Tactical Fleet Simulator 3G (v2.6.0)
Jul 03, 2009 Full Version 7 commentsTFS v2.6.0 public beta2 (9/15/09). This is the first release of TFS 3G; the mod is still in the development phase but this release is stable and fully...
Tactical Fleet Simulator (3G)Homeworld 2 mod | Released Jul 1, 2009Tactical Fleet Simulator 3G Mod Description: TFS Features: External Links / Files:
Latest News: New Factions for TFS 3G (10/16/09)
0 comments by Battlecry on Oct 16th, 2009 digg this super bookmark Neo-Taiidani Imperial State Caylian Federation Artists Needed for Texturing Models
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Tactical Fleet Simulator 3G (v2.6.0)Jul 03, 2009 Full Version 7 commentsTFS v2.6.0 public beta2 (9/15/09). This is the first release of TFS 3G; the mod is still in the development phase but this release is stable and fully...
Tactical Fleet Simulator (v2.5.5)Nov 07, 2008 Full Version 14 commentsTFS v2.5.5 (1/24/09). If you are using a Macintosh computer, download the TFSv2.5.m version. Changes from v2.5.3 are listed below.
Tactical Fleet Simulator (v2.5.2)Aug 13, 2008 Full Version 10 commentsTFS v2.5.2 (8/14/08). If you are using a Macintosh computer, download the TFSv2.5.m version. Click below for more information.
TFS v2.5 Map Pack (updated: 11/5/08)Nov 12, 2005 Multiplayer Map 0 comments(UPDATED: 11/5/08) Map package containing maps from the TFS v2.5 mod. These maps are compatible with all other versions of Homeworld2.
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Hate to be the bearer of bad news but looks like level 3 is still bugged. Sure the probe objective is beatable but after the strike force (strike carrier with corvette and fighter escort) hyperspaces near the resourcing area) nothing else occurs. Then eventually after about 5-10 minutes milling around in hope you'll hear the infamous "enemy hyperspace detected" over and over and that's where it ends. Should I delete my account and restart?- I'm probably just being naive but I want it to work.
Anyway the changes and rebalancing are nice stuff, props.
It must be something to do with your campaign files or Homeworld2 installation. Watch this video if you are not sure what to do on this level:
Files.filefront.com
can anyone tell me exactly how the TFS shortcut should read as the target. I have tried:
...\HOMEWORLD2 - mod TFS2.5.big
...\HOMEWORLD2 -mod TFS2.5.big
...\HOMEWORLD2 " -mod TFS2.5.big
how should this read or doesnt it matter.
...Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -mod TFSv2.5.big
Next time you have a question like this, I suggest you look in the readme file. It contains the relevant information for creating a shortcut for the mod.
Try this one for size can anyone help (please note i am running VISTA).
I have tried running TFSv2.5.2, v2.5.3, v2.5.5 with no success. In each case i have installed the TFS.big file to the RELEASE folder were the HOMEWORLD2.exe file is located. I have included the command line to my desktop shortcut as in the readme.
When the game attempts to load it shows a blank screen as normal and at the time you would normaly see the VIVENDI UNIVERSAL intro the screen exits back to windows. NOTE: the game runs correctly without TFS installed.
I have had some success with TFSv2.3.1 however when i initiate a player vs cpu game, the game initiation screen will show but as soon as the line at the bottom of the screen reaches one end to the other the game will exit to windows.
so what the @$#%&!*#% am i doin wrong.
It is well known that Vista has issues running older programs. I suggest you disable UAC (User Admin Control), DEP (Data Execution Prevention) and run Homeworld2 in XP compatibility mode. If it still isn't working, you should try to re-install the game or experiment with different video card drivers.
Did you remove vista's DRM feature? cuz I'm running it on vista ultimate 32 bit and I'm playing fine after I removed that.
do you mean removing the Digital Rights Management from Vista. if i am understanding you how do i remove it.
Will this work together with other mods? or will i have to uninstall fleet commander?
I went back to older posts here and found that most people had the same problem, while a few others didn't. I have the same problem and have played through the mission a few times.
I decided to set up a little "experiment" and positioned scouts near all 3 of the locations where the probes spawn. I destroyed them before the vagyr carrier jumps in, and the objective is marked completed, with fleet command saying they were all destroyed and to stay on high alert. I got the "enemy emerging from hyperspace" message twice soon after with nothing actually emerging from hyperspace. The vagyr carrier jumped in later and I destroyed it, along with any probes it dropped, and then all was quiet again. Still stuck.
I think that the problem/glitch/whatever has to do with the 3 carrier hyperspacing in, not the actual objective, because I did the objective and I'm still sitting here twiddling my thumbs. I still got the "enemy units emerging from hyperspace" message that everybody gets if they wait long enough, but nothing happens.
BTW, I did reset the campaign as somebody suggested, nothing changed when I got to this mission.