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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.006 Alpha Bug list | Locked | |
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Aug 24 2010 Anchor | ||
Some bugs: - Vaygr raider doctrine destroyer (the one with the spinal weapon) needs its ventral kinetic turret fixed. currently when the ship is created the turret is facing into the middle of the ship. |
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Aug 27 2010 Anchor | ||
- I'm aware of this, will be fixed Other bugs off the top of my head: - Vaygr fighter speed boost description is off -- I can count to 1024 on my fingers! |
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Sep 17 2010 Anchor | ||
There seems to be an issue with the models of Kadeshi Capitol ships. On the tactical map they always display as the same size (When you zoom out they seem to grow, which makes them look enormous compared to other large ships), the same issue is in the normal view. At a certain distance from the camera the stop "shrinkiing with distance, again making them look huge. |
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Sep 24 2010 Anchor | ||
xD This issue is caused by NLIPS being on (look in the game options). It isn't supposed to happen though and will be fixed in future versions (when I get round to it, that is). -- I can count to 1024 on my fingers! |
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Oct 25 2010 Anchor | ||
Cool to know it works on Mac. Hope the next releases maintain compatibility. If not I'll have to work out what causes issues. Can't comment on the loading instability but I've noticed the first time you load it takes a while. I persume this is because there are a lot of files/images the game has to parse while loading. Capital ship speeds have been toned down a little but they're still fast. This was designed to work this way but got a little out of hand with insane speed upgrades. These have been reduced as well. On large maps it takes some time to get from A to B. Dark maps... are you referring to maps with dark backgrounds? If that is the case, darkness is intentional to offer variation in game settings. If maps with light backgrounds are dark I couldn't say why but in that case something's buggy somewhere. Destroyer bug fixed. Stupid copy/paste error. -- I can count to 1024 on my fingers! |
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Nov 9 2010 Anchor | ||
Alright some bugs I found in .006.... Game crashes entirely on my system when loading map, first I panicked uuuuhhh... Are the Vaygr supposed to have the keeper shield upgrade The dark map issue mentioned I think is valid, some maps like the one with And finally, I struggle my ass off against keeper, and never lose when playing But enough with the bad stuff, I love all the races, its a much more varied |
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Nov 22 2010 Anchor | ||
AI random... uh... oops, if I can't find the issue, I'll disable the random option. Probably a bug somewhere in my scripts. Vaygr shield upgrade unlocks the speed boost. Does it show up as shields? There may be an issue somewhere. They should not be shielded, just move 2x as fast. Dark maps are well, by nature, dark. Which is the whole point. Use the tactical interface (press tab to activate it) and you'll be able to play normally despite the dark background as it will show you the ships. Keepers will be tuned in future. They are a little overpowered at the moment. Agreed on the waking up thing, I think that would be good. Maybe several upgrades you have to purchace in succesion, meaning they get stronger the more you invest in them? Dunno - something like that would probably be fitting, will have to give it some thought. The issue is the speed at which they can deploy capital ships. It can be countered but it's really hard as you have to rush for a large fleet of bombers (keepers have great issues killing fighters by the way) and some capships to hold the line. Glad you like it. Breathing new life and variation into HW2 is exactly what I was hoping for with Path to Victory. It seems we succeeded -- I can count to 1024 on my fingers! |
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Dec 31 2010 Anchor | ||
cant seem to build the raiders/lord/enforcer ships,.... the scaffolding comes out then forms a rectangle with a silhouette of the ship then nothing |
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Feb 13 2011 Anchor | ||
decoi wrote: cant seem to build the raiders/lord/enforcer ships,.... the scaffolding comes out then forms a rectangle with a silhouette of the ship then nothing Use slaves to repair the scaffold im finding that the hig pulsar and bomber corvets are disabled even though i have all the requirements (it said all i need is the corvette Modual) and there are no reasearch to unlock them. Edited by: Aspen28570 |
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Feb 14 2011 Anchor | ||
devourer is disabled by default. requires 300 (150 in beta) to unlock. description - like so many - is an absoulte fail. the hiig system is a real mess. expect it to be reworked in the beta to be way less confusing and buggy. -- I can count to 1024 on my fingers! |
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Mar 6 2011 Anchor | ||
Maybe I'm just slow, but I don't like the increased pace that the huge speeds, firepowers, and fast build times bring. I like having some time to think about what I'm doing, and the games of PTV I've played don't seem to have much of that. Geh, that was in the wrong thread. That should have gone in that what-is-wrong thread. and that wasn't even before coffee. |
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Apr 3 2011 Anchor | ||
I understand the Devourer is disabled but is there any way to enable it? I mean its sitting there taunting me say "HA You cant build me! >:D" |
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Apr 3 2011 Anchor | ||
kill 300 enemy units -- I can count to 1024 on my fingers! |
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Apr 4 2011 Anchor | ||
So if you kill 300 enemy units you can build it? |
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Apr 5 2011 Anchor | ||
yep -- I can count to 1024 on my fingers! |
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Apr 5 2011 Anchor | ||
Is there anywhere in the code to change that? O.o |
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Apr 5 2011 Anchor | ||
yep :D in the next release it will be 150 kills I'd tell you where but i reworked the way my code is set up and I don't remember where it was in the last version >.< somewhere in leveldata\deathmatch.lua -- I can count to 1024 on my fingers! |
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Apr 5 2011 Anchor | ||
Yea but with the game setup. If its 3 vs 1. And your playing keeper they over whelm you. If its 1 vs 1 vs 1 vs 1, one of the comps beats all and your stuck doing hit and runs with the harbinger for hours. Even if it is 150 kills, how do you know when your getting close to the Devourer lol |
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Apr 5 2011 Anchor | ||
basically, you don't know. There's no counter. I have to add event noises for unlocks like that but haven't had time yet. All to come in later versions. As for surviving to 150 kills - how the hell do you die vs. anything as keepers? I don't think it's possible to even kill them in the 0.0.6 release and even in the newer version I have they're virtually impossible to kill. Getting 150 kills vs 3 ais is pretty easy as long as you just stay alive that long. But don't worry, the devourer really isn't worth it well-used harbingers deal more damage more efficiently. which is obviously a bug I need to look at Edited by: mololu -- I can count to 1024 on my fingers! |
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Apr 5 2011 Anchor | ||
Yea + 2 power generators it can rip anything a part. And ive just never been able to control the Great Sajuuk (Devourer) and i want a chance ^^ |
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Apr 5 2011 Anchor | ||
I see your point. When i finalize the keepers i'll make it worth the while and more accessible. -- I can count to 1024 on my fingers! |
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Jun 18 2011 Anchor | ||
hy there...great mod.But i find the AI pretty useless .even at hard level it only builds a couple of fighters and a carrier .what could be wrong?Also is this mod going to be further developed? |
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Jun 20 2011 Anchor | ||
Try expert. I didn't have time to do the other AIs but on expert on most maps it will kick your ass, I guarantee you (unless something is badly wrong). Further development I can't comment on at this time. -- I can count to 1024 on my fingers! |
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Jul 16 2011 Anchor | ||
Alrighty, When playing multiplayer over LAN using patch update PTV007 often about 2-8 min into the game the server will randomly Desync and cut off the game from one of the players while the other keeps going... me and my younger brother both have the mod and weve experienced this problen in PTV006 also, i dont recall it happening back in PTV003 though |
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Jul 25 2011 Anchor | ||
The issue is some 'random' functions in the PTV gamescripts. I intended to code them out someday but my lack of time for modding meant I was never able to do that. It's a known issue but I don't think it will ever be solved. Sorry =/ -- I can count to 1024 on my fingers! |
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