Jump to content

shadowlegion421

Members
  • Posts

    148
  • Joined

  • Last visited

Everything posted by shadowlegion421

  1. i think the graphics are based on semi-cannon descriptions of various munitions. since capital ship missiles are not depicted in the movies, i would guess that the graphics come from descriptions in the books. just about every source agrees that there are distinctive explosions from different missile types.
  2. go to gamecopyworld.com and do a search for homeworld 2. your looking for a file called a fixed image. download that, and the latest daemon tools, and the latest yasu. thats what i use to run everything, its much easier. daemon tools is a virtual cd drive emulator, and yasu is a program that cloaks it so securom doesnt detect and blacklist it. as for the morality of pirating, HW2 is a pretty pointless game to pirate, its like $5 now. i will admit that i do pirate when a new game comes out and im not willing to piss away $50 just to find out it sucks. like EAW, or the new ghost recon games.
  3. youguys are working on a mod for galaxies, as opposed to just a rollback to when it was a good game? wow, i never even considered modding it, cool idea though. used to be the best game ever created. sony sucks. as for eaw/foc ships, i know that a lot of the ships in those games are not cannon, even the ships they didnt create for the game specifically were not cannon in most cases. also, i cant say for certain why EJ, hasnt included many FOC ships, but if i had to guess, it would be that the ZC is about the most un-star warsy creation ever to plague the lucas arts lineup. my explanation would be that EAW was a huge disappointment, but thats me and im judgmental and bitter.
  4. sounds like your missing a file, or have a bad one. i dont know which file handles this though....
  5. just one on one every time its happened. but like i said, it doesnt happen every time, and it hasnt happened with facilities and a build timer. i always play imp vs reb ai. that was the situation the first time i discovered that ramming the executer in to the buoy is the only thing that will make its health noticeably drop at all.
  6. ive actually run across a few instances in which the ai buoy did not destruct when the build timer ran out. it was never consistently happening, and there werent any obvious common factors between matches in which it happened. and it never happened to me, just the ai.
  7. i dont see the point in it being invincible, thus making the game never ending. heavily armored and shielded maybe, but invincible just seems pointless.
  8. i dont usually consider whether im going to make the AI cry or not when i play. the same tactic can usually be used without hyperspacing, though. you just have to start the withdrawal sooner, so that the ISD's have enough armor left to win the running battle with any cruisers that they may send in pursuit. same outcome, far more time consuming.
  9. nothing smashes everything like ISD's. i use fighters for cover, never for attacks on caps. i dont usually bother with frigates, ties up my factories when they can be building ISD's. they brush off frigates and corvettes like flies. and reb cruisers are an even match at best, but usually far inferior, as it should be. as you make the mod, we should all keep in mind that the rebs and imps should NOT be balanced. with hyperspace on, it is very easy to use reb tactics with imp ships, and it works very well. i use golans for factory defense, and hype ISD's in to range and take out their factories, hype out and repair, hype in and take out some cruisers, rinse and repeat as needed. if you time it all right, the ai sends fleets after your factories, then turns them around when you hit their rear, then turns around again when you hype out. you can keep most of their ships in limbo and whittle them down. for fighter defense, i use ints, defenders, and adv.
  10. bah, poppycock. the executer is totally balanced...maybe. so basically, it is a game engine limitation, since you had to choose one or the other. lameness
  11. what better time for merriment and social drinking than when blasting things in to tiny pieces?
  12. i do like the eclipse v. executer duel, but it really highlights a huge flaw in the ai. i dont know why you did it this way, but whenever capital ships are ordered to attack something, they turn towards it, regardless of whether they are in range. not a huge deald for reb ships, but its a huge detriment to imperials. the star destroyer design is meant for broadsides. facing a target, an SD is lucky if it can bring 1/3 of its weapons to bear on a target, whereas if they would remain at whatever orientation they were at when given the attack order if they are in range, or are programmed like the destroyers from vanilla hw2 which orient to deliver a broadside to whatever target they were ordered to attack, the executer would have a chance, because, as ridiculous as this is, it is much faster and more maneuverable than the eclipse. the executer would be able to win the duel, in game at least, if it did not change its orientation to attack. i had a lot of luck sending the executer far below the eclipse, and having it attack from below, then continue up to one side of the eclipse, then attack from above. the eclipse takes a long time to orient itself, and the executer is capable of pounding down the eclipse' shields while still absorbing most of the damage it takes. since the executer insists on facing the eclipse, its only fires with the forward maybe 1/4 of its batteries, since the ones midship and aft are all kilometers away. if it stayed oriented, say top facing the underbelly of the eclipse, it could fire almost all of its batteries at once. the same issue, to a lesser degree, presents itself with all of the wedge-shaped ships, most notably imperial.
  13. actually, the shield projectors for the ISD's we're on top of these domes, they look like a ring of spikes. the dome structure is sensors only, but the projectors are mounted on top of these domes. as for ISD's being useless, they are actually close to perfect for what they are intended, which is long-range fleet engagements and planetary bombardments. they have little to no close range anti-capital ship weaponry, and are not meant to operate alone. they do field more firepower than similarly sized mon cals, and as a rule, will usually win a one on one engagement. (obviously we're talking about comparable ships, not an imperator-1 vs. an mc-90). The ISD's were able to project most of their shield cover from the arrays on the sensor domes, but since the SSD's used the same domes and had much much more surface area to cover, their bridge domes ONLY projected shields for the top aft section. there were many other domes over the rest of the hull protecting the rest of the ship. it could also be argued that these domes were also sensor domes to boost sensor power to overcome the tremendous interference from the enormous power generation needs of SSD's. as for the bridge thing, all star destroyers, and really almost every capital ship has 2 bridges, the flag, or main bridge (the tower in the case of sd's), and a auxiliary bridge for emergency use. in the case of star destroyers, this was usually located deep in the hull underneath the main bridge tower. in the case of ssd's, some sources say there were 2 aux. bridges, but most of them maintain that one was midship, again, many decks below the surface.
  14. that may be it. i always play as imperial, and the ISD's wont chase fighters, but they light up space when fighters get close. i also use the oldships.big, so that may make a difference as well.
  15. they do just sit there, they wont move to attack fighters. they only shoot at them if they come close enough
  16. larger ships wont chase fighters. if the fighters get close enough, they will open up with anti fighter lasers though. i think all the cap ships have them. they arent very accurate, or effective, but they are there. if the fighters stay out of range of them, the cap ships will never attack them. large weapons, like turbolasers and cap ship missile launchers wont target fighters.
  17. there may be a problem with vista, i dont think its been tested too much, but as of right now, vista is very inferior to xp unless you absolutely need it to run a certain program. aside from that, you have to create a new profile when you start warlords, regardless of whether you played before you installed warlords or not. auto fighters doesnt seem to function as intended unless its a scenario, all it does for me is launch the fighters immediately after docking, whether i have the ship set to stay docked or auto launch is irrelevant. i know it seems dumb, but make sure you really did install the 1.1 patch. if none of that helps, then you would have to post the log file here and get help from someone who knows the game engine better than me
  18. ive watched the comp and seen that they do actually build them in some cases. you may be right, that somehow they started with one, but they do build them sometimes as well
  19. this is a copy and paste of my post from another thread. this is EXACTLY what your shortcut should be. note that there is no IMPHODS.big, REBHODS.big, or PIRHODS.big anymore --------------------------------------------------------- the first part of the shortcut should look like this, INCLUDING QUOTES "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" there is then a space, then: -mod PLANETPACK.BIG,SWSOUND.BIG,SWMUSIC.BIG,GENHODS.BIG,SHIPHODS.BIG,CORE.BIG,OLDSHIPS.BIG -luatrace -hardwarecursor there are spaces before the - in luatrace and hardware cursor. "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -mod PLANETPACK.BIG,SWSOUND.BIG,SWMUSIC.BIG,GENHODS.BIG,SHIPHODS.BIG,CORE.BIG,OLDSHIPS.BIG -luatrace -hardwarecursor that should work, copy and paste. if c&p doesnt work, type it in manually, exactly as it appears, the .BIG files need to be in that order. kind of a pain, but its worth it Edit: if you have never played a warlords mod before, and want everyhing to work the same, remove the OLDSHIPS.BIG from the command line. this file adds in more ships from previous versions that have not been completely converted to 0.6. the game still works and is playable, but the older ships are much more vulnerable than the ones that have been converted. ----------------------------------------------------------------------- if any of the files not listed in this shortcut are in your homeworld2\data folder, get rid of them. Edit: the files listed in the shortcut are the current ones, downloadable from the latest version section, which is where you were. i think you may be going off the readme of an older version, which is screwing up your shortcut.
  20. you need the latest version. the files you are using are from older versions and are likely mixed with new ones. delete all the warlords files you have right now, then on the warlords.swrebellion.com page, click the latest version link on the left, then download those files, and follow the instructions. when you make the shortcut, it is best to type it out, instead of cutting and pasting. i posted a very detailed example in the post called "shortcut extension problems" in this topic. you must type it exactly as it appears there, in the same order. be aware that having an imperial cpu player causes a lot of crashes. come back if that doesnt work
  21. EvilleJedi runs the show around here, make a thread about offering help and he'll pop in eventually and let you know
  22. press TAB to toggle the overlays. there's 3 settings, distance sensitive is default, they only appear when your far enough away from the unit. The next is always on, and off is the 3rd. also, press backspace to hide all the HUD items
  23. I still need an idea of what tools i would need to do so. i never modded hw2
  24. well, since shields are gone now (LAAAMMMEEE) and the ssd was updated but the viscount wasnt, its no contest im sure. i think since the ssd is meant for destruction and mayhem, and the viscount is meant to survive an encounter with an ssd, the viscount shields are ridiculous, but it doesnt have the firepower to take out ssd shields. most mon cal ships are severely lacking in firepower vs. imp ships, while imp ships have pitiful armor and shields compared to mon cals. the ssd is still the ultimate combination of both worlds, since it has way more effort put in to protection than any other imp ships, but also has obscene amounts of firepower. all in all, its the best non-unique ship ever. unless you dont have the shields up and someone decides to take a tour of the bridge in an a-wing. then your screwed
  25. both strident and viscount are in-game for rebs. i don't know for sure if they are for 0.6, or in the oldships.big. I haven't tested either strident or viscount against an SSD, but from what ive seen, they would not beat an SSD

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...