It would appear that your mod is, at least since the 1.14c patch of StarDrive, making the shipyard not recognize command modules, i.e bridges and cockpits. Which makes a design of any unique ship impossible.
It would appear that your mod is, at least since the 1.14c patch of StarDrive, making the shipyard not recognize command modules, i.e bridges and cockpits. Which makes a design of any unique ship impossible.
Weren't the RAM issues fixed post Rebellion? I'll give it a shot, though. Also latest two crashes have had no warning, just straight crash to desktop.
Twice now. Same kind of crash. Error bleep, but no accompanying error, followed by a long hang then crash to the desktop. Nothing noticeable set it off this time either, so it looks random, esp. since this one happened a good hour into the game.
Just got a crash about two minutes into the game. Barely started exploring. First time using your mod, too. No idea what it's related to. Checksum is the same as yours. Will see if it occurs repeatedly.
Currently the only issues I have are missing text for certain units, and the inability to build anything higher ranked than a Tri-Scythe, despite having started the conquest on T5.
Aside from those hiccups, it's great! I've always been a fan of the Legacy comics, but until now there's never been a good mod to fill that void. I hope you'll continue development until you're old and rickety.
If you're running Windows 7, it should have a built in unzipper.
If not, you can download 7-Zip (despite the name it runs on XP and Vista, and older) here 7-zip.org
Or instead of all that, you could, y'know, move the BAT file out of the mod folder and into the install directory.
Everything was great until I see the skins of the Arachnid ships. You used a bubble pattern for the engine exhausts for crying out loud. That's just laziness. Particle effects are good, but when I'm given a lot of diversity in ships, I don't want to have mass drivers and turbos on every single ship. Also, Arachnid shields count for didely squat, since all the TF ships have missile launchers and mass drivers. Plus, ALL the special abilities of the Arachnid ships are cluster bombs.
This could be a fantastic mod, but everything is just too.. The same. There's a good serving of ships, and a ration pack of particle effect and weapon type diversity. I mean really, three types of weapons for every single Arachnid ship. All of them.
Plus, just a little thing, you might want to write up descriptions of the ships. First time I played, I had no idea what any of them did until I used them. And oddly enough, the smaller ships did more damage than the larger and more expensive ones.
Aside from that, it was good. Nice models, and you took the time to make your own space stations too. That's a nice touch. Plus, it's great to see a mod that doesn't use a single vanilla unit.
In my opinion, I wouldn't say this was at V.1 yet. Maybe V.0.7. Only because there's a lot of work still needing to be done. In the end, I'm gonna still play it, because it's fun. But it could be more fun yet! =P
The Mod Manager you've put up in the download section says that the mod I'm impirting conflicts with the one in the libary (Revamp Mod). Tips?
Edit: Scratch that, it's working now.
But it's not a Sea Knight, so it doesn't.
That's just two of the civi buildings put together. Jeesh, at least be mildly creative.
It's likely you'll need to re-install Zero Hour. Once you've done that, backup the main directory and the data folder, (on a USB stick, so you don't clog your computer.) and you wont need to go through the arduous task of re-installing it again and again - just C&P the folders and delete the old ones. I do this almost every time I switch mods. Only takes 5 minutes, and it also cleans out all buggy changes the mod with have probably made during the uninstall.
Anyway, back on topic. It's either one of two things. Well, it could be both, but whatever.
It's possible that your download was stopped by a break in internet connection, which can corrupt all the subsequent files in the download, and you'll be left with the files that were download before the break uncorrupted. Normally, only uncorrupted files are visible in xp (depends on the type of file, naturally. So you'd have only got some files installed into the directory. By the sounds of it, you only got the start-up files uncorrupted.
That's one possibility. The other is that something else has happened. If so, ask someone else.
But a easy solution is re-install (don't forget to backup), and then re-download Blitz II.
Hope I helped. =)
True, but most mods aren't full conversions.
So... You made a box and called it a concept for a box that holds things?
New Name... Canonade? Lugger? Warmonger? Fearmonger? Depricate? Depricator? Hope they help. Great tank model too. =)
Ugh, thats like the anti-troll troll HQ right there.
Perhaps a version like the one in the middle, but the driver on the left, with a large cannon on the right going through where the right driver is. Like a support plasma artillery unit?
Great attention to detail here, but the building needs to be further along the tracks, and you probably need two tracks, and lose the road next the the track. Anyway, that's my opinion. =)
The hill is a bit steep. I'm guessing you checked to see if it was passable? But make it less of angle, to make it more probable. =P Oh, and the bunker's the wrong way round. =/
Now, I challenge you to name one place that has a hospital next to a oil refinery and mechanic. I suggest moving it to a different location more central to the city. =)
Perhaps a different ground texture is needed at the oil derricks, and a few barrels? And place them somewhere that's likely to have oil.. Like a desert-y part, or some such place. Keeping the derricks symmetrical helps, it makes it look cleaner. =)
At what point has physics come into ZH? Raptors travel at 70mph, at which point there isn't enough lift and it would crash.. Oh, and explosions don't ripple water. =P But seriously, great detail here.
Can't be that secret. All those farmers know about it. =P Good detail though. Perhaps a different kind of grass/dirt there, like a farmed look.
Yeah, what's with the road? Last time I checked, jets can't land on soft tarmac. Oh, and the hanger is slightly squiffy. You also need a turnoff point, land and takeoff points, road links, park for firetrucks, ect..
But that's just if you want to, course, you could just have it as it is, and get small P51s to land there. And too many no trespass fences! =P
Nice, but I think too many "No Trespass" fences... Moderate it, have normal fences, then at the entrance and exit, put a No Trespass fence on either side. =) Great map though.
@Mike7 - Yeah, that I believe is the Technical Difficulties error. When re-installing Zero Hour, in the Command & Conquer Zero Hour Data folder in your 'My Documents'. To solve this, I have two easy peasy solutions.. ish. I have a backup of both the data folder and the directory, so all I ever need to do when I'm having trouble with a mod is replace one or both of those.
Now, I think to solve your problem, you need to un-install the game, then manually delete the Data folder, then re-install the game. That should get it working.
If this fails, then your grahpic card driver is probably out of date, you can get a new driver just by searching your graphics card model in google - that should turn up some results.
Hope this help you, and anyone else with that problem.
Knew it. Tricky bastard that unit on GCII. And the missile version, ugh! ¬_¬
Aerodynamic wings, aerodynamic fuselage, and... a great big definitely-not-aerodynamic gun on the top. =P Great concept though.
@RockRebel - I'm pretty sure that in every other country, people don't kill guns. Russia isn't the exception. =P
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