
greendayman84
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Everything posted by greendayman84
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Its fixed now. Thanks a lot
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I put the file one file in the gameinfo and the other one goes were? I just put it in the folder for sins of a solar empire. I Keep getting this? How do I fix it? I keep getting this minidump error: Saved MiniDump: C:/DOCME~1\Username\Locals~1\Temp\Sins Dump\Sins-Entrenchment V1.051-2010-04-12-16-41-53-3796-2328.dmp
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I downloaded the 2 files. The one is in the game info folder and the other file is in the entrenchment folder. I am still having the minidump issue. Do I have the files installed right in the right folder and is there anything I can do to prevent this?
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How to Implement Transport Ship Game Type into the Game
greendayman84 replied to SW's topic in Features/ships/updates
yes...they need to now...with the new graphics engines and stuff they could make one look pretty nice...I was thinking more like the battle near the end of Xwing:Alliance where your evacuating a base and 2 ISDs and a SSD shows up. I just wanted to have some use for all the transport ships...rate now theres NO point of having them and well this would work the best and be fun...how can we implement this? -
If you want a new game strategy, I was thinking you could use the space stations that were available in v.45. You could make it so the rebels/empire has to protect the station from pirates/rebels/empire until it is evacuated. This would make it possible for the player to have a reason to build the different types of transport vessels. You can have a counter that tells you how many people have been evacuated and have a nav bouy a distance away for the transports to go to so they can hyperspace out of the area. The protector person would be given more RU units in the begining so they can build transports and escort ships while the aggressor is placed far away and given a small amount to start with but can build mining ships for getting RU units. Or you can have each side have a set amount of RUs in the begining and can hyperspace all their units in with nav bouys and have a set amount of transport craft to use to evacuate the base. To win you will have to have 75% of your transports reach the nav bouy or a time limit to have the space station survive. Ships like the SSDs and ESDs would not be playable due to that fact they could take out a whole entire fleet by themselves. By doing this it allows you to have a reason to use the corvette, transport and shuttle crafts and add a different strategy to the game. Thanks
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random suggestions that will never probably get implemented
greendayman84 replied to EvilleJedi's topic in Gameplay
Does anyone think my option above is a good idea? -
random suggestions that will never probably get implemented
greendayman84 replied to EvilleJedi's topic in Gameplay
If you want a new game strategy, I was thinking you could use the space stations that were available in v.45. You could make it so the rebels/empire has to protect the station from pirates/rebels/empire until it is evacuated. This would make it possible for the player to have a reason to build the different types of transport vessels. You can have a counter that tells you how many people have been evacuated and have a nav bouy a distance away for the transports to go to so they can hyperspace out of the area. The protector person would be given more RU units in the begining so they can build transports and escort ships while the aggressor is placed far away and given a small amount to start with but can build mining ships for getting RU units. Or you can have each side have a set amount of RUs in the begining and can hyperspace all their units in with nav bouys and have a set amount of transport craft to use to evacuate the base. To win you will have to have 75% of your transports reach the nav bouy or a time limit to have the space station survive. Ships like the SSDs and ESDs would not be playable due to that fact they could take out a whole entire fleet by themselves. By doing this it allows you to have a reason to use the corvette, transport and shuttle crafts and add a different strategy to the game. Thanks -
Thanks for the help
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Can anyone explain how to create and customize fleets for the custom function in starting fleets? I am not a computer programer so can you keep it as basic and simple as you can. Thanks alot
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I downloaded the new planetpack.big and still had the same issue it won't go past the universe page
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I downloaded all the files. When I start the mod, there is no star wars music like there was in pervious versions. It hangs at universe and i did the following and still will not work: 1) I took out the oldships.big 2) Made a new profile 3) My target line is: "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -mod PLANETPACK.Big,SWSOUND.Big,SWMUSIC.Big,GENHODS.Big,SHIPHODS.Big,CORE.Big -luatrace -hardwareCursor 4) Files in my Data Dir folder are: Core.big,englishspeech.big,homeworld2.big,planetpack.big,swmusic.big,english.big,genhods.big,oldships.big,shiphods.big and swsound.big/ It still hangs at universe. Can you help me? Thanks
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Congrats nice addition...Its kinda funny that you had it done the same weekend star wars celebrates its 30th anniversary.
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Thanks. Well the way comps have been doubling everything at a pretty constant rate. Hopefully it will happen within 10 years...ahaha guess I should wait...hahah...Thanks for your help
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If you read the books and the movie, they are both different. For example when the shields are up the rebel fighters crash into the shields instead of "pull up". Im not here to insult anyones intelligence. Your not noods, im just saying do you think it will be soon possible to reinact that? Or is it possible to just do scale down models?
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The main question is do you think its possible for anyone to reinact that. I don't even think the fastest computer with the maxed out ram could handle that many ships and firing without being forced to go at 1 fps
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Im saying through the books...I saw the movie...Militarially its not possible the rebels could win pratically
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Can someone tell me how the Imperials had there asses handed to them?
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If you want to make the battle of endor more dramatic here is the forces that were there.... Imperial Fleet / Death Squadran : ISDs (Imperial-Class Star Destroyers): Accuser I Adjudicator I Conquest Devastator Garrett Judicator Pulsar Redoubtable Relentless Stalker Thunderflare Visage ISDII (Imperial-Class II Star Destroyers) Accuser II Adjudicator II Avenger Chimaera Denunciator Imputor (The Star Destroyer that blocks the Rebel fleet first and is destroyed) Indictor Retaliator Stalker Tyrant Vehement Virulence SSD (Super-Class Star Destroyer / Dreadnought) Executor TSD (Tector-Class Star Destroyer) ***Bigger beefer cousin of the ISD*** Atleast one (ASD) Allegiance Star Destoyer ***Smaller cousin of the SSD*** ***Primary used as a communications ship but with the heavy firepower and hangers*** This still doesnt include the support vessels like Carracks, Loronar Strike Cruisers, Nebula-B2 Frigates, Bayonet Light Cruisers and Lancer Frigates for star figther cover. Figherwise, its near impossible to determine SSDs have 144 fighters...12 ships to a squadran...3 squadrans to a wing 6 squadrans of TIE Fighters 3 squadrans of TIE Interceptors 2 squadrans of TIE Bombers 6 Assualt Gunboats 6 TIE Defenders ISDs/ISDIIs 6 Squadrans 3 squadrans of TIE Fighters 2 squadrans of TIE Interceptors 1 squadran of TIE Bombers 3 Assualt Gunboats...possible EF-76B2 Nebulon-B2 Frigates / Strike Cruisers 3 Squadrans 2 squadrans of TIE Fighters / Interceptors 1 squadran of TIE Bombers Lancers have no fighers Bayonet light cruisers possible 1 maybe 2 squadrans Logicially, its possible to have (ISD/ISDII/SSD) 936 TIE Fighters (78 squadrans) or (13 wings) 612 TIE Interceptors (51 squadrans) or (8 1/2 wings) 312 TIE Bombers (26 squadrans) or (4 1/3 wings) 78 Assualt Gunboats (6 1/2 squadrans) or (1.08 wings) 6 TIE Defenders (1/2 squadran) or (6/72 wing) ***Not counting the DSII*** However in the battle they only used...I guess arrogance 378 TIE fighter squadrons 126 TIE interceptor squadrons 252 TIE bomber squadrons To be honest...How the hell did the rebels win... Rebel Fleet...every ship they could muster: ***MC is Mon Calamari MC Heavy Cruiser Home One MC 80 Unnamed Cruiser Courageous MC 80 Liberty Liberty MC 80 Maria Maria MC 80 Maximus Maximus MC 80a Unnamed Cruiser Defiant MC 80a Naritus Naritus EF-76m Medical Nebula B-Frigate Redemption EF-76b Nebulon-B Frigate Hope Salvation Destiny Modified CR-90a Corellian Corvette Masanya Spiral DP50 Corellian Gunship Pintu Resilant Galofree Medium Transports Shooting Star Strife Bright Hope Encompass Resistance Empowerment Many numerous smaller vessles, transports and pirate vessles Fighterwise 1 Red Wing X-wing starfighters (1 squadran) ***Rouge Squadran*** used Red call sign to remember the victory at Yavin 4 1 Green Wing RZ-1 A-wing starfighters (1 squadran) 1 Grey Wing Y-wing starfighters (1 squadran) 1 Blue Wing B-wing and X-wing starfighters (6 of each) 1 Gold Leader's Millennium Falcon with Gold Squadron's Y-wings (1 squadran) If you want to make the numbers more believable use a wing (3 squadrans) instead of 1 squadran ***use 1 1/2 squadrans for Blue Wing***
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Thanks for your help. I'm not here to piss anyone off for what I said. I know it will be ready when its ready, but I hope it is soon for everyone's sake. Keep up the good work.
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I know you are busy. I am not here to insult you but I keep hearing and reading about new versions of this mod and when I go to the downloads page its the same files as they were before. I know your busy but how do people get a hold of the new files everyone is quoting in the forms for example, the endor map?
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I just joined and set up an account today. Is there anything I can do to help out to start the game
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Im in sign me up
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Im game to play sign me up
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I miss seeing all the different types of Mon Cals and the different corvettes battling each other
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Is it eventually...i stress eventually possible for all the ships from Warlords .45 to come back into version .50?