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Complex Remastered
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Vladapo63

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serbia
PostPosted: Wed Jan 04, 2017 11:12 am    Post subject:  
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Capture base first with frigates then send workers in, they got limit to them tho, and workers can get stuck sometimes
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lazer72

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Interests: Complex (obviously), audiophile, Technology, Space, Chocolate Bars, RC Helicopters




uk
PostPosted: Wed Jan 04, 2017 3:48 pm    Post subject:  
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oh yes I forgot about them. thanks
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Masternode

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poland
PostPosted: Wed Jan 04, 2017 5:10 pm    Post subject: Great ! 
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Awesome mod.

Few things to report.

Patchers doesn't want to come into Hyperspace Gate, they want to repair it at default.

Interceptors with their kinetic gun, even at level 10, can't shot enemy scout quickly enough. Very odd since they are interceptors.

Strange behaviour of Super Capital ships while attacking. I tried both defence and aggresive mode and had to all the time assign them to attack what I wanted them to. They reassign themselves sometimes and attack only smaller ships instead of Capitals.

Really miss Callisto Fighter, Scavengers defend platforms and Arc. But They will be there in near future, yes?

Someone said it before, I also miss maps with planets.

I'll post some if I find any bugs.
Really great mod. Keep up the good work guys.
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Nero

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PostPosted: Fri Jan 06, 2017 6:15 pm    Post subject:  
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The mod is extremely laggy.
Having played vs 2 teamed up insane CPUs,once they start attacking you en masse you get extreme lag.The mouse lag is insane.It is absolutely impossible to play a competitive game once you get spammed.Yo simply cannot give orders and select as fast as you used to.
Other than this,the mod is great.It is not laggy,only the mouse is laggy.Yeah,i get some lags ,but it is expected.

Fix the mouse lag.The mod is absolutely unplayable

i5 760 and r9 270 windforce OC
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Oni

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czechrepublic
PostPosted: Fri Jan 06, 2017 7:05 pm    Post subject:  
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The mouse lag is homeworld remastered feature.
We can't do anything with that.
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Nero

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PostPosted: Sat Jan 07, 2017 3:25 pm    Post subject:  
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ah yeah true.well too bad
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lazer72

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uk
PostPosted: Sat Jan 07, 2017 9:25 pm    Post subject:  
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The mouse lag was due to the removal of hardware cursor in Remastered, where the cursor was rendered separately on top of the image. Now the cursor is rendered with each game frame.

EDIT: Now with Complex 10.2 I'm getting General Failure when trying to launch the game.

Log

HomeworldRM.exe caused a Breakpoint in module HomeworldRM.exe at 0023:01464f4b.
Error occurred at 1/7/2017 22:00:24.
HomeworldRM.exe, run by ******.
Microsoft Windows XP?.
4 processor(s), type 586.
0 MBytes physical memory.

MiniDump saved to file 'E:\Program Files\SteamLibrary\steamapps\common\Homeworld\HomeworldRM\bin\Release\1-7-2017_22_00_24_MiniDump.dmp'

Registers:
EAX=00000000 CS=0023 EIP=01464f4b EFLGS=00200202
EBX=00000000 SS=002b ESP=0035e270 EBP=0035ed20
ECX=5e714f80 DS=002b ESI=00000005 FS=0053
EDX=0014e2c8 ES=002b EDI=0000026c GS=002b
Bytes at CS:EIP:
cc 83 4d fc ff 8d 8d 60 fe ff ff e8 71 fc ff ff

Call Stack:







Stack dump:
0035f474: 00000000 0ca43b70 00000000 00000000 00000000 00000010 00000002 0000ac44
0035f494: 00000012 75617864 006f6964 00000000 00000000 00000000 00000000 00000000
0035f4b4: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0035f4d4: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0035f4f4: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0035f514: 00000000 00000008 00000006 20617864 65727473 72656d61 00000000 00000000
0035f534: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0035f554: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0035f574: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0035f594: 00000000 00000000 00000000 00000006 00000004 00000000 00000000 00000000
0035f5b4: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0035f5d4: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0035f5f4: 00000000 00000000
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Numrollen

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germany
PostPosted: Sun Jan 08, 2017 10:41 pm    Post subject:  
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Hey. Thx for your hard work! Now i can play H:RM!

- ai still fly too much around in nebula. Nebula makes too much damage, even with max researched my scouts die fast. ai fleet mostly die, only SCapital Ships can stay in there.
- ai build too many miners. On my last game i builded ~70, ai 800. See above for 1 reason.
- ai send little fleets on a 2:2:1 to both enemy team, even they cant stand a chance.

- nebula maps are too often. On 1 map i instant die on spawn. Where are the real big maps where i need hyperjump to attack? Where i need transporters or hypergateways?
- scouting is horror if ai fly away at the last corner of the map. Perhaps a "Autoscout until enemy base found" would be good.
- anti fighter corvettes dies too fast. my fighters and frigates still fighting with 80-90% of their power but corvettes already died long ago. Too easy to shot them down?
- SCapital are a easy target now from frigates? They really get nerved on v10. I still love to build them vs. ai but they arent a game Ender anymore.
- bombers are hard to shot down. Even with max. AntiFighter Stuff it takes long to get them.
- fighters dont refuel on normal "Send to shipyard" ? Only when i store them for 1min.

- i miss all the capital ships. i never loved the destroyer, now with modular weapon slots its a bit... random. Crying or Very sad
- how to extract astroids? There is no missile to blow them up? Question
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elonex777

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france
PostPosted: Mon Jan 09, 2017 7:43 pm    Post subject:  
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Hi, i've joined you on patreon, could you add me to the forum special Development Centre please ?

To confirm that i'm the same person i've post the same thing (with my nickname) on the patreon community page. =)

Thank
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MasterPayne

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usa
PostPosted: Tue Jan 10, 2017 12:48 am    Post subject:  
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Game is annoyingly difficult now.

Thanks for a great mod, but balance is horrid. I'm playing AI, which builds like crazy fast. I finally get out 2 sentinels after replaying a save several times over, just to figure out a new strategy, and AI arrives with 2 destroyers, 6 patchers, 4 frigates, 2 marine frigates.

My mothership is fully armed, sentinels are armed, I have 6 patchers per sentinels. Carrier was just behind the mothership with 10 bombers.

AI wiped out both sentinels and destroyed mothership. Bombers lasted maybe 2 minutes. AI lost only 2 marine frigates. Lost no patchers, no destroyers.

Just as my mothership went down I could see a Juggernaut on its way to my base.

How in the world is any of this even reasonable???
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Oni

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czechrepublic
PostPosted: Tue Jan 10, 2017 1:24 am    Post subject:  
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It is propabli due to patchers attached to destroyers.
In these situations is better to use viper missiles.
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Beghins

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italy
PostPosted: Tue Jan 10, 2017 1:40 am    Post subject:  
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You can set it defensive and easy, things change a lot Smile
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MasterPayne

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usa
PostPosted: Tue Jan 10, 2017 8:54 pm    Post subject:  
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I'm not here to complain - I truly hope my feedback makes this mod the best ever.

But to piggyback on my previous comment I just noticed another annoying issue, which might be a carryover from HW2 vanilla. Units randomly go off on their own mission, typically during heavy combat areas elsewhere on the map.

I built 4 marine frigates from a carrier a long ways off and above my mothership, near a resource field. When I saw the AI sending in an attack group that included 3 destroyers, I sent 10 bombers down from the carrier to attack them. About 5 minutes into the battle, and as I'm back at the mothership coordinating the build of another sentinel, I hear "I'm going down, I'm going down." Curious how many bombers were left I pan over to see the bombers AND 3 marine frigates engaged with the destroyers! Before I could disengage the frigates, I lost 2 more.

I never gave the frigates a command. I sent the bombers minutes ago to engage the destroyers, which happened. The frigates were left on F2 next to the carrier. The battle was a loooooong way off so it wasn't as if the frigates picked up the attack and moved off on their own. Regardless I thought this only happened on F1 status.

This is the third time in two days of playing I've noticed this behavior and it also sucks cuz I'm noticing this behavior far too late to save the unit.
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Numrollen

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germany
PostPosted: Wed Jan 11, 2017 10:55 pm    Post subject:  
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Beghins wrote:
You can set it defensive and easy, things change a lot Smile


What unit set to defensive?

For my view the patchers are too strong. Shouldnt be a offensive stuff, more a little repair bay after a battle. Since the damage isnt so strong anymore, the patchers have a bigger impact since the repair rate is high enough in a 1on1 battle to hold a destroyer on 100%.

On top of it the hole game isnt optimized. Game with 7 ai is not playable, even 6 ai are horrible (mouse stutter). Max. 3 ai is good and micromanagement like patcher, shilds, defense shild and so on are possible.
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CHIMAS

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brazil
PostPosted: Wed Jan 11, 2017 11:58 pm    Post subject:  
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I think he's referring to the GAME SET UP MENU where you choose the game to be easy, normal or hard and you can set the AI's to be defensive, balanced, agressive or dynamic.

Chosing an easy GAME and defensive AI's is what he meant ...
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