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EvilleJedi

SWR Staff - Executive
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Everything posted by EvilleJedi

  1. EvilleJedi

    0.60

    try it without oldships.big in the command line
  2. try playing a game without the imperials
  3. I think there are around 12 documented SSDs that could have existed during the empire, Personally I like to think of them as oversector command ships, they only go where the grand admirals and grand moffs put them, vader of course gets one, coruscant probably had 1 if not 2 or 3 close by. so 25 or so SSDs at the point of ROTJ seems reasonable to me (even though they haven't been named or found) given that only a few yards could build them and they really didn't come under construction until ESB there are only 2 years to build the ships at a limited number of yards. Besides ISDs are capable of most everything you need and if the standard sector group is 25 ISDs you can hit 25 locations at once. THe real value of the SSD is as a base of operations, a terror symbol and just massively fing things up. the rebels never concentrated enough to justify running an SSD everywhere when 1-2 ISDs could do the job. Most SSDs were probably parked next to a moffs palace and stayed there.
  4. nope tried that, only one collision box per ship (you can make more, but it doesn't help the slightest, actually introduces more problems)
  5. well hopefully kotor 3 is announced soon, all signs point to it being announced the second mass effect is released, and hopefully it isn't rushed. I don't necessarily mind console games, I mind when they direct port the limited interface that doesn't take advantage of shortcut keys and other mouse and keyboard bindings (additionally the annoyance of popup-pause menus)
  6. well considering kuat drive yards could drop out hundreds of star destroyer sized ships a year and the build up of other KDY properties, the CEC yards and the fondor yards, all capable of constructing dreadnoughts by ESB I think the change over was quite rapid. If the ISD I was introduced months after the clone wars ended which we see in the first vader book by the end of that year a few hundred ISD I's would be in service, (remember that during the clone wars Venators, about 1/6th the size of an ISD but otherwise very similar, were produced in the thousands per year) this would be more than enough to cover the main core worlds and start giving each sector one ISD I as a command ship. The Venators and victories would be rotated to the rim to replace acclamators and the acclamators would be rotated to the strategic reserves in the core. As the ISD I population reached its 25 K mark the victories and venators would also be scrapped or sent to the deep core to be mothballed (and probably later used during dark empire and by warlords) around ESB the first ISD II came out along with the Executor so at the time of ANH the most well rounded ship was still probably an ISD I (because the cruisers like mandators and Praetors would be old battlewagons playing nanny duty over core worlds)
  7. EvilleJedi

    crash

    the locale directory is always there so it shouldn't be a problem, I will take a look at the endor map and see if it might be missing something
  8. EvilleJedi

    0.60

    the bouy being in facilities mode is a bug, the point of the bouy is to have a build object that doesn't die for reinforcements (unless you set a build time limit), it shouldn't be included in the list of ships to target, but that isn't actually possible because of another bug.
  9. the game has a bug where at some point the ships ignore thier movment orders and get too close, I've never been able to isolate it and it is annoying to me too
  10. EvilleJedi

    crash

    try a different map than the endor one
  11. go ahead and convert it
  12. EvilleJedi

    0.60

    hmmm, my thought was that the oldships file contained an error, but I will look into the local file bit
  13. everytime the probes spawn (which is a lot of them) the message is played, the probes try to reach the planet, for every probe that is not destroyed, a star destroyer or other imperial ship will hyperspace in. that's not to say that the mission may have picked up bgs in the latest versions, I didn't actually check the sp missions in this last release...
  14. Class research can be done, the era research is actually not working as well as planned so it may be scaled back a bit in favor of a simple class based one
  15. what video card? the new ship explosions are a lot more overhead on the vid card, make sure you don't have dynamic lod set to off, it will render all of the particles regardless of the framerate.
  16. EvilleJedi

    0.60

    The bouy is not meant to be destroyable in a normal game, either play facilities to have distinct targets, or turn the build time limit option to a shorter time period.
  17. EvilleJedi

    0.60

    try it without the oldships.big also maybe you do have to download the new planet pack if you haven't already
  18. EvilleJedi

    0.60

    that's why it's so rushed, I wanted to get it out earlier, but work was taking up too much time. Hopefully it gets a lot more polished in the next release
  19. EvilleJedi

    0.60

    turn rates were increased a bit to make the ships more controlable
  20. EvilleJedi

    0.60

    hmmm I know what the issue is, there is some research setting, try enabling or disabling research...
  21. There's very little room for VS strong and weak in the game. The reason being that with so many ships there are only a few ships that are truly useful, the Loronar strike cruiser is a great example of this. It is a small ship with the firepower of a dreadnaught, ion cannons and decent star fighter protection. It is fast and cheap for its power, in most cases building other frigates is a waste of time. This is just a fact of how useful the ship is. Star destroyers are the same way, they are just so well rounded because they are. The only major VS built into the game are that bombers and missile ships are good at killing subsystems, interceptors and corvettes are good at killing bombers. Everything beyond that is simply a 'you get what you pay for' in terms of performance. I think the problem is that I'm approaching warlords as a simulator, not as starcraft (which I honestly have no interest in outside of singleplayer because of its retarded over-balancing which is great for Korean competitive play, but not much else)
  22. EvilleJedi

    0.60

    there are bound to be a lot of random weird bugs with this release, so much work was needed to get the old ships in properly so I didn't fix the small things the only races that should work with old repulbic tech tree right now are republic and CIS, and even those have essentially no ships. I'd sorta a future thing I didn't comment out
  23. EvilleJedi

    0.60

    the real question is if anyone has got it up and running yet...
  24. EvilleJedi

    0.60

    Development releases 0.6 THIS DOES NOT NEED ANY PREVIOUS VERSIONS, 0.45 or CLONEWARS, they are obsolete so either archive or remove them.!!!!! SWMUSIC.Big has not been updated, you will not need to redownload it. Duel and facilities should work now occasionally the mining ship will eat miners, move the mining ship and they will detach icons, balance settings, heck a lot of things are mucked up. The point of this release was to get all the ships back in. I wouldn't trust using oldships.big in multiplayer, without it it should work fine in MP LAN or internet there are significant balance issues and some extra things may have been left in, these would include new platforms, weird missile trails, poorly mixed sound volumes and broken icons, other than those issues please give feedback suggested install download the newest .BIG files and place in your homeworld2 data directory, (check the dates if you are updating, also you only need the files listed on the webpage listing, older files can be removed update your shortcut with the following (right click -> properties and then in the target line) make sure you change the install directory (IE program files or drive letter) suggested command lines C:\Homeworld2\Bin\Release\Homeworld2.exe -mod PLANETPACK.Big,SWSOUND.Big,SWMUSIC.Big,GENHODS.Big,SHIPHODS.Big,CORE.Big -luatrace -hardwareCursor To enable the 0.45 ships that have not been converted use the following C:\Homeworld2\Bin\Release\Homeworld2.exe -mod PLANETPACK.Big,SWSOUND.Big,SWMUSIC.Big,GENHODS.Big,SHIPHODS.Big,CORE.Big,OLDSHIPS.Big -luatrace -hardwareCursor For singleplayer C:\Homeworld2\Bin\Release\Homeworld2.exe -mod PLANETPACK.Big,SWSOUND.Big,SWMUSIC.Big,GENHODS.Big,SHIPHODS.Big,CORE.Big -luatrace -hardwareCursor -startinglevel Hoth01 C:\Homeworld2\Bin\Release\Homeworld2.exe -mod PLANETPACK.Big,SWSOUND.Big,SWMUSIC.Big,GENHODS.Big,SHIPHODS.Big,CORE.Big -luatrace -hardwareCursor -startinglevel Hoth02 If this seems long and retarded to you, it makes my life easier and means you have to download less and update more often, deal with it. I simplified it a lot from before if it doesn't work 1. make sure you ahve no other mods installed and no extra folders in the data directory, big files are fine as long as they are up to date. 2. make sure your command line is correct for your installation 3. make sure you have the HW2 1.1 patch 4. make a new in game profile if it still crashes. included are some sample files for the new custom starting fleet (the XXXtest.lua, you will need to create a directory in your data folder called scripts/startingfleets/ you will also need to know the names of the ships (they are usually named properly, but sometimes... let me know if you need a listing, just copy paste the existing format) it can then be accessed by adding -overrideBigFile to the shortcut and selecting 'skirmish only' gametype, and then 'custom' starting fleet IF you want to report bugs please login here http://warlords.swrebellion.com/mantis/ with username 'warlords_bug' and password 'notkaloth'
  25. yeah, that was put together by me, however not the best work I could have done... anyway

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