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Masternode

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PostPosted: Thu Jan 12, 2017 12:24 am    Post subject:  
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MasterPayne wrote:
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???



Man, it's not a problem with power balance. At this stage of development I'd say it's amazingly balanced.

If you are destroyed at almost beginning with 2 destroyers, it's your fault. Either you are not experienced enough or you play at to high diff.

I didn't play on agrressive/extreme yet but played agrressive/hard 1vs1 and it's not that hard. It's chalanging but I didn't loose playing for the first time this mod.
I need a time to play more 1vs2 or try out extreme diff to say what's there Smile

It's all fun.

Speaking about balance, the vaygr grinder is to strong when you play 1vs1. The power mayby is right but the frequency it shoots is to high imo. With this power I think there should be a cap at 6 maybe.

Few more things.
SCapitals attack (both races). If you are in the middle of the battle and you have occasion to blow up the shipyard with your vortex or Bcruiser, they won't go for it if I order them to. They will attack bombers or mining base instead and won't move even with ctrl+a.
Yes, and this prioritize attack on enemy mining base is pointless since they don't attack you. You don't want to destroy it, you just want to push the enemy away.

Someone complained about destroyers. Modular destroyers are awesome. Just stack them with anti-missile and guard fully armed Bcruiser and you are good to go.

Love this game and this mod.
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Masternode

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PostPosted: Sat Jan 14, 2017 5:13 pm    Post subject:  
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Beghins, will you accept cryptocurrencies in the near future as a donation.
I don't want to register at patreon but would gladly send your way bitcoin or dash. Way easier than with fiat money.

Few more things.
Will you add more game types in the next pacht? Like "destroy everything" or "destroy production ships"?

The megaliths disappear when you destroy the enemy who owned them.

Grinders researched item "anti-defence field penetration" seems to doesn't work.

Anti-missile turret don't shoot at enemy's nukes (not sure about torpedoes) fired by ships just before death.
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Vladapo63

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PostPosted: Sun Jan 15, 2017 9:47 am    Post subject:  
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"Anti-missile turret don't shoot at enemy's nukes (not sure about torpedoes) fired by ships just before death"

After some time they stop shooting at those, dunno why tho you can still force attack those, noticed they stop if ship shooting those died, but missiles still fly while mine self destruct, its annoying when leftover bombs push my fortress away from base!!!
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Battlemaster

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PostPosted: Sun Jan 15, 2017 3:52 pm    Post subject:  
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Masternode wrote:


Will you add more game types in the next pacht? Like "destroy everything" or "destroy production ships"?


Yeah. That would be much better.

Masternode wrote:


Grinders researched item "anti-defence field penetration" seems to doesn't work.



You talking about defence field generated by frigate, or "Sheild", produced by Defence Control Tower?
As I remember, Grinder's ion ray can wipe defence frigate with field "UP". Against "sheild" especially composite one, which nearly means anti all- use buildable munitions, like wiper/cruise missile (2000 Rus) or Nuke (6000 Rus)
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Masternode

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PostPosted: Thu Jan 19, 2017 12:08 am    Post subject:  
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Battlemaster wrote:
You talking about defence field generated by frigate, or "Sheild", produced by Defence Control Tower?
As I remember, Grinder's ion ray can wipe defence frigate with field "UP".


The shield is alright being able to defend against all attacks but I was talking about frigate's field. I couldn't destroy two of them wchich were close to each other restarting their field alternately. I had to send several fighters to destroy them.

Not a problem since the field has to protect. But then why there is that item to research if it doesn't add anything.
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Zmijak

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PostPosted: Wed Jan 25, 2017 11:24 pm    Post subject:  
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Hello, I need help with this problem - game crash after start multiplayer (fresh installation game and mod from steam).

Thanks for any help

Info from log-

Wed Jan 25 23:09:59 2017
Version 2.1, Build Number 31, Changelist Number 1237961
Loaded Archive: 'Homeworld2.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateHomeworld2.big'
Loaded Archive: 'HW1Ships.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateHW1Ships.big'
Loaded Archive: 'HW2Ships.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateHW2Ships.big'
Loaded Archive: 'HWBackgrounds.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateHWBackgrounds.big'
UTIL -- filepath failure, path doesn't exists 'E:\Steam hry\steamapps\common\Homeworld\HomeworldRM\data\locale\English'
Loaded Archive: 'English.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateEnglish.big'
Failed to Load Archive '..\..\DATAUPDATES\Compatibility.big'
Loaded Archive: '76561197996582806\398406822\Complex1054.big'
Loaded Archive: '76561197996582806\398406822\English.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Dreed
Changing from a 32 bit colour depth in winNT (6.2 build 9200),
Display: (0, 0, 1920, 1080) - (0, 0)
Switching to a 1920x1080 32bit mode
GL Info: 3.3 - 3.3.12618 Compatibility Profile Context 13.251.9001.1001
GL Vendor: ATI Technologies Inc.
GL Renderer: AMD Radeon R9 200 Series
GL Part ID: 200
Loaded Archive: 'EnglishSpeech.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateEnglishSpeech.big'
Loaded Archive: 'Music.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateMusic.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
SOUND -- created destination [ dxa streamer ], handle [ 0 ] with [ 8 ] channels created
SOUND -- created destination [ dxaudio ], handle [ 1 ] with [ 48 ] channels created
Build name:
Data path : E:\Steam hry\steamapps\common\Homeworld\HomeworldRM\data
Font Load: data:UI\Font\Blender.rcf, 1920,1080
Font Attr: 14, Biu
Resetting fp PC control word.
CmdLine: -workshopmod 76561197996582806\398406822\Complex1054.big
3 Races Discovered
Race Filtering: DEATHMATCHHWC rules - @deathmatchHWC
ContentDownloader: Waiting for players
ContentDownload: Player 76561197996582806 joined.
ContentDownload: Player 76561198018793908 joined.
ContentDownloader: All players connected. Sending file requests.
ContentDownloader: entering main phase
ContentDownload: 76561197996582806 is READY
ContentDownload: 76561198018793908 is READY
ContentDownload: 76561198018793908 confirmed our READY message
Starting Level: DATA:\LevelData\Multiplayer\deathmatchHWC\hyperproduction.level
Restoring video mode
Display: (0, 0, 100, 100) - (8, 31)
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Masternode

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PostPosted: Sat Jan 28, 2017 11:41 pm    Post subject:  
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Masternode wrote:
MasterPayne wrote:
Game is annoyingly difficult now.

...snip...

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



Man, it's not a problem with power balance. At this stage of development I'd say it's amazingly balanced.

If you are destroyed at almost beginning with 2 destroyers, it's your fault. Either you are not experienced enough or you play at to high diff.

I didn't play on agrressive/extreme yet but played agrressive/hard 1vs1 and it's not that hard. It's chalanging but I didn't loose playing for the first time this mod.
I need a time to play more 1vs2 or try out extreme diff to say what's there Smile

It's all fun.

...snip...


I just played against two teamed Vaygr, extreme diff, 1xaggressive, 1xdynamic. I won. The map was Hyperproduction, so it's not hard when you have 400000cr near you available for the half of the game. I imagine it's way harder when you play on the map where resources are scarce or all over the place.

I must add. The AI is good but I realy would like to see improvements. The cpu doesn't build more than one grinder. The enemy mothership goes near you at the later stage of the game almost without defence, so I can just wait untill resources finishes and they come closer. That's why I'd like to see different game type like destroy production ships.

All in all, the game just gets more interesting. Thanks Beghins
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Battlemaster

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PostPosted: Sun Jan 29, 2017 2:38 pm    Post subject:  
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Lack of resources is pretty a problem. And not on my side. Normal resources being depleted very fast, and even having several harvesting spots not helping out.

Several times, game ended because AI was desperately looking for resources inside radiation cloud without radiation protection module. Everything, including enemy mothership just died and game ended.

I don't know about possibility of improving AI in such questions like building anti-rad modules and firing asteroids.
For now could standart asteroids being buffed for resources capacity, so enemy won't perform suicide?
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Oni

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czechrepublic
PostPosted: Sun Jan 29, 2017 6:11 pm    Post subject:  
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New toy in hiigaran fleet, made by UNI.
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SpootKnight

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PostPosted: Sun Jan 29, 2017 6:13 pm    Post subject:  
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Hello beautiful.
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lazer72

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PostPosted: Mon Jan 30, 2017 8:02 pm    Post subject:  
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I want one
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vaven14

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PostPosted: Tue Jan 31, 2017 5:53 pm    Post subject:  
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Awesome!!! Laughing
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Battlemaster

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PostPosted: Tue Jan 31, 2017 8:16 pm    Post subject:  
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I have a question about unit cap. As I see, for Hiigarans, you can't have 3 BCs and 3 Vortexes. It is possible to change it ( I know it may ruine game balance) for example, being able to have 5 Super Combat Capital ships?

Any help plz
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DEM0N_TIH

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PostPosted: Wed Feb 01, 2017 3:40 am    Post subject:  
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it's the same for Vaygr and its without any doubt a balancing limit.... I don't see a way to change that othan than building a another mod for complex 10 !!!
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Masternode

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PostPosted: Wed Feb 01, 2017 6:32 pm    Post subject:  
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Battlemaster wrote:
I have a question about unit cap. As I see, for Hiigarans, you can't have 3 BCs and 3 Vortexes. It is possible to change it ( I know it may ruine game balance) for example, being able to have 5 Super Combat Capital ships?

Any help plz


Yes, you can change it yourself. I'm using unfbig1.41 to extract .big files.
I change few things to make the mod more interesting for myself.
I know that you can't please everyone, so I don't post minor changes here for @Beghins to do them Smile
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