THE REAL WORLD DOES NOT HAVE A MOD
It's possible for a small number of them, but the vast majority just involve too many other functions of the mod to be played elsewhere.
Because there are all kinds of mercenaries, not just one. With money, you can get whatever you want! And in the next release, things will get even more complicated.
clean your data folder
Yeah! They are that damn hard to kill! Because they have armour equivalent to that of the capital ships, you need to find the right weapons against them. In other words, you can't count on anti-fighter weapons because they are simply helpless against an echelon of such drones. That's why it also depends on what race you are playing. Here's some of my experience that might be helpful for you:
If you are Kadeshi, all the heavy missiles are very effective against them.
If you are Vaygr, immobolize the drones with EMP weapons, Support Frigates and upgraded Warfare Frigates are some cheap options.
If you are Turanic Raiders, detonate the Explosive Traps when they gather around. You may also need EMP weapons, the most convenient one is the Espionage Battery on Raider.
If you are Progenitor, you have no problem of course...
But if you are Hiigaran, I think you will experience some difficulty (Ion Cannons not manoeuverable enough, Juggernauts too expensive)... When you have to face a lot of drones, maybe the best strategy is to turtle with all the defense shields you have, or use dozens of shield-upgraded Defender Drones to distract them.
I achieved the experience of covettes and fighters in a very complex way (specifically, using multi-dimensional arrays to store and retrieve a lot of data). Because I didn't want to add a subsystem to every fighter or corvette, I invented this method as a shortcut, and it actually turned out to be no simpler than just adding all the subsystems due to many confounded factors and extreme difficulty in debugging...
In one word, it doesn't work like the experience of those larger ships, but it can boost some aspects for the little guys, and every one of these aspects requires additional programming. For example, I only programmed three major modifiers for the experience of fighters and corvettes:
1. Gaining higher manoeuverability at higher experience
2. Gaining a chance of repairing at higher experience
3. Gaining a chance to survive collisions at higher experience
I would like to add more modifiers like weapon damage and accuracy, but the sobgroup functions wouldn't allow me to do so without adding dummy subsystems. I knew this at the beginning, but after evaluating the tradeoffs, I still decided to do it this way. That's why the modifiers are fundamentally limited in this kind of experience. The only advantage of this kind of experience is its unsusceptibility to surroundings influences, while anti-subsystem weapons and health multiplier from the surroundings can interfere with the subsystem-type experience.
Actually, during the addition of Progenitor, I also invented another type of hybrid experience system combining the advantages of both the subsystem-type and the array-type experience. It's only used on the drones of Progenitor.
Generally, I wounldn't recommend you to try to add experience this way, it will be a pain for you even if you have two years of experience in programming with HW2. If you know about programming and really want to figure out how I did it, you can find out in experience.lua, deathmatch.lua, interface.lua, and sobgroupfunctionsADV.lua
yes, but I'll also control the file size to be within a manageable limit (that is, I can upload it in one day at 128KB/S)
You can do it by yourself actually, if you know how to extract the big file. All you need to do is just overwrite the effects with the older ones from the previous version.
In most situations however, I don't find it noticeably eating the performance, unless there's someone with dozens of mercenary gunships fighting someone else with dozens of mercenary gunships -_-!!
Do they have finished models? All I can see are just concepts: Moddb.com
I had already noticed the shell effects eating performance before the last release. Unfortunately, I really want to keep the shell trail effects (for awesomeness' sakes), all I can do to improve the performance without sacrificing this effect would be:
1. increase the bullet speed
2. decrease the bullet range
3. reduce the fire rate
4. limit the trial length based on different types of bullets (eg, many small bullets' trails last only for 1 second, after that, the bullets will travel without any trail), which is exactly what I've done in the last version
Your computer will explode -_-!!
I've been wanting to replace the models of hammerhead, dreadnought, and the mother of all ships for a long time, but I need new models. Do you have some good ones to recommend?
if you are playing hiigaran or vaygr, use mothership
if your are playing other races, most production capital ships will work
Carriers of hiigaran and vaygr can't capture a planet.
That is indeed a good point. If I still have one consecutive week for gaming, I will make that happen...
Yes, it's the original design of Path to Victory mod, from which the entire tech tree was transplanted as precisely as possible.
Nevertheless, I do want to get more ships for Kadeshi, and you will see something new in the next release.
I had such thought too, but I was just too lazy to write that additional script :p
It has 2 latch points.
For races other than Hiigaran, this one is certainly useful.
How does it work? Well...They found this by accident in an unsuccessful warp drive test :P
The Dark Realm is a passive defense field where the speed of light drops to near zero, rendering everything inside the event horizon topologically insulated from the outside and hence safe once and for all. Unlike the miniature Black Holes created by the Progenitor, the Dark Realm doesn't exert a gravitational pull towards its center.
I've never tested it in multi player. Some people say it has out of sync problem. So if you want to try, I recommend you to use minimum unit capacity and AI player settings.
By settings, I mean skirmish settings.
Hiigaran is laggy as we all know, because many models from the original Complex lacks LOD (level of details).
Try to avoid having a lot of Hiigaran ships like Sentinels, Juggernaut, Battle Arks, and Battleships.
What are the settings?
Do you play with a lot of Hiigaran ships?
Also, some maps can be laggy
I don't see that problem, I can download it.
I have no idea why that happens. You can try previous versions of Complex Simple to see if that still occurs.
no, just this one
Sure, check your skirmish settings. Turn off "Incentive System" and there'll be no more bounties and badges.
more crew and officers will lead to crash, trust me...
I won't add Beast, simply because there're no decent models around
No more races in the forseeable future. The existing ones just need to be more and more complex, and that's my primary goal and incentive of making this mod better, if not worse...
New maps for sure.
But I don't think there'll be more cheats. There are so many existing cheats here in the Haxor panel! And I think they are already enough for noobs like me! XD
What other kind of cheat do you want?
This version is the lastest and has nothing to do with the version number of Complex. Also, Complex Enhanced is another different mod -- you should be able to tell simply by looking at the file size! Orz
A complete hack panel is already there with 16 hacking options including hyperspace!
But adding ships is another story, for it requires some kind of ship adding menu, which is just too complicated to develop and even more complicated to be always kept updated in the future.