THE REAL WORLD DOES NOT HAVE A MOD
Yes, and you are supposed to avoid these collisions by giving smarter commands.
No torrents. Try to use a download tool to download this.
They simply have too much nuclear waste to dispose safely...
Do you mean downloading or extracting? There's no problem with downloading. If you are extracting the rar, you need WinRAR 5.0 or higher version.
Dock your Dreadnaught to Shipyard Nabaal, not your own shipyards, the countdown timer should start, after the countdown is complete, the repair objective will be complete.
About the enemy production ships, they are set to invincible on purpose to prevent bugs. When you hear the order to destroy them, you can destroy them.
Mission 10 or Mission 9? Please upload a video for that:
I'll see what is wrong.
I don't think the Dreadnaught can easily die in Mission 10, because it takes at least 2 Light Granules for the Progenitor to kill it, and this shouldn't happen in the cutscene. When your Dreadnaught is hit by a Light Granule for the first time, immediately initiate a hyperspace jump to teleport it right into the central area of your fleet, then use all your capital ships surrounding the Dreadnaught as meat shield to defend it against further Light Granule attacks, while sending Patchers to repair the damage. When the Progenitor runs out of energy, they can no longer launch more Light Granules, then you can safely move the Dreadnaught to the Bentusi.
Select 6 movers, right click on the Dreadnaught, it definitely works. Once the Dreadnaught is moved, the Keeper will hyperspace in again and attack you.
I'll try to prevent the Movers from flying out of map, but I won't reduce the speed of other ships. You'll have some options to reduce the ship speed in skirmish custom settings, but then you will see the need to maintain that high speed in the campaign so you can defend your objectives as quickly as possible.
Actually, you shouldn't throw a bunch of driving upgraded destroyers into a dogfight with Progenitor drones around an enemy megalith and just watch them fight. If you anticipate any collision, you are responsible for keeping everything in control. You are supposed to give your ships wiser orders (such as using the waypoint mode) in situations like this.
I haven't tested it in multiplayer, it probably doesn't work.
1. After crash, go to Bin\Release folder, open Hw2.log (NOT ErrorLog.txt) with NotePad, copy everything inside and send me (using Private Message) anyway. In 99% of the case, there must be some important information recorded in there.
2. Also, upload a screenshot of your entire skirmish settings here: Moddb.com
I'll examine if anything is wrong.
3. Make sure your Data folder is clean, there should be no raw files and folders (not big files) from other mods.
4. Contact me via Private Message, I'll see what I can do.
Read the TROUBLESHOOTING section in the instruction pdf carefully, especially check if you have conflicting start positions. If it still doesn't work, send me your Hw2.log after crash.
OK! I just figured out a way to reroute it. In the next version, the Mothership and the 4 stations should be able to continue to build even if they are docked to the Strategic Shipyard.
DID YOU KNOW: There're tons of unique complex functions just to make those 3 little thrusters on the back of the Juggernaut work. Each one of these little thrusters works independently, and can be detached or attached automatically.
Even playing Progenitor with an expert ally (Hiigaran) against two CPU Experts (Progenitor and Raider), I find myself have to turtle until the 20th game year, because the new AI after improvements is really that strong!
There's a built-in game type description, you just need to click the "question mark" button on the left of your game type options as these two screenshots show:
Basically, every type has its own starting fleet and settings. Besides Simplex Custom and Simplex Territories, all the other game types don't give you many options to customize your game -- all the other invisible options are just fixed. For example, Simplex Tactical has very difficult settings and makes the match very slow, while Simplex Carnage makes the battle much more fierce. You can find all these settings in Simplex Custom. Simplex Territories, on the other hand, is a completely different story, it's really another mod (called "Territories Mod") implemented in this mod.
You are probably hit by some powerful EMP, the only thing you can do is to wait, sometimes the EMP can be so strong, that your ships may be paralyzed for a very very very very long time, basically wasted...
If you are a beginner of playing this mod, I recommend you not to fight the Progenitor or Expert AI, because they are very strong.
I have only Contra in my game folder, and I've re-installed the game many times, but it still crashes as frequently as usual! Anyone who's saying he has zero crash, please just tell your skirmish settings so I can copy the exact settings and try!
I can't play this mod now, help!
Whenever I launch a new game, it just crashes!
The Hw2.log says "could not find family SuperCapSmall_Hgn, All family names should be defined in data\scripts\FamilyList.lua."
I didn't have such problem with your last version.
No! Why? You can't build anything from the Mothership when it's docked to the Strategic Shipyard, but the Strategic Shipyard has its own purpose! When you have the Fleet Admiral rank, dock the Mothership and all 4 stations (Crew, Power, Research, and Arsenal Ship) to the Strategic Shipyard, then you can build a lot of new stuff on the shipyard! If you don't know what a Strategic Shipyard can do, browse its building menu and read the descriptions.
When a production ship is docked, it can't build anymore. This is a hard limit of the HW2 engine and I don't know how to fix it.
Yes! Based on my testing, you definitely need a lot of hyperspace inhibitors to prevent baserape XD
Did you dock it to shipyard Nabaal? You need to dock it to shipyard Nabaal, not any of your own shipyards. When it's docked, a countdown timer (15 min) should appear, after 15 min, the Dreadnaught will be launched from the shipyard automatically.
Did you see this countdown timer? Here's a screenshot of this countdown timer: Moddb.com
If this is exactly what you did, but it didn't work, did you do something unusual before docking the Dreadnaught to Nabaal?
It's not just any fish!
Actually, it's not a fish!
It's Vaygr's Advanced Bioship whose design was based on a fish!
It is this "fish" that keeps the military leverage between Hiigaran and Vaygr in balance!
In Path To Victory, you need to capture enemy ships to gain technologies when playing the Raider. However, from a player's point of view, I find this dissuade me from playing the Raider, simply because I'm just not a blitz type player (I'm a turtle type player actually) and I'm really bad at capturing enemy ships in battle!
Also, as a modder who transplanted PTV into Complex Simple, I also find that the Turanic AI will be too weak if they have to capture some particular types of ships in game -- those ship types may simply never present in a game!
I could do that, but I didn't, because the AI players will be too weak if they have to capture every single type of ship.
You have to achieve this in the complex way, using sobgroup functions (at least as I believe). I programmed some dummy hyperspace gates (invisible) that are spawned and despawned constantly, and let the AI players of the new races to use these gates. This method is too complex and is not perfect (the AI is still not smart enough), but it works. I went for dummy hyperspace gates instead of normal hyperspace jump because I already have an integrated trainer in this mod that facilitates the real hyperspace jump, and I wanted to avoid any potential conflict between these two functions.
If you are interested, you can see my source code in the next version of Complex Simple. You can just program the AI to let them use normal hyperspace jump instead of dummy hyperspace gates.
What's your skirmish settings? Can you tell me your exact skirmish settings so I can see if that is the reason for my crashes?
So far, I've played hundreds of skirmish games using your latest version, but I've NEVER finished even single one of them because of the crash! My CCGZH is v1.04 and I have absolutely no such trouble when playing ShockWave or ROTR.
Hiigaran and Vaygr AI players already know how to use hyperspace jump (defined in HW2 engine). They have clear purpose when letting their Battlecruisers jump (such as, to attack the enemy base or to defend the resourcing operations)
What I did here, is to allow AI players of other races (Kadeshi, Turanic Raiders, and Progenitor) to use hyperspace jump too. Their purpose of doing so is not very clear. The warships of these AI players just jump to the enemy or the allied base to check if there's something to attack -- if there's nothing to attack, they may jump back to their own base.
Am I the only one who's constantly experiencing crashes in skirmish?
The game constantly crashes after a few minutes in skirmish, no matter whether I'm playing a 4-player or 8-player (official) map! Can somebody at least tell me, what factions and what settings does it take to just let me finish a game?