigate class.
Daton
I absolutely love this idea, but I can't download the mod!The site says I need a login name and I don't want to register for a site I'll only use once (maybe twice) :blink:
DatonKallandor,
Good! Thanks.First off I really like what you have acomplished with Complex.
OK, fixed; friendly fire has been downgraded too, as noticed by Snuff too.First off the Vaygr Defenders have a too tight squad.
At the first attack half of them will surely be destroyed by friendly fire.
just enabled.Also it would be nice if you could enable collision damage (if you dont have already).
No, I've no made any models of Complex, I've taken them here around from the H2 Community; Specially from Modernization (Units by Greggy's Lab, I think the greater work of H2 Community); I only have imported those models, changed carachteristics (physics, effects, weapons, ecc) and I've gived them a role in Complex.I also like what you did with the comp, he is a real challenge now since he knows how to use the new ships. Especially the Hiigaran on Expert is tough. Those Sniper Frigates certainly hurt a lot. Did you make that model, beghins?
Yes, I notice, that's a my mistake; those defense guns should be available only after "Improves Mothership/Flagship Defense System" upgrade... I've just fixed it.On further notice I know why it seemed as if the enemy ships died easier, SilverDemon. It is because the Mothership defense guns are MUCH more effective. They literaly shred all ships below frigate class.
Always thanks for any suggestions, criticism and bug reports, Ciao, Beghins.
Last edited by beghins; 8th Nov 04 at 4:17 PM.
Isutan,
You can try to grab Complex 2.0 by file sharing, if you prefer send me a message and I will give it by mail.I absolutely love this idea, but I can't download the mod! The site says I need a login name and I don't want to register for a site I'll only use once (maybe twice)
Also may be there will be a web site for Complex, depending on its diffusion, sure.
I don't mind what registration is for but... I think BaalRog will be more clear then me about this.
Finally, Complex is for free, and I'm sure you will find it very soon around here over the web :bandit:
beghins,
the task is a little harder than I expected.. I have no tools for H2 editing, so I have to manually view .lua files and search for references and descriptions. For examples, where are descriptions $1502 and the like held? Can't seem to find that file. Also, I don't understand some things - for example, the speed upgrade - UpgradeValue = 1.6. So I go look in the corresponding .ship file, and there are like 3 different speed entried for thrust, turning and acceleration. It makes it kind of hard to tell what value gets increased and by how much. Besides, constant rebalancing will surely make these descriptions obsolete very quickly. So, maybe we could hold back on detailed stats for now? Hmm, if only it was easier somehow..
Also, the icon for the Multigun shows that it's a single unit, however, there are 3 in the group. :P
SilverDemon,
it's more simple than you image, but it's an hard work, I'm doing the same with units and, as you've seen, I've just done it for subsystems; let me know if you want to proceed.
I'm thinking about this layout:
![]()
Follow the steps below:
1) go into ..\Homeworld2\Data\Scripts\Building And Research\Hiigaran (or Vaygr, I'm speaking about Complex data);
2) open research.lua with your notepad or another text editor;
3) edit content using HTML, see below, the line you are interested for is that colored one; be sure to change only that line, other values are for game balancing, but I'm sure you've just understood;
4) edit all upgrades, abilities and technologies for both Hiigaran and Vaygr: Types are Upgrade, Ability, Technology; Cost and Researching time are well displayed; 1.2 value stand for + 20%, 1.3 for +30% and so on.
{
Name = "ResourceCollectorRUCAPUpgrade1",
RequiredResearch = "",
RequiredSubSystems = "Research | AdvancedResearch & HarvestControlModule",
Cost = 1200,
Time = 55,
DisplayedName = "1/2 Collector Load",
DisplayPriority = 703,
Description = "<b>Description:</b> Improves Resource Collector max RU load. \n\n<b>Type:</b> Upgrade \n RU Load + 25% \n Cost 1200 RU \n Researching time 55 s \n\n<b>Prerequisites:</b> Research Module and Harvest Control Module.",
UpgradeType = Modifier,
TargetType = Ship,
TargetName = "Hgn_ResourceCollector",
UpgradeName = "ResourceCapacity",
UpgradeValue = 1.25,
Icon = Icon_RU,
ShortDisplayedName = "1/2 Collector Load", },
Let me know if you want to proceed, and if you have problems, thanks, Beghins.
This is the baddest thing, here I suggest to copy directly from screen (in game) because upgrades that don't just have HTML inserted are very few, only the original ones.For examples, where are descriptions $1502 and the like held? Can't seem to find that file.
You don't cure about this because in game those values are often changed by modules and upgrades and I think is not important put them in description.Also, I don't understand some things - for example, the speed upgrade - UpgradeValue = 1.6. So I go look in the corresponding .ship file, and there are like 3 different speed entried for thrust, turning and acceleration. It makes it kind of hard to tell what value gets increased and by how much.
No, I'll keep them constantly updated.Besides, constant rebalancing will surely make these descriptions obsolete very quickly.
thanks.Also, the icon for the Multigun shows that it's a single unit, however, there are 3 in the group. :P
Last edited by beghins; 9th Nov 04 at 4:56 PM.
Your image isn't displaying for me
ohh.. 1.6 == 60%. Heh, simple. :P
Ok, I'll see what I can do. Just get that screenshot (or whatever it is) working =)
btw, did you check the starting fleet bug? but it works for you though hmm..
oh and umm I just played Vaygr, and it seems that their flagship also starts with a huge amount of weapon damage. Did you fix that also?![]()
Sorry for the registration, but i cant afford all people who download it without registration...
I am sure that many of you know what i mean... traffic is expansive...
I cant allow all public to download it, i wouldnt have control about the downloads anymore...
beghins,
Well, I started writing those descriptions. Here's a sample preview:
It'll take me a few days to get the whole thing down - I don't have a huge amount of time, but it'll get done eventually.
Hope you like!
Well, Good, SilverDemon, I'll wait for your work before release Complex 2.1.
I suggest to keep only three titles: Description, Type, Prerequisites, because I've just use this method for Subsystems; so, could you include Cost and Research time in "Type"?
The rest is perfect!![]()
what do you mean? I only seperated them with a break because they look ugly otherwise. If there are no upgrades (ie, +x%), I don't do a break. Sounds good? Or you don't want me to make 'Cost' in bold at all?
SilverDemon,
sorry, I can't post screenshots and my english is too bad!
This is what I mean:
{
Name = "SubsystemMAXHEALTHUpgrade1",
Required = "",
RequiredSubSystems = "Research | AdvancedResearch",
Cost = 700,
Time = 45,
DisplayedName = "SubSystem Health Upgrade: Level 1",
DisplayPriority = 2,
Description = "<b>Description:</b> Improves armor of all SubSystems to make them more durable. \n\n<b>Type:</b> Upgrade \n + 30% SubSystem Health \n Cost 700 RU \n Research time 45 s \n\n<b>Prerequisites:</b> Research Module.",
UpgradeType = Modifier,
UpgradeName = "MAXHEALTH",
UpgradeValue = 1.3,
Icon = Icon_Health,
TargetType = Family,
TargetName = "SubSystemModule",
ShortDisplayedName = "1/2 SubSystem Health", },
Ok, got it.
Nah, I think you've done more on your layout than I did on mine; we would only waste time doing it my way. Besides, I don't want to be the sole reason why the 2.1 update is being delayed!! =))))
anyway, umm, I'm also listing technologies in Prerequisites.. in example:
{
Name = "RadiationDefenseField",
RequiredResearch = "DefenseFieldFrigateShield",
RequiredSubSystems = "Research | AdvancedResearch & FrigateProduction & DefenseFieldShieldModule",
Cost = 500,
Time = 60,
DisplayedName = "Anti-Radiation Defense Field Ability",
DisplayPriority = 30,
Description = "<b>Description:</b> Improvements to Defense Field technology will allow protection from radiation, in addition to its existing qualities.\n\n<b>Type:</b> Ability\nCost 500 RU\nResearch time 60 s \n\n<b>Prerequisites:</b> Advanced Research Module, Frigate Facility, Defense Field Technology and Anti-Radiation Field Module.",
I mean, if we list prerequisites, we better make it complete, right? Of course, there is not much sense into listing prerequisites in Research, as you can only research things that you've already met the requirements for. But.. Ah, I don't know. It does make some sense to list all requirements, in case people want to remember what to build to get that ability again, right?
So.. do I keep listing every thing that is needed tro research a tech? :P
Sorry, my english is awful, too.![]()
oh, I almost forgot -
does that anti-radiation ability apply to Battlecruiser's defense field, too?
SilverDemon,
Yes, you do, I think this way is more complete; if I don't mind the original game was the same too.I mean, if we list prerequisites, we better make it complete, right? Of course, there is not much sense into listing prerequisites in Research, as you can only research things that you've already met the requirements for. But.. Ah, I don't know. It does make some sense to list all requirements, in case people want to remember what to build to get that ability again, right?
So.. do I keep listing every thing that is needed tro research a tech? :P
A lot of you are asking to me Complex 2.0 by mail instead of download from Haeggalaxy Server.
There's no problem, sure, but I must ask to wait still a few days because into my machine I only have the new version 2.1 and I will post by mail that once it will be ready, I hope this WE (I've your mail list).
I need your mail address because the file is too big (25 MByte) and I need to post a web link (server recognize your mail and enable you for download).
Whew. Done with Hiigaran research.lua.
http://www.sitosis.com/~silverdemon/hw2/hg_research.zip
Hmm. Took very long, I know, but I only have a few hours a day to work on it.
Tell me if you want me to start doing vaygr research.
BUG I stumbled onto:
the mothership (hg) has a module that supposedly doesn't take any module slots (Advanced Defense System). But when I research it, a module slot gets taken, anyway. And if it was the last slot (4/4), I seem to be able to build another module, even though the game says that all 4 slots are taken. Heh. =)
SilverDemon,
great work, I've taken a look and your work seems to be perfect! Start with Vaygr too, it should be more more simple then Hiigaran.
I've done the same with Hiigaran units build interface and I'm going to begin with Vaygr right now.
Stay connect for Complex 2.1!
The Advanced Defense System is an extra-module, it can only be built into its prefixed place, and any other module can't be built there. This is the reason for "Does't take module slots"; I think that's the right way, let me know if you have other ideas...BUG I stumbled onto:
the mothership (hg) has a module that supposedly doesn't take any module slots (Advanced Defense System). But when I research it, a module slot gets taken, anyway. And if it was the last slot (4/4), I seem to be able to build another module, even though the game says that all 4 slots are taken. Heh. =)
Hey, thanks. There might be some errors, though.. but we can fix those up as we stumble onto them. And I'm sorry, I didn't take note on your \n [space] . (no space before +30% and Cost), but that should be easily fixed with Find & Replace All.great work, I've taken a look and your work seems to be perfect! Start with Vaygr too, it should be more more simple then Hiigaran.
Oh, and I didn't do descriptions for commented out items and items with a RESEARCH HACK prerequisite. :P
Ok, gonna start on vaygrs tonight, then.
I understand. And that's how it should work, except the game shouldn't state that the module slot is taken. Example:The Advanced Defense System is an extra-module, it can only be built into its prefixed place, and any other module can't be built there. This is the reason for "Does't take module slots"; I think that's the right way, let me know if you have other ideas...
I Have a Research Module, Adv. Research Module and a Harvesting Control Module. On the info display, Mothership Available Module Slots: 3/4
Now, I build an Advanced Defense System Module and the panel says: 4/4 available slots. BUT I can still build an additional module.
The thing is, the panel should display the same number, since it doesn't take any module slots. The display is incorrect, but the function itself works.![]()
Hey beghins
In the build menu would i be possible to implement a new module slot display for defensive modules including defensive gun modules so you would have
Build slots 3/3
Module slots 2/4
Sensor slots 0/1
Ship defense module slots 2/4
Or have it as advanced modules such as radiation sheild or harvest module
Build slots 0/2
Mudule slots 2/3
Advanced module slots 1/2
Sensor slots 1/1
wow. I'll side with Chance on this one, too. That's a much better solution, if it is possible.
Uhm, yes, this seems the better solution, but I think it's hard to implement because we need to modify the game interface.
I'll do some trials...
SilverDemon,
I think no, because the anti-radiation ability depends on Anti-Radiation Module that is a charachteristic of Carrier, it has been thought for harvensting resources into nebula fields.oh, I almost forgot -
does that anti-radiation ability apply to Battlecruiser's defense field, too?
Wow. This is a great mod. I love the upgrades and the new ships. Too bad there is no SP though. Keep up the good work.
I do agree that this mod will become as popular as PDS. I think it would be really cool if both PDS and Complex joined together since I cant play both at the same time![]()
water,
ThanksWow. This is a great mod. I love the upgrades and the new ships. Too bad there is no SP though. Keep up the good work.SP never will be, sorry, I've no much time to spend in modding, done once with Dark Reign 2 and it has destroyed me!
Never say never, the ways of modding are infinite! I've played PDS only one time and seen on their thread that they are doing great works with 3D models, and this is the right way to still expand the Homeworld 2 universe.I do agree that this mod will become as popular as PDS. I think it would be really cool if both PDS and Complex joined together since I cant play both at the same time
Stay alert for Complex 2.1!!!
Nice. Cant wait to see the new version!
#97
Insolent child... you do not know of what you speak of *cracks whip*I do agree that this mod will become as popular as PDS. I think it would be really cool if both PDS and Complex joined together since I cant play both at the same time
On topic:
Complex sounds intriguing and complex - I'd like to try it out given the time to do so.
At this time it will be impractical to attempt a merger between Complex and PDS as beghins as said we are operating on completely different environments. Not to mention it'll be like annexing countries with different cultures. However I will remain open for future exchanges of technology (scriptingwise of course) between our two projects.
Yes man, you speak right here!![]()
Complex 2.1 ready, I'm going to give it for uplodad.
There are so many things to build in this mod...OH HOW I LOVE IT.
I did find one problem and its something that i have been trying to do for the past couple of days now.
The Intruder in this mod is the railgun fighter in the Modernization mod.
I have been trying for several days now to get it to launch a torpedo because i wanted a torpedo fighter but no matter what i have done,it never works.
It either does not fire or it crashes the game...until i notice that there is an upgrade for it to fire a cluster torpedo,and ,if it can fire a cluster then it should fire a regular or the big torpedo but when i buy the upgrade...it never fires anything except its laser weapon.
So today just to make sure,i went into the shp file and deleted its laser weapon,leaving just the cluster torpedo,which is named Hgn_callisto, and there is an entrie for it in the weapon folder.
Sure enough, just as it happened to me before, when i sent them out in battle and brought the cluster upgrade,they all were shot down because the cluster torpedo didn't fire.
So can someone tell me if for some reason this model cannot fire a torpedo or if its disabled in this mod?
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