Long ago, when the word 'Hiigara' rang only as a hollow dream, the kiith of Kharak never imagined they would walk the Path to Victory. But, when they reclaimed their Homeworld and proclaimed themselves 'Hiigaran', they believed they had reached their goal. How wrong they were. 150 years after Hiigaran landfall, conflict rages across the Galaxy... Path to Victory is a multiplayer and skirmish mod for Homeworld 2 that adds new units to both Vaygr and Hiigaran Races as well as enabling the Keepers, Raiders and Kadeshi as playable races.

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The 'What is Wrong' thread (Games : Homeworld 2 : Mods : Path To Victory : Forum : General Discussion : The 'What is Wrong' thread) Locked
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Aug 27 2010 Anchor

I figured this would be a nice idea. You see, I can get all the feedback I want, without having it condensed into one thread it's kinda hard to keep it all in mind. What I'd like to do is open a place you can rant, rave, scream, curse or whatever you want about what YOU think is wrong in Path to Victory.

What gameplay elements do you think are just all backwards and don't work? I'm not talking about bugs here but about ideas that just don't seem to make any sense in your mind.

What units do you think are complely unfitting or out of character?

What things are missing? Is there something so gapingly open that it utterly destroys the way the mod plays. I'm not speaking of racial weaknesses but general all-out completely missing things.

So, rant away - and please keep it to ranting at PTV and not at anyone else ;)

Aug 27 2010 Anchor

Looks like we did good :P

Edited by: LordGrantus

Aug 27 2010 Anchor

1)again,hig BC fire power must be increased.
2)probes
3)sensor ping for everybody
4) fighter more fast than cap ships

Aug 28 2010 Anchor

I don't known why but your maps(molten ore, eclipe...) run really slow and i can't play on then

Aug 29 2010 Anchor

2+
1)able the construction of pulsar gunships for the higs
2)fix the problem of the "growing needleship"

Aug 30 2010 Anchor

1) Also fix the rest of the growing Kadeshi capships

Aug 31 2010 Anchor

there is 1 problem with the vaygr hyper space bouey:
do that:focus in the bouey;play attention to the lower "wing" and Zoom in and out,you see,it change of size and the hull don't!

Sep 1 2010 Anchor

Kadeshi badges are a mute point since they have no badge hardpoints. They are cool badges though.

Prayer pods are difficult to make use of since they don't follow your fleet if you tell it to attack something. The same somewhat applies to podships, but they are easier to keep track of.

In HW1 (the only instance where we see Turanic Raider combat tactics), the Attack Carrier (you call it the Lord Carrier) serves a semi-assault purpose. Once most of the enemy strikecraft have been elliminated (which in HW1 the turanics could do much more easily than in this mod), the Attack Carrier comes closer and fills a similar role as the Ion Array Frigate... that is, fairly effective anti-capship, VERY effective anti-strikecraft, and as a bonus is a repair bay for Turanic strikecraft. It is also very difficult to kill the Attack Carrier, and even with all of your ships (which for me were seven Array Frigates, four Assault Frigates, and a noteworthy conglomerate of corvettes and fighters), it still takes quite some time to kill the damn thing.
-----in P2V however, I find myslef constanty keeping my Lord away from the battle, not supporting my strikecraft with a repair bay (lest they lead the enemy fleet to the carrier), and running away from BC's that hyperspace right to my doorstep (even with the HS inhibitors, it's still a big problem). Oh, and the last thing I think of using my carrier for is like a destroyer with lots of armor. I rather like the HW1 version of the Assault Carrier much more than the P2V version. I think that the difficult to maintain Turanic resource operation is weakness enough to buff the Lord up.

I also found that I had a huge surplus of RU's while playing as the Turanics late game. Even with two carriers, I just couldn't keep the production up with the resourcing of 10 slaves and 1 overseer. My suggestion? Either higher unit caps for the Lord carriers, or another vessel that can build fighters, corvettes, and utilities.

The Hiig BC and Destroyer have really good defenses against Raider capture attempts. It makes it rather difficult to capture anything if either of the two are near. I can understand flak frigates being able to kill Thiefs quickly, but a BC?

The Outlaw Frigate (or whichever one can capture opponents) could use a boost in turning speed and acceleration I think. I imagine it's good at capturing destroyers and battlecruisers with the health boost once it's latched on, but I've never had one actually latch on....

Kadeshi capture unit. Need I say more? Speaking of capture units, the Progenitor one could also probably use the same health regeneration buff that the Turanics have.

It seems to take forever for small ships that are brought in by the Balcora Gate to get into parade formation. I think the undocking path is too long for them. I suggest making two undocking paths. They overlap each other, but one is shorter for the destroyers and smaller ships.

Kadeshi MBF needs to have just a little bit better accuracy (before the research). If I have six MBF's shooting at one frigate, I expect more than just two beams to actually hit. We're talking about 22 ion beams that are missing the frigate, and 2 that are hitting. That is rediculous.

According to your manual, the Hiigarans are supposed to be primarily a frigate based fleet, but the (hard) AI builds destroyers like you wouldn't believe.

Why do the Keeper badges all have only one dot on them? I might use them if they had more dots that were placed in a sensible manner (3 dots for the triange, four for the square, etc.). They look silly as they are now though.

PROBES... with long sight ranges pls. Either that, or increase the range of the Kadeshi and Turanic "scouts", and place them in a different unit cap.

I wish there was more research after selecting either Perish the Thought, or Marked of Sajuuk. More upgrades for the Turanics would be good too. I'd like to see some sort of expansion of the black market idea you have.


There, feedback for you to much on for a little while.

Sep 1 2010 Anchor

improve the negotiations capabilities,something like convoys(raiders raiding convoys will be awesome) and trade stations.

and other thins that should be cool it's battlestations,something like thadis sabath base with canons. ;)

and i finish officially my feedback with:
THANK YOU MOLOLU AND CO. FOR THIS AWESOME AND EPIC MOD! :D

Sep 2 2010 Anchor

The Kadeshi are a bit spammy (i know they rely on swarming), but it is spoiling the game if you are playing against them.

Some annoying things caused by the kadeshi AI.
- It makes the game lag.
- It is impossible to play against them.

I think their frigates are a bit to strong (especially the multigun one).

I hope this was usefull.

Edited by: Rempy

Sep 3 2010 Anchor

new music in the menu,new starting fleet options,and other new "x" options.

Oct 3 2010 Anchor

I think when a ship comes out the Sleeper by his "ring", the animation should be the same or something like hyperspace gate. As if the Sleeper carries a mini-mobile-hyperspace gate.

Oct 3 2010 Anchor

Yep, I know. I just got lazy when making the FX. Will be fixed sometime (i hope)

Right - I only now got round to really reading this thread.

Kadesh badges. Hell, badges for all the races need to be done.

Prayer pods - you got a point. No clue how to make them easier to use though. Same problem exists with command corvettes.

The turanic carrier issue. Gaah, yeah I'm aware of that. I could possibly: 1) allow you to build more carriers (say - 3) and thus make risking 1-2 mid/lategame more viable. The first carrier should remain out of combat but that's all right as you get more lategame. I was thinking of removing the raider destroyer and allowing the carrier to fulfill much more of an offensive role with more weapons possibilities depending on what you capture. I dunno though, needs to be discussed in detail (esp. with the mercenaries now added).

The hiig BC and Destroyer are simply insane in defensive roles. I'm well aware of that. The addition of the merc ships should alleviate that issue as you will have heavy hitters from the get go to draw fire from the larger ships. In addition, sending endless streams of thiefs to capture ships tends to work very well. Sure, it's costly. But that's what the turancis are about. Maybe adding a higher lord cap will make getting all those ships out easier?

The outlaw frigate. Yeah... has some issue which I've fixed with my speed tweaking in the latest version (not released). Also, using EMP missiles to shut enemy ships down (the outlaw has an emp special attack) is very useful but very micro-intensive.

Kadeshi capture... still not sure on that one. I wasn't planning on giving kadesh or keeper any capturing vessel just to make them diverse but who knows? In the case of the keeper capture ship, as it really kills stuff and doesn't capture it, adding a health boost would make it OP. It kills any ship in 100 seconds - flat. Regardless of armor, they are dead. Also, the keepers have millions of support abilities. Giving their deciever a health boost while capturing would be insanely OP (as if the keepers weren't OP already).

Kadeshi MBF still doesn't hit? Has to be a turret turning issue (not able to track correctly). I'll look into it.

The AI is a real wacko. It builds frigates when you build stuff that isn't good vs. frigates, otherwise it defaults to destroyers, bcs, then only begins making frigates. But it does build them. I have to fiddle with all the AIs anyways. They're a bit unpredictable...

Don't ask me on the badges. I assume because IPS decided that's the way keeper badges might look - no clue to be honest.

Scouting is an issue. I was thinking of adding in research options for races that allows you to boost the sight range of scout units by say 200% (would be: hiig scout/patrol frigate, vay probe, kadeshi electronics pod, raider lord/snoop). The revealer doens't need any buff as it's insane when stacked as it is (put a few next to each other and you have insane vision).

The black market was a last-minute idea. Many of the upgrades actually don't do that much xD I have to fix most of that. Research is a fickle thing in HW2 as I have to avoid ship-specific upgrades being overwritten by global upgrades (research don't stack). So if pirate gives you global +20% firepower, the corvette research has to give you 30% so you still get 10% when you get pirate. Otherwise its wasted money - so yeah, once I've figured all that out (testing - yay!) I can fix up a bunch of new research options for the races.

If you have any ideas for research/black market stuff, feel free to share. I just picked some stuff off the top of my head but can always use more ideas.

--

I can count to 1024 on my fingers!

Oct 7 2010 Anchor

I just play a game and I don't understand how turanic's ia was able to build, from the beginning of the game, 4-5 murderers without having fought only once and captured one frigate !!!! In addition, against kadeshi who haven't missiles frigates ...

And in a other game, first ship build by a keeper's ia : a Devourer ... What the hell !!!!

Oct 7 2010 Anchor

I had to do that for the AI or it would bug up and never build anything... I can't solve the issue at the moment but I'm aware of it (was hoping no one would notice xD)

The keepers always build either a keeper or a devourer first. That's intended behaviour (modeled after how I play the keeper race - always build a keeper first)

--

I can count to 1024 on my fingers!

Oct 7 2010 Anchor

All right.

But why a Devourer ? Why not a less powerfull ship or just a Sleeper ?

Oct 7 2010 Anchor

Ahh... that's a good question.

it should have done a harbinger/sleeper or reaver/keeper first. Maybe I mis-coded something. it shouldn't even be able to build the damn thing now I think of it. I'll look into it.

--

I can count to 1024 on my fingers!

Nov 1 2010 Anchor

the kadeshi fuel pod needs to be girthier. it's too skinny, like a slug. it needs to look more like a maggot.

Nov 1 2010 Anchor

The Mod's really nice to play, Have tested only Higs, Kadeshi and Keepers so far and like them all, one question though can the Keepers build Devourer Overlord (Sajuuk) ?

Thx :)

Edited by: thamalin

Nov 1 2010 Anchor

Yep :) You just have to get a certain number of kills

Dec 31 2010 Anchor

Raider capships dont work, the scaffolding comes out makes a rectangle and then nothing, tried sending various ships over and still nothing

Jan 1 2011 Anchor

use a Slave worker to repair it

Jan 4 2011 Anchor

i tried that they just move over and sit there doing nothing. its the same for the rest for the capships for the raiders...... just another question wat version of HW2 should i be using standard 1.0 or do i need to patch it..

if i do would patching at this stage be safe or would i need to reinstall everything??

Jan 4 2011 Anchor

yeah you'll need to patch it, I dont see why you would need to reinstall anything

Jan 5 2011 Anchor

i don't know if this happen only with me,but my resource collectors are...how can i say... entering in the resource asteroids!its a notable bug.

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