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Dino_Zavarski Aug 2 2014, 12:45pm says:

Just to add - this has nothing to do with DEP. Actualy from what i know there are no plans to implement emulation of this nonsense in Wine.

+1 vote   download: HWU v 1.0.2
Dino_Zavarski Aug 2 2014, 1:43am replied:

Linux actually. Windows version of HW2 works with Wine since ~2 weeks after it was released and i play it under Linux since around then (actually i never played any of the HW games on Windows or Mac).

The mission loading crash problem is specific to HWU only and appeared in 1.0

I am using separate symlink tree (NTFS junction in Windows) for each mod, so there are no wrong/conflicting files.

+1 vote   download: HWU v 1.0.2
Dino_Zavarski Aug 1 2014, 3:03pm says:

The first crash i got was:

LUA 'data: Ship \ HGN_KPR_HEAVY_MOVER \' -- parameter: `}' expected (to close `{' at line 9);
last token read: `=' at line 52 in string ""
LUA 'data: Ship \ HGN_RAM_HEAVYCORVETTE \' -- parameter: `}' expected (to close `{' at line 111);
last token read: `=' at line 118 in string ""

After overriding both files with fixed versions it still crashes after some time in "Universe" loading stage with no more usable messages in the log.

Debian Wheezy/Backports (multiarch), GLibC 2.18, Wine 1.6.2

+1 vote   download: HWU v 1.0.2
Dino_Zavarski Jun 22 2014, 4:25am says:

And your work on AI is even more impressive. From what i see it behaves better than in TFS.

What i especially liked in the movies is that even during intense fleet action some enemy strikecraft can be periodically seen nagging your resource operations. Never forgetting about small tasks is the greatest advantage AI has over real players, but is commonly overlooked.

+1 vote   media: Defeat of Progenitor: part 2 (Test Game)
Dino_Zavarski Jun 22 2014, 4:10am says:

Hym... Given Sajuk's size and expected power capacity i expected more collateral damage from it's destruction (both amount and range).

Seeing half-dead destroyer survive it at point blank range makes me think those rumors, spread by original campaign survivors about how desperate fights against Progenitors are may be slightly exaggerated ;)

+1 vote   media: Defeat of Progenitor: part 1 (Test Game)
Dino_Zavarski Jun 1 2014, 9:12pm replied:

Yes, works, for the sixth mover to dock i had to destroy all drones first. Unfortunately after finding that both Higaran movers and Progenitor drones switch weapons to training mode when firing each other i tried to neglect this. Maybe Higarans overdid thing a bit by duplicating 1:1 their IFF system :P

Finished the campaign. Most notable impressions:
- I lost more ships to second stage truster collisions than to enemy fire. Campaign maps seem to be to small for them.
- I lost most of them needlessly, because after defense station becomes available other ships become irrelevant to victory (except when explicitly required by scenario)
- Juggernauts build by mothership enter endless thruster production cycle and block mothership docking/production operations. Fortunately wile hanging in front of your mothership they remain vulnerable to enemy fire, so Vagyr can put you out of misery.

+1 vote   download: Homeworld 2 Complex Simple 2.8
Dino_Zavarski May 30 2014, 4:08am replied:

Reached the dreadnought. Need to move it with at least 6 movers. Has only 5 dock points for them (repair points i suppose, it's ally).

No cfhoded here, will check it later.

+1 vote   download: Homeworld 2 Complex Simple 2.8
Dino_Zavarski May 3 2014, 4:27pm says:

This bomber may look even more distinctive if you used heavy bomber hull with the new array (the one with x-tail).

Also you may consider adding p2v tail turrets to all Higaran and Vagyr bombers. They really are supposed to have.

+1 vote   media: Heavy Hiigaran Bomber
Dino_Zavarski May 3 2014, 10:59am says:

I can provide space and traffic for mirror in EU, please PM me.

+1 vote   media: Death Machine Maker 2.0
Dino_Zavarski Apr 1 2014, 12:50pm says:

Glad this mod is undead again :D

+1 vote   media: Progenitor BeamHunter (analogue of frigate class)
Dino_Zavarski Jul 23 2013, 11:02pm says:

My battlecruiser side ports use bomblets. I really liked Higaran bomblets from Complex and adopted them as light torpedo alternative for Higarans (no high-end missiles like the two-stage fussion, anti-strikecraft long range cluster and mortar for them).

For me Vgyr use TFS LRCM (6 subs, 11+2km), medium and short range conclusion vs strikecraft (LRCM also vs nukes in moded Complex), Two-stage Fussion (8+5 km), Fussion, mines and cluster mines vs capital. Higarans used only torpedoes, mines and short range missiles, but Cluster torpedoes are too slow for long-range anti-strikecraft. I immediately adopted bomblets as light mid/long-range anti-ship warhead and created mid/long-range anti-strikecraft version that launches single anti-fighter submunition on 2100m from the target (tried 1800 first, but they had nearly 100% hit rate). 4 small bomblets that launch 4 submunitions look much more logical than the TFS Higaran LRCT, that has to be made like missile to work.

+1 vote   media: Hiigaran BC Missile module redux
Dino_Zavarski Jul 23 2013, 1:02pm says:

Great! I'll definitely steal it and use as alternative upgrade to the p2v bow mounted energy cannon. O:-)

BTW: When you look the higaran battlecruiser from the bottom you'll see two white squares on the sides (just in front of the hangar). Each of them fits nicely one dual angle launcher (4 of them are used on the new cruiser from complex-e). They are a bit small for torpedoes, but great for some kind of heavy missile ports.

If you are interested i can send you modified hgn_battlecruiser (no open/close animation right now, maded crshes in wine and i don't have cpu with virtualization to install windows).

+1 vote   media: Hiigaran BC Missile module redux
Dino_Zavarski Nov 16 2012, 11:39am says:

It really looks frightening at first glance and as dreadnought will be great replacement to the current squashed battlecruiser model.

There is however something confusing in those 3x turret arrays. They have just to many overlapping dead zones with the middle one being nothing but dead weight most of the time. I don't think anyone will ever build military ship this way, especially not Vagyr with their concentrated forward firepower obsession.

Replacing them with some kind of bow mounted megapulse array or mix of a turret and two VLS will look much more realistic.

+1 vote   media: BS
Dino_Zavarski Sep 16 2012, 4:06am says:

An idea: A destroyer turret base on the front, as in the light battlecruiser mod of the same ship and the light ion turret model for it from the old fx:commanders look really good on the carrier version. That's how i use it (there are also two torpedo/plasma ciws systems on the down markings, frigate kinetics on the side markings and medium range anti-strikecraft missiles om the top battery) and it fits nice the concept of refit cargo ship.

Interesting that most likely we both had similar ideas. I suppose it will become available in the Angel Moon mission? I have it nearly completely rewritten, with the convoy consisting of a Bishop, two Complex shuttles with four Complex Juggernauts docked on each (Juggernauts are the actual Crew transports that are counted, losing Shuttle means losing four at once. Crew transfer itself is made by Complex crew shuttles that are attacked by Vagyr interceptors.) and SOT battleship as "Armed transport" (something like quasicruiser). Both the Bishop and the Armed transport have their controls transfered, but keeping them is quite hard, as Vagyr forces are led by a Battlecruiser. The Bishop produces its own interceptor and heavy assault fighter (no idea where models came from trough they were used in HW@).

+1 vote   media: Bishop Carrier
Dino_Zavarski Sep 11 2012, 3:14pm says:

Wow, Vagyr Battlecruiser attacks carrier from above!!! Does this mean you finally fixed the strange habit of capital ships to rotate up/down and start changing elevation when ordered to attack?

It was quite idiotic for a way to ensure that frigates always beat battlecruiser in close combat i think. Or did you had something else in mind?

+2 votes   media: Tactical Fleet Simulator v2.4 Promotional Trailer
Dino_Zavarski May 27 2012, 9:25am replied:

And .exe installers make installing mods like this nearly impossible for those who don't use Windows. Not very smart approach, given the fact that HW2 is crossplatform game. Especially with installers that have the nasty habit to refuse to start when no registry entries are present, which successfully prevents them from being unpackable under wine/darwine.

+4 votes   download: yaodumodV0.9.1
Dino_Zavarski May 25 2012, 7:31am says:

How about anti-munition one?

+1 vote   media: Updates Ships
Dino_Zavarski May 21 2012, 12:36pm replied:

If speaking of the .exe installer it definitely is not. The mod itself however works just fine.

+1 vote   download: Tactical Fleet Simulator 3G (v2.8.2)
Dino_Zavarski May 3 2012, 3:42pm says:

I think the greatest improvement in simplex is that you upload archives with the .big file. You have my sincere thanks for this.

Long ago Complex crew made me to decide that if i ever have to send them something they really want it will be packed as self extracting ELF for GNU Hurd...

+2 votes   download: Homeworld 2 Complex Simple 2.1
Dino_Zavarski Feb 26 2012, 6:54am says:

Can somebody with Windows please share the .big file?

+1 vote   download: Tactical Fleet Simulator 3G (v2.8.2)
Dino_Zavarski Feb 26 2012, 3:47am says:

Damn, .exe again...

Hey read this:

It's a great idea and nice way to distribute software. Especially when the software is crossplatform.

+1 vote   download: Tactical Fleet Simulator 3G (v2.8.2)
Dino_Zavarski Feb 6 2012, 7:15pm says:

It may be on personal terms, but 1.9 constantly crashes for me. I never managed to play for more than 30-50 minutes. Unfortunately i have no idea how to debug it - there is nothing reasonable in the logs, just an access violation that pops out of nowhere.

Besides the crashes 1.9 allays hangs if Vaygr inhibitor or cloak platforms are build. In this case nothing is written to the log (even tried to leave it for about 20 minutes before killing it). I can't tell if this is the same problem GiGo has, or another one.

Older simplex versions and other mods work fine.

+2 votes   download: Homeworld 2 Complex Simple 1.9
Dino_Zavarski Dec 2 2011, 3:12pm says:

WTF... Releasing .exe installers for multi-platform game mods is quite nasty habit. Do you really love so much people to swear at you each time they update?

+2 votes   download: Tactical Fleet Simulator 3G (v2.8.1)
Dino_Zavarski Sep 27 2011, 8:29pm says:

Wow!!! Is there a way to get my hands on the subsystem in front of the hangar with out having to wait you to release?

BTW: The double missile battery (was on another screenshot) really does not look good as it is now, but if you make the second battery to be alternative to this subsystem it may look realty good (you can see it in R.E.A.R.M.). At least that is what i intend to do on my copy of HW (was TFS long time ago) when i have this subsystem - a choice between additional battery and nanite cloud defense system (shield that uses nebula generator effect from p2v).

As for the kinetic cannons - they look much better than those in Complex, but i prefer the TFS concept (small gun on top, ability to build guns instead of subsystems on both subsystem slots), because it does not affect the overall appearance of the battlecruiser.

+1 vote   media: BC Additional Weapon
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