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Disposable Bonus Weaponry
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| Warman1 |
Posted on 16-07-2008 06:32
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Posts: 146 Joined: September 08 2005 |
Recently, upon playing the campaign of stock HW2, I came up with this idea which I think might interest some people for the upcomming version of PDS. The idea is that you could take a ship, say an Ion Frigate, and it would have hardpoints (like the spots for the Fire Control Center and whatnot), and on these hardpoints you could build a variety of different weaponry. The way I see it there are three posibilities for this. Option 1: The weaponry could have unlimited ammo (more on that in option 2), and could be things like additional main weapons, anti fighter weapons, or even possibly things like a sensor suite, fire control center, etc. The weapons could be various projectile (bullet, plasma, etc), beam (ion cannon, etc), or even missile launchers of various types. These weapons would be controlled by the ship like any other weapon system. Option 2: The weaponry could have a limited ammo (I currently envision a one shot setup, if anyone comes up with a way of lengthening it do tell me). The idea is that it's sort of like the missile packs from Honor Harrington. The ship would have these external racks of missiles, which would self destruct (or retire) when fired. These weapons would most likely be controlled by a hotkey (EX: Y for hyperspace, most likely use). When pressed, the weapon would fire and then retire. My thought on how to make that work is that for the code of what the button, as you go down the line it first has the code to fire the missiles/weapon, and then has the code to retire the weapon. (Please let me know how possible this is). Option 3: There could be a combination of both weapons that are unlimited and limited in ammo. Weapons such as beams and projectiles could be unlimited, while weapons such as missiles could be limited (with exceptions for both sides). Several possible ideas for limited ammo weaponry: Missile packs of various sizes. Energy Projectile launcher (I'm thinking of the trinity cannon from the Vaygr BattleCruiser but perhaps only one shot instead of three). Several possible ideas for utility type additions: Cloak generator (radius small/large?). Fire control center. Sensor Suite (multiple types?). Small Fighter/Corvette docking port (would hold 1 group). (I found that movers dock externally with the Dreadnought, so it is possible). Repair Control Center (would act as if 1 resource collector was healing the unit). Hyperspace generator (radius small/large?). For building these different weapons/utilities, you could either have an actual cost (hundreds of RUs perhaps) for the pack, or it could be free (or as cheap as can be). Research could perhaps unlock new/better options. The hope for all of this is that it would allow for variability of ships (which would prevent the pre-packaged food (PPF) concept Tel mentioned). Care would have to be taken however, to make sure that there wasnt any single addition that was better then the others, otherwise everyone would just use that one and bring back the PPF concept. One player might load his fleet of Ion Frigates with missile packs and anti-fighter guns, while the other player might have made his Missile Frigates have cloaking generators and anti-missile PDS guns. The two fleets meet and it would make for a very interesting battle. I personally envision a small group of ships causing the enemy fleet to focus on them, while another group of ships come flying from the side and launches a large barrage of missile packs to disable/kill the desired targets before they use their normal weapons to continue the battle. Thoughts? Ideas? Suggestions? |
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| Admiral666 |
Posted on 16-07-2008 20:02
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Posts: 84 Joined: September 21 2005 |
One, awesome idea. Two; In addition to that, I say we be able to completley create out own ships/ Loadouts; Example: Ok. You have your shipyard. Tell it to build an Arbiter V hull. Said Cruiser launches, and there is NOTHING on it, short of the essentials(See: Engines) Then you are able to build whatever weapons or sensors or whatever that you want on the available hard points. I kinda think it goes with Tel's whole emphasis on customization. And yeah. "With all this power at its disposal,there is no question that the Beast Mothership is currently the most dangerous vessel in the Galaxy.It is not just a starship. It is a plague come for us all."-Somtaaw Fleet Intelligence.
[i] "We are the Borg |
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| TheSizzler |
Posted on 17-07-2008 15:25
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Posts: 54 Joined: January 10 2007 |
Quote TheSizzler wrote: I really just sorta skimmed tel's first post, so is this correct? You intend to have larger and more branching "research", as to provide the player with a more diverse and eventual specialized fleet of ships to engage his opponent. Sounds decent so far, let me provide some input/thoughts to go with this. Sorry if it's dumb or redundant, I didn't really think up much else.. Have the capitol ships that you can build bare hulls. Maybe include the point defenses for the player, but past that, make the player pick and choose which specific weapon subsystems to build on each hardpoint. So, for example, say I want to build an arbiter. It finishes production full with engines, sensors, and standard point defenses. You decide that you need some advanced scouts/command craft for your fleet, so for the rearmost hardpoint, you build a highly advanced AWACS suite, and for two other slots, you install long range hyper-velocity torpedoes so your ship can skim the battlefield taking its pick of who to engage, while being far enough out to stay out of harm's way and provide good sensors data on incoming hostiles. For the last slot, you figure that the enemy might divert some bombers to try and take it down, so add in an extra heavy point defense battery. That IMHO offers a lot more depth and variability to strategy. If it's not the most militaristicly realistic, it sure as hell would be fun. You could choose to add more armour to the ships, or add extra powerplants to the engines to increase speed, etc. Of course, these would be fairly impractical to build because it would cost about 75% as much as normal and take 90% of the time, but you'd still need to buy each and every extra subsystem individually, causing it to actually cost more and take longer in the long run. For that reason, you'd still have the standard array of normal craft available. Quote TelQuessir wrote: Problem is with the huge subsystem options its first of all difficult to create and maintain. It's much easier, and more believable for a fleet action game to just have the player choose the ship loadout desired and it arrives full spec. So for just one Arbiter chassis we have like a half dozen variants to suit the desired capability.
Welcome to the internet
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| Admiral666 |
Posted on 17-07-2008 16:39
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Posts: 84 Joined: September 21 2005 |
Well, Tel doesn't always think straight.
"With all this power at its disposal,there is no question that the Beast Mothership is currently the most dangerous vessel in the Galaxy.It is not just a starship. It is a plague come for us all."-Somtaaw Fleet Intelligence.
[i] "We are the Borg |
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| Elukka |
Posted on 17-07-2008 18:26
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Posts: 103 Joined: February 13 2006 |
I agree with him here, though. That, and it'd get very tedious outfitting every single one of your ships. |
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| Warman1 |
Posted on 17-07-2008 19:48
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Posts: 146 Joined: September 08 2005 |
Well the main idea for mine is that the ships are already outfitted with their main weaponry, the weapons/utility stuff is meant to be secondary weapons, just additions to the main loadout of what the ship has. I remember a long time ago I was playing a mod (pretty sure it was PDS) and you could do something similar to what I propose (I remember being able to place weapons on the Hiigaran BC on the utility hardpoints). The problem with what was going on then, was that there was like 15 or so options available and you got a bit overwhelmed by it. My concern is that I have the feeling that the shiplists might get like that if you have a different ship for every varient. Imagine for example for destroyers the possibilities (and I know there are more then I list and also some I list probably are not planned). Normal destroyer, anti-fighter/corvette destroyer, anti-frigate/capital destroyer, cloaked destroyer, hyperspace destroyer, missile destroyer, laser destroyer, and possible combinations thereof. Now imagine that for most (if not all) of the ships in the list. The lists will be bulky to move through and possibly confusing to decide what the player wants. Especially for a player new to PDS. It seems like there are two concerns evident for these things. Programming complexity, and playing complexity. And it seems like the relationship between the two is most likely inverse. The more one goes up, the more the other goes down (of course I could be wrong). One question I have is how the varients will be different from each other? In the example of a missile destroyer vs an ion destroyer (assuming each possibility for the sake of examples), will a missile destroyer have missile turrets on the hardpoints where the normal turrets are, while the ion destroyer have ion turrets on the same hardpoints? If so, then why couldnt you just have the option of the simple hull and choose the turrets? A possible compromise between total prefab ships (all options on the shiplist) and total customized ships (bare hull is built). There could be three varients of each ship, where one is something like anti-fighter, the second is at the other end of the spectrum for anti-capital ships, and then the third option could just be the standard/balanced form of that ship. These three would come out of the shipyard fully loaded with their style weapons, but you could customize them by removing undesired weapons on the ship and then building the desired weapons in their place. One way to make it so a player didnt build a cheaper version and then upgrade it with weapons from the more expensive version to fulfill the same role at yet a cheaper cost, is that the varients can only have custom weapons in their roles. The anti-fighter destroyer for example could only build options like pulsar cannons or fast low yield missiles that are ideal for anti-fighter, but would not be able to build ion cannons or the capital ship killer torpedo launchers. The balanced/normal version of the ship could be able to mix the weapons from both sides, but not build their extremes. For example, it could build some anti-fighter turrets, but not the missiles, while it could also build heavy torpedo launchers, yet not the ion cannons. This method would hopefully be a balance between the two options, and would allow for customized gameplay, but at a (hopefull) minimum of confusion to the player. Edited by Warman1 on 17-07-2008 20:17 |
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| TelQuessir |
Posted on 18-07-2008 09:20
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Posts: 2598 Joined: August 30 2005 |
I got an idea really - you guys could create such a system with any existing PDS version. It's all about updating the ship file's subsystem options, and the options on the build list. Give it a try. |
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| Warman1 |
Posted on 18-07-2008 21:29
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Posts: 146 Joined: September 08 2005 |
Heh, I actually have been trying over the last two days with mixed success. Mixed being that the good part is that the game doesnt crash, bad part being usually none of the changes actually show up. |
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| Warman1 |
Posted on 18-07-2008 23:42
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Posts: 146 Joined: September 08 2005 |
Currently what my attempt is to make it so that a H BC can build one an ion turret (like the ones it starts with) on one of it's utility slots. At the momment I have created a separate Ion Cannon turret to work with. The original weapon folder is called hgn_battlecruiserturretedioncannon the new one is hgn_bbattlecruiserturretedioncannon. The original subsystem folder is called hgn_battlecruiserionbeamturret and the new one is called hgn_bbattlecruiserionbeamturret. I have changed the names of the files in the folders to the foldernames. I have also changed one of the BC's slot to accept a weapon instead of a system. I put the subsystem into both the weapon and system slots buildable options. I also have put the code for the ion cannon into the build.lua but whenever that code is there the game crashes, here is a copy of it. { Type = SubSystem, ThingToBuild = "Hgn_bBattleCruiserTurretedIonCannon", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 55, DisplayedName = "Ion Cannon, Description = "Ion Cannon", }, No other thing in the build.lua file has a priority of 55 so it's not that. I cant figure it out. If someone could tell me what I'm doing wrong that would be great. Edited by Warman1 on 18-07-2008 23:42 |
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| Warman1 |
Posted on 20-07-2008 05:27
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Posts: 146 Joined: September 08 2005 |
I have a new problem. Just for fun I am attempting to make my own Strike Carrier. It starts off with a hyperspace module and a cloak module, it moves at about 1.5 times the speed of a normal carrier. Has no ability to produce warships (only utility and your choice of sensor). The two modules are permanent and cannot be replaced. They can be damaged, but not destroyed. For armament, I replaced it's normal guns with Pulsar lasers (had to finangle them so they dont shoot through the ship itself, but managed). Out of the four vent looking things on the right side of the carrier, a destroyer torpedo shoots out of each for a total of four. I also placed on the top an Ion Cannon Turret off of a battlecruiser. However the problem is that it makes the ship too powerful. I can change the files so that it has basically the power of two ion frigates (actually makes it pretty even). However the problem I have run into is that if I reduce the power of the ion cannon turret, then the BC's power is reduced. To solve this, I made copies of the subsystem and weapon folders for the hgn_battlecruiserionbeamturret and hgn_battlecruiserturretedioncannon respectivily. I have renamed the new folders hgn_strikecarrierionbeamturret and hgn_strikecarrierturretedioncannon. I renamed the files inside of the folders correctly, and changed the references in the strike carrier and in the renamed files so they all call the correct ones. There is some sort of problem with using the hgn_strikecarrierionbeamturret. The game crashes as I try to load a skirmish (It does load to the menu to choose campaign and whatnot). I am pretty sure that it is this file because I tried the new weapon file through the old battlecruiser files and that works fine, I couldnt see how the event files could be doing it, so I am left with the .subs file. In the hgn_strikecarrierionbeamturret.subs file it is a copy of the BC's equivilant file. However, the displayedname and description were changed (these shouldnt be the cause because I tried them in the BC's file and it worked), and then I changed the line that says StartSubSystemWeaponConfig(NewSubSystemType, "Hgn_BattleCruiserTurretedIonCannon", "Weapon_IonCan1", "Weapon_IonCan1") to the line that says StartSubSystemWeaponConfig(NewSubSystemType, "Hgn_StrikeCarrierTurretedIonCannon", "Weapon_IonCan1", "Weapon_IonCan1") I have tried the file with the original StartSubSystemWeaponConfig line, but it still crashes. Anyone have any idea what could be wrong with this? |
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| Warman1 |
Posted on 21-07-2008 00:23
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Posts: 146 Joined: September 08 2005 |
And another new problem. Every time I try to start up HW2 my antivirus system blocks it detecting a trojan virus on the file Sintfnt.dll. The file in the temp folder and is quarantined by ZoneAlarm. However every time HW turns on it makes a new one and gets prevented from starting up. I have searched online and found nothing with HW2 before and this problem, but other games have had the problem and reinstalling never worked. Any of you ever have this problem? If anyone could check their local settings temp folder for the file Sintfnt.dll after using HW2, and let me know what they find, that would be great. EDIT: Ignore this post. I was able to fix the problem. Edited by Warman1 on 21-07-2008 04:08 |
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| Warman1 |
Posted on 22-07-2008 01:36
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Posts: 146 Joined: September 08 2005 |
I have been having problems with making a new ion cannon turret (basically a copy of the Hiigaran BC's ion cannon turret). Whenever I use the new turret subsystem, the game crashes when it is loading ht game (It gets to the start menu fine). Here is the ErrorLog. If anyone can help me understand this, that would be great. I couldnt find any thread/post anywhere that describes what this stuff means. Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 001b:0047baca. Error occurred at 7/21/2008 18:32:50. Homeworld2.exe, run by Marcus Menghini. Microsoft Windows XP?. 2 processor(s), type 586. 2048 MBytes physical memory. Read from location 00000010 caused an access violation. MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\7-21-2008_18_32_50_MiniDump.dmp' Registers: EAX=00000000 CS=001b EIP=0047baca EFLGS=00010202 EBX=04deeac8 SS=0023 ESP=00129764 EBP=0012999c ECX=04c8fa30 DS=0023 ESI=04dee810 FS=003b EDX=cc006e6f ES=0023 EDI=04e01f20 GS=0000 Bytes at CS:EIP: 8b 40 10 51 50 57 ff 75 e8 e8 68 f7 ff ff 8b 4d Call Stack: 0x0047BACA: GSLobbySessionDesc: perator= ()0x003D46B5: lua_error () 0x003D4749: lua_error () 0x003D4751: lua_error () 0x003D47EE: lua_error () 0x003D481E: lua_call () 0x003D4A13: lua_dobuffer () 0x0046CB81: GSLobbySessionDesc: perator= ()0x0048D1BF: GSLobbySessionDesc: perator= ()0x0048D3FA: GSLobbySessionDesc: perator= ()0x004316A1: GSLobbySessionDesc: perator= ()0x0048BBD6: GSLobbySessionDesc: perator= ()0x003D46B5: lua_error () 0x003D4749: lua_error () 0x003D4751: lua_error () 0x003D47EE: lua_error () 0x003D481E: lua_call () 0x003D4A13: lua_dobuffer () 0x0046CB81: GSLobbySessionDesc: perator= ()0x0047681E: GSLobbySessionDesc: perator= ()0x00442EA9: GSLobbySessionDesc: perator= ()0x00431692: GSLobbySessionDesc: perator= ()0x00541B86: GSTracker: perator= ()0x005424C6: GSTracker: perator= ()0x00578204: getLibraryID () 0x00579086: getLibraryID () 0x0059865E: getLibraryID () 0x00599CDD: getLibraryID () 0x004952A1: GSLobbySessionDesc: perator= ()0x00490C11: GSLobbySessionDesc: perator= ()0x004911D2: GSLobbySessionDesc: perator= ()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:\WINDOWS\system32\Normaliz.dll , loaded at 0x00350000 - 23552 bytes - 44a3ec46 - file date is 6/29/2006 07:05:44 C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00360000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26 C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00370000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58 C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00390000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50 C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003c0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28 C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003d0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12 C:\Program Files\Sierra\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x003f0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16 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\util.dll, loaded at 0x00a20000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34 C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a30000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28 C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a40000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36 C:\Program Files\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x00bf0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30 C:\WINDOWS\system32\CmdLineExt03.dll, loaded at 0x019e0000 - 43520 bytes - 3fcb7916 - file date is 7/21/2008 18:32:32 C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x029b0000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54 C:\PROGRA~1\Sierra\HOMEWO~1\Bin\Release\seFDAudio.dll, loaded at 0x036f0000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20 C:\Program Files\WIDCOMM\Bluetooth Software\btkeyind.dll, loaded at 0x05640000 - 53248 bytes - 44750888 - file date is 5/24/2006 17:29:44 C:\Program Files\Dell\QuickSet\dadkeyb.dll, loaded at 0x056f0000 - 98304 bytes - 46a12f7c - file date is 7/20/2007 15:56:14 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 04:00:00 C:\Program Files\Zone Labs\ZoneAlarm\MailFrontier\mlfhook.dll, loaded at 0x24000000 - 12312 bytes - 4644819f - file date is 5/11/2007 07:50:26 C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 44e460eb - file date is 8/17/2006 06:28:28 C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 617472 bytes - 44ef1b36 - file date is 8/25/2006 09:45:58 C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 04:00:00 C:\Program Files\AOL 9.1\idleproc.dll, loaded at 0x67f00000 - 6144 bytes - 47237450 - file date is 10/27/2007 11:45:02 C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\nvoglnt.dll , loaded at 0x69500000 - 6692864 bytes - 46e03436 - file date is 11/5/2007 17:43:18 C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/3/2004 23:56:44 C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 294912 bytes - 47c3ff36 - file date is 2/26/2008 05:59:50 C:\WINDOWS\system32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\msctfime.ime , loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\IMM32.DLL , loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148992 bytes - 485bebb6 - file date is 6/20/2008 11:41:10 C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 498688 bytes - 42e5be90 - file date is 7/25/2005 22:39:44 C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 550912 bytes - 47559e94 - file date is 12/4/2007 12:38:14 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2982_x-ww_ac3f9c03\comctl32.dll, loaded at 0x773d0000 - 1054208 bytes - 44ef1b33 - file date is 8/25/2006 07:45:56 C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/25/2005 22:39:48 C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 584192 bytes - 46923396 - file date is 7/9/2007 07:09:42 C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 282624 bytes - 47bbcdd9 - file date is 2/20/2008 00:51:06 C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 474112 bytes - 47589cc1 - file date is 12/6/2007 19:07:14 C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\iertutil.dll , loaded at 0x78000000 - 267776 bytes - 480eb822 - file date is 4/22/2008 22:16:28 C:\WINDOWS\system32\WININET.dll , loaded at 0x78050000 - 826368 bytes - 480eb81d - file date is 4/22/2008 22:16:30 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\MSVCR71.dll , loaded at 0x7c360000 - 348160 bytes - 44b451e8 - file date is 7/11/2006 18:35:38 C:\WINDOWS\system32\kernel32.dll , loaded at 0x7c800000 - 984576 bytes - 46239bd5 - file date is 4/16/2007 09:52:54 C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 04:00:00 C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8454656 bytes - 472160d2 - file date is 10/25/2007 21:36:52 C:\WINDOWS\system32\USER32.dll , loaded at 0x7e410000 - 577536 bytes - 45f02d7c - file date is 3/8/2007 09:36:28 |
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| TelQuessir |
Posted on 22-07-2008 07:25
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Posts: 2598 Joined: August 30 2005 |
Don't really understand what's causing the issue here - anyways none of us can read the stackdump - post the hw2.log contents here after the crash. Its a small text file about 10% the size of this. |
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| Warman1 |
Posted on 22-07-2008 08:53
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Posts: 146 Joined: September 08 2005 |
Mon Jul 21 21:00:26 2008 Loaded Archive: 'Homeworld2.big' UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~1\Sierra\HOMEWO~1\data\locale\english' Loaded Archive: 'english.big' Uing ..profiles\ for profiles folder GAME -- Using player profile Mazon Del Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2 Using NVIDIA Corporation's 2.1.1 GeForce 8700M GT/PCI/SSE2 renderer (Suspected driver is nvoglnt.dll 6.14.11.5661) Loaded Archive: 'englishSpeech.big' Loaded Archive: 'Music.big' SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte Built by : mrbuild Data path : C:\PROGRA~1\Sierra\HOMEWO~1\data Resetting fp control word. CmdLine: -overrideBigFile Starting Level: data:LevelData\Multiplayer\Deathmatch\6P_SARUM.LEVEL WEAPON FIRE ERROR: Could not load weapon fire IonBeam_sc HGN_PULSEFRIGATE is marked as captureable in the shiptuning but has no capture points! Killing player 1 () at time 0.000000 Killing player 2 () at time 0.000000 Killing player 4 () at time 0.000000 Killing player 5 () at time 0.000000 Killing player 3 (C) at time 633.692322 There is the file. Ignore the part about the PulseFrigate, it's another of my creations (did it today, and played the game with it and was fun) but it is not hte problem. It looks like it cant load something about the IonBeam. Anybody for clarification? |
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| Warman1 |
Posted on 22-07-2008 09:01
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Posts: 146 Joined: September 08 2005 |
hitfx = "ion_dmg_ring_spray" bulletfx = "beam_generic_bc" nopenetratefx = "ion_dmg_ring_spray" blowthroughfx = "blowthrough_generic" deathtype = "deathBeam" scartype = "iontrail" hit_sfx = "WEAPON/FRIGATE/IMPACT/WEAPON_FRIGATE_ION_CANNON_BEAM_HIT" nopentrate_sfx = "WEAPON/FRIGATE/IMPACT/WEAPON_FRIGATE_ION_CANNON_BEAM_HIT" hit_clamp = { 0.5, 1.25, } That is everything that is in the IonBeam_sc folder (is one file). |
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| Warman1 |
Posted on 04-08-2008 06:41
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Posts: 146 Joined: September 08 2005 |
Does anybody happen to know how to change the shape and/or location of the defense field? |
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| TelQuessir |
Posted on 04-08-2008 11:18
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Posts: 2598 Joined: August 30 2005 |
It's always a perfect sphere with a ship-defined radius emitting from the Root point of the ship, which is most likely the middle. It's possible to move the root anywhere you want which makes some interesting possiblities - like having only the front shielded on an assault ship which makes flanking/circlestrafe tactics mandatory. And no, I haven't went as far as doing that. Even if I want to, the return of investment is just well, too low. |
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| xealmox |
Posted on 04-08-2008 15:15
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Posts: 30 Joined: June 29 2008 |
you cold just make something like a antena stick out at the front then insert the root there and mod the stats of the defense field and you could have a missile launcher ship behind wich other ships can hide |
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| Warman1 |
Posted on 05-08-2008 04:49
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Posts: 146 Joined: September 08 2005 |
Hmm, the problem I have is that I dont know how to move the root (help?) and I have heard that it is possible to change the shape of the shield. The reason I ask this, is that I am pseudo-reviving an old mod I was part of that was getting Honor Harrington into HW2. We built one ship, armed it and was working on getting the wedges and whatnot working when we sent a message to the author himself asking if it was ok that we were doing it. He sent back that he thought it was a really cool idea, but sadly the rights for a video game and other content exist with someone else. He checked with them and they gave a cease and desist notice telling us to shut down. Recently found out there is a pseudo-HH game in the works, you get to customize ships and whatnot, but you dont actually get to fight them yourself. You just give them orders (such as telling them when to impose wedges in a battle) and you get to see the battle happen (after it is done), but you dont get to participate. But just for amusement sake, I am finishing the ship myself. (If the legal people of HH find this, I have no intention of distributing it.) |
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| xealmox |
Posted on 06-08-2008 18:09
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Posts: 30 Joined: June 29 2008 |
im looking into the root isue but i have no idea have just restarted with playing HW 2 and am stuck in mission 11 or 2 where you got to rescue Soban(i forgot to retire my ships so am facing a major force) having fun trying out the scout frigate now,its not totally working but i developed 2 versions of it one with a advanced sensor array sticking out of it and on the wings where the guns are in the other im still busy coding in places for scouts to hang onto the other is a scout frigate with pea shooter turrets on the wings and a missile launcher where the original chin pea shooter is |
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