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 Post subject: Re: 0.56 Test 4
PostPosted: Sun Dec 03, 2006 2:22 am 
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<!-- Cadet //-->

Joined: Sun Nov 12, 2006 5:00 pm
Posts: 1
Vent = Venator???


Also, just for clarification from a post on the first page, the Invincible-class Dreadnaught is NOT the ship General Grevious commanded in Episode III. The General's ship was a Providence-class Command Cruiser named the Invisible Hand. Just thought I would clear that up.


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 Post subject: Re: 0.56 Test 4
PostPosted: Sun Dec 03, 2006 5:14 am 
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Joined: Sun Oct 29, 2006 3:25 am
Posts: 0
Location: The Netherlands
Hmm, I only need FIXES.big right, not PATCH.big?

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 Post subject: Re: 0.56 Test 4
PostPosted: Sun Dec 03, 2006 9:25 am 
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Joined: Mon Oct 30, 2006 11:24 am
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Yeah, that was my bad...got confused with all the ship's names and stuf, and the ship looked somewhat similar to tht of general Grievious'...and you do need the Patch and Fixes .big files


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 Post subject: Re: 0.56 Test 4
PostPosted: Sun Dec 03, 2006 1:36 pm 
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Joined: Fri Nov 24, 2006 11:50 am
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The only other time I've seen the Invincible-class dreadnaught was in X-wing Alliance.

Or was it X-wing vs. TIE fighter?


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 Post subject: Re: 0.56 Test 4
PostPosted: Sun Dec 03, 2006 2:04 pm 
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Joined: Mon Oct 30, 2006 11:24 am
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Anyone try ramming yourcapital ships with other ships? It's so cool! The only thing is, why aren't my ships being damaged as well?


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 Post subject: Re: 0.56 Test 4
PostPosted: Sun Dec 03, 2006 2:45 pm 
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Joined: Sun Oct 29, 2006 3:25 am
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Location: The Netherlands
It happened accidentaly once, but it kinda * up half my fleet (super SSD runnin into 2 of my own Venators)

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 Post subject: Re: 0.56 Test 4
PostPosted: Mon Dec 04, 2006 10:15 am 
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Joined: Mon Oct 30, 2006 11:24 am
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Oh man that sucks lol...still, its a nice detail to add in the game...i wonder if I crash an SD into an Alliance Independence Cruiser if it will destroy the Cruiser


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 Post subject: Re: 0.56 Test 4
PostPosted: Mon Dec 04, 2006 12:44 pm 
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Joined: Mon Oct 30, 2006 11:24 am
Posts: 0
Just a few comments on the newer version, whatever its name is...

-I was playing as them Empire and I set my TIE fighters and Interceptors to the Defensive stance (F3) and they slowed down to a crawl. However when I set them back to Agressive, they resumed their normal speed. Nothing too annoying, but still a bit odd.
-I have trouble maneuvering in the Cron Drift map. for some reason, larger ships seem to float downwards for a while and then resume forward speed. The same goes for the Kadeshi map (Not Kadeshi Gardens, but the 2nd one) except the ships go straight up. Most of the maps don't do that, but then again, the two maps I mentioned are really cool, and more appealing to play in.
-I noticed that when giving several moving orders to destroyers and Mon Cals, they float as if "dead" for a few seconds and then resume their directed path. This doesn't happen all the time, but its annoying when it does.
-The AI seems to clump groups of fighters and corvettes together in Facilities mode until the player's fighters appear. When that happens, the AI "wakes up" and the fighters get in formation and attack as they should. Purely esthetics, but its annoying when trying to judge the enemy force before attacking since its all one massive "blob" on the screen.
-AI resourcing is weird. The mining ship is near RU asteroids, but the mole miners all seem stuck in one RU delivery portal.
-All the miners go to the same portal (the one closest to the Mining ship bridge) to deliver RUs, even though there are several portals that are vacant.
-AI still doesn't build Destroyer shipyards

Feedback
-The new mining ship skin is awesome. Much better than the older one. Good job!
-Texture on the Executor is great. Maybe this is just me, but I don't seem to get the "rumble" that comes with the SSD when it travels.
-The new "garrisonned" fighter mode is cool too.
-Ramming enemy ships is so great!

Questions
-Will all new releases be like this (Download ".big" files and stick them in the Data folder), or do you plan on doing a final, take-it-or-leave-it version of SW: Warlords in ".exe" format?
-Are all the ships available in the previous versions (.45) going to become available again? If so, any idea when?
-Is the single player campaign idea still alive?
-Do you intend to merge the Clone Wars with Warlords? (For example, when you pick the Clone Wars time period in the skirmish menue, you get Clone Wars-era ships, with the Republic and Seperatists as factions, and when you click ANH time period or anything afterwards, you have some Clone Wars ships still available to the Empire, but the factions change to include the Alliance, Empire etc.)
-The question that everyone must be asking, when will the mod be completely, 100% finished, with nothing more to add?


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 Post subject: Re: 0.56 Test 4
PostPosted: Mon Dec 04, 2006 1:01 pm 
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Joined: Sun Oct 29, 2006 3:25 am
Posts: 0
Location: The Netherlands
There seem to be some overall problems with unit behaviour. I sent my Imperator II Star Destroyer to the enemy base (wich hosted a rather large corvette fleet), this SD was in 'Passive Mode' so it did not fire. Strangly enough, neither did my enemy, it was not until I gave the order to attack that the AI started doing something.

This also poses a problem for ships in defensive mode, since this is the standard mode you will HAVE to order a ship to attack a target AI ship, since it won't fire until the enemy fires at them and vice versa.

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 Post subject: Re: 0.56 Test 4
PostPosted: Mon Dec 04, 2006 3:00 pm 
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Joined: Mon Dec 04, 2006 2:43 pm
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So warlords worked fine until i added the PATCH.Big. Now it does the typical crash on loading universe. Not sure why its crashing with the patch. grrr any clue...
Heres the command line...
"C:\Program Files\Sierra\Bin\Release\Homeworld2.exe" -mod Planetpack.Big,SWSOUND.Big,SWMUSIC.Big,GENHODS.Big,PLATHODS.Big,IMPHODS.Big,REBHODS.Big,PIRHODS.Big,CORE.Big,FIXES.Big,PATCH.Big -luatrace -hardwareCursor


Ok now it loads with Empire vs Alliance.. but wont load any militia. So i'll try redownloading the PIRHODS.Big and see what happens...


Last edited by MitchMeister- on Mon Dec 04, 2006 3:04 pm, edited 1 time in total.

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 Post subject: Re: 0.56 Test 4
PostPosted: Thu Jan 11, 2007 3:36 pm 
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Joined: Fri Nov 17, 2006 2:54 pm
Posts: 0
Redownload everything that has been updated since your last download, other then that I don't know. If it doesn't work try posting Hw2.txt .


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 Post subject: Re: 0.56 Test 4
PostPosted: Sun Jan 14, 2007 12:11 pm 
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Joined: Sat Jan 13, 2007 9:00 pm
Posts: 4
Location: Ipswich, England
i was told i needed fixes big in order for it to work, also i had problems with getting the mod to run until i created a new shortcut and profile (no idea why).


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 Post subject: Re: 0.56 Test 4
PostPosted: Mon Jan 15, 2007 4:12 pm 
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<!-- Cadet //-->

Joined: Fri Nov 17, 2006 2:54 pm
Posts: 0
Yeah creating a new profile helps. I didn't know about the shortcuts dough. Oh and erase any other mod especially if it's not a mod in a .big file.


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 Post subject: Re: 0.56 Test 4
PostPosted: Tue Jan 23, 2007 8:10 am 
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Joined: Sun Oct 29, 2006 1:57 am
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Just finished mucking around with the Eclipse. I put two Imperials with the large-no-fighters unit cap against it. 50 star destroyers and god knows how many smaller ships later, the Eclipse came out the other side. God, the superlaser is funny.

But the small ships CAN damage it. I drove 'Big E' right in between the two AI and they formed a loose 3/4 sphere around it, dropping everything but the kitchen sink at it (guess it's not EPIII  :) - hope someone gets this)

A massive salvo of torps and missiles took 1/5 of the SSD but then Big E cruised out, nailing a dozen craft on the way.

(I tried to insert a picture but I can't make it work ??? ???)


Last edited by dojoyoda_warlords on Tue Jan 23, 2007 8:31 am, edited 1 time in total.

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 Post subject: Re: 0.56 Test 4
PostPosted: Tue Jan 23, 2007 10:27 am 
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Joined: Tue Jan 23, 2007 8:21 am
Posts: 0
hay how you get to use the eclipse? i've been itching for that ship since i found this mod 1.5 year ago. how do i use it  :o


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