Hard Light Productions Forums

Off-Topic Discussion => Gaming Discussion => Topic started by: Colonol Dekker on March 14, 2010, 05:17:30 pm

Title: Homeworld complex mod
Post by: Colonol Dekker on March 14, 2010, 05:17:30 pm
Argh I just played a FOUR hour lan game as the good guys against my brother who was Vaygr. I won by using super nukes and my hand is swollen.
 
 
WHY WOULD THEY MAKE IT SO ENGAGING?
 
I just couldn't stop. . . . .
Title: Re: Homeworld complex mod
Post by: Locutus of Borg on March 14, 2010, 05:18:43 pm
I love that mod

My only criticism is that the superweapons make it too easy.
Title: Re: Homeworld complex mod
Post by: General Battuta on March 14, 2010, 05:19:26 pm
Do you prefer Complex or PDS?

I remember back when I was with PDS, Complex was kind of looked down on as the retarded little brother, but seeing how PDS turned out I'm not sure that was particularly accurate.
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on March 14, 2010, 05:28:35 pm
You used to work on it? That's neat.
 
I never played pds past one of the betas. Don't know why,i just fell out of the Homeworld 2 mod ting and focused more on my Freespace.
 
 
 
I only got Complex yesterday and spent the first three hours without building additional officer barracks, I just forgot to scroll down and ended up with tonnes of crew and ten poor Ruperts who were terribly strained.
 
I was in danger of losing til I built a jug and hyperspaced it into the middle of my brothers advance and blew a chunk out of his destroyer line. That allowed me to come back with a battle ark and hold him off til my fortress managed to spew out my first mega nuke which took out his mothership. Yeeeehaaaaw! 
Title: Re: Homeworld complex mod
Post by: Titan on March 15, 2010, 11:58:01 am
sounds cool
Title: Re: Homeworld complex mod
Post by: asyikarea51 on March 17, 2010, 12:15:15 am
Hard, hard, HARD!!! DAMN!!!

I'm practically forced to play as a turtling tank every single time, and playing at ~5fps when tons of junk from destroyed ships is strewn all over the map doesn't help things either. I'm simply not good enough for the strategy genre.

That said, I did get some fun out of it on the few occasions where I didn't die, I had one game go on overnight but it crashed out at 4am when I was planning a second attack with a strike group that was heavily outnumbered and horribly outgunned (but would still survive because of what I was doing + heavy dependence on luck). Damn crash T_T

And then another game where I accidentally killed my AI teammate off the game with a nuke (his last shipyard was being hammered but I couldn't build anymore ships to help, and I didn't even realise that the previous attack from 2 enemies dropped him all the way down to Ensign). That one sucked... and I lost the game eventually because money ran out and I didn't have any supercaps on defense.

Juggernaught is something. Can't shoot it? RAM THE #@$%ER INSTEAD!!! WAHAHAHAHAHAHAH... had enough yet! TWIN NUCLEAR LAUNCH WHOLE SCREEN TURNS WHITE... BACK OFF LOL!!!
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on March 17, 2010, 03:28:21 pm
 :nervous:


It's good innit.





When fighting the CPU, constant save is key!
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on March 17, 2010, 04:50:43 pm
Are you using Complex 7.4.4?  Hiigaran Vortexes get a crapload of guns in that version.
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on March 17, 2010, 04:56:12 pm
Yep 7.4.4, Remind me what a vortex is again. I just spam Interceptors and heavy bombers. Then lean towards  sentinels and scangers with Sweepers til i can pump out Artillery destroyers.
Title: Re: Homeworld complex mod
Post by: Locutus of Borg on March 17, 2010, 05:16:15 pm
The giant circular battleship.
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on March 17, 2010, 05:24:09 pm
 :eek2:





How did i miss that...........I was obsessed with Jugernauts.












 :eek2:
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on March 17, 2010, 09:08:13 pm
It actually isn't giant, its a lot smaller than a battlecruiser.  It actually reminds me a lot of the Hoshiko Robotics Cruiser in Sins of a Solar Empire.
Title: Re: Homeworld complex mod
Post by: Hades on March 18, 2010, 03:11:11 am
It actually isn't giant, its a lot smaller than a battlecruiser.  It actually reminds me a lot of the Hoshiko Robotics Cruiser in Sins of a Solar Empire.
Yeah, they do look very similar.

Anyway, I tend to just skip the Vortexes because they seem to die quickly, even if you have all the guns, upgrades, etc.
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on March 18, 2010, 03:18:14 am
The Vortexes have a major problem in that they are reluctant to follow orders, and their weaponry is radially-mounted, so it is hard to focus fire with a Vortex.  Hiigaran Battlecruisers are even worse, as their captains believe all their guns fire in the rear arc and will turn their ship accordingly.
Title: Re: Homeworld complex mod
Post by: asyikarea51 on March 18, 2010, 12:13:37 pm
I was mildly miffed with the battle cruiser not looking symmetrical, :p

But I kind-of like the upgrade path of that ship more than the Vortex + I think it looks cooler. At the time I didn't know what exactly you could fit on a Vortex so I randomly installed the light arms set and then I realised things the "hard way" when I saw it using the small guns against a group of Vagyr dreadnaughts... well at least it could swat the fighters before spending the next 30 minutes or so draining the hitpoints of each Dreadnaught veeeeeeeery slowly... in a game of capship warfare even max upgraded fighters seem to suck against enemy fighters... take too long to kill when a light arms Vortex can just pop off a Flak round "bang ur dead" just like that... haha...

liek omg i is small gun PEW PEW PEW still can drop your MEGA BEAM CANNONS :wtf: :lol:

Juggernaughts are fun... skeleton crew RAMFEST...!!! but when I discovered the nuke I think my already-weak tactics changed even more... XD


You spam fighters too Dekker? Same here... Idk I guess the FS way of doing things sorta carried over for me, too bad the bomber guns still suck even at max upgrade (but look at the speed!!! teh enemy scouts cant catch me bomberzzzzz LOL XD)
Title: Re: Homeworld complex mod
Post by: Titan on March 18, 2010, 12:20:06 pm
That's the first thing about HW2 that pissed me off. 8 less fighter wings then frigates? What the hell?
Title: Re: Homeworld complex mod
Post by: asyikarea51 on March 18, 2010, 12:59:47 pm
? The campaign CPU ship spamming based on RUs (or heck, complex mod AI for that matter with its big ship spamming tricks), or you meant something else?

I never really bothered with the original game campaign anyway, if that's what you mean; were it not for complex and the hiigaran side being crazy-strong for all that *CENSORED* fun I probably would have left my game disc alone for another few years or something since I'm not good at strategy games... :doubt:
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on March 18, 2010, 01:47:49 pm
The Vaygr aren't all that bad in Complex either.  They have no requirement for research points, their crew and officers instantly replenish, they can get their best fighters as soon as they have enough RU to research, and they get Progenitor Dreadnoughts with their massive beams of doom.  Oh and they get perforation pods and nuclear perforation pods.
Title: Re: Homeworld complex mod
Post by: asyikarea51 on March 19, 2010, 01:10:29 pm
Getting kicked aside by 2 easy Vagyr AI is already saying something about how bad I am. :doubt:

The funny thing, before getting into Complex I was having moderate fun with TFS (crude RU injection code-slapping kitbash really lagged it) and that mod kept telling new players to play as Vagyr (I can see why, the tech tree isn't as stressful), but then I play Vagyr in Complex and I get stunned as to where the hell all these fancy unkillable Hiigaran ships were coming from and I had nothing of the sort, dying I-have-no-idea-how-many times...

At least they don't need a Barracks...???
Title: Re: Homeworld complex mod
Post by: General Battuta on March 19, 2010, 11:54:15 pm
Is TFS still alive? They had a short-lived partnership with PDS which disintegrated in horrible drama.
Title: Re: Homeworld complex mod
Post by: Hades on March 20, 2010, 12:39:42 am
Getting kicked aside by 2 easy Vagyr AI is already saying something about how bad I am. :doubt:
That's not you being so bad as it is the Vaygr being able to build heavy ships right off the bat. Thes best strategy I have found that works against them is go on a defensive and try to build up as many ships as you can while having excess researches to get to the highest research level, because then you can get the battle assist, heavy ion cannon, etc for the mothership, and with the health, attack, speed, etc upgrades makes it basically unstopppable. Do make sure you have a repair and hypserspace module, they will make it even better,
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on March 20, 2010, 01:04:00 am
Also, spam Hiigaran Battlecruisers with Fire Control and Hyperspace modules, just be sure to build the extra weapons on them, and build torpedo batteries instead of ion batteries since the ion batteries have an extremely limited fire arc.
Title: Re: Homeworld complex mod
Post by: asyikarea51 on March 20, 2010, 04:12:47 pm
Is TFS still alive? They had a short-lived partnership with PDS which disintegrated in horrible drama.

No idea. Never been in in any Homeworld communities and don't intend to be in one anyway (not when my FPS in HW2 is so low and I don't have the needed skills to even think about modding a game like that + I'm really just more to FSO). Just a case of trying to "force out" some fun out of an old disc that would otherwise be left sitting around doing nothing. :doubt:

------

I uninstalled HW2 already, horrible fps I'm getting and crash-prone but I honestly don't mind one more self-skirmish round trying a different tactic even under ~10fps. This mod is really something when the game gets going ... and this is already saying something considering that I suck! Heck I typed out another long paragraph again for this post only to backspace and try to type something shorter. XD

Really at first I thought the sides weren't balanced properly but seeing how even 2 easy Vagyr AI could knock me out really made me think of a "what if" scenario against real players with real skill and brains. :shaking:

BCs with FC and Hyperspace is something for me to think about. And yes the unstoppable nature of the Hiigarans really just helped big-time because for some reason every defense I need to do always ends up becoming a "last-ditch defense" with something like the MS or some other valuable ship on the brink of destruction or capture...

BTW question, does Complex allow for C&C-style "MCV takeover for access to enemy faction tech" or is it the same as standard HW2 where enemy MS/SY is just dead weight?
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on March 20, 2010, 05:35:18 pm
It's dead weight.
 
My little bro bailed on me as a hard AI started closing in for the kill. Our standard tactic is to pair our motherships up close and mount a pepperpot advance using my higaaran fighters and advance bombers with his missile frigate/capture frigate spam.
 
His offensive units and resource base got steamrolled so he gave me his MS and scuttled the rest. . . . . . . Like a coward.
 
 
 
Chicken.
Title: Re: Homeworld complex mod
Post by: asyikarea51 on March 28, 2010, 01:08:26 pm
*bump for no justice at all*

I did not expect the perforation pods to be so powerful; worse if research progress is stuck because there's no money. Gone is the assumption in my head that the Hiigarans are stronger - true that their biggest guns with the right supports can just walk over everything and their MS is a MAJOR help to base defense...

But those rust-inducing pods backed up by a good set of torpedoes and guns (ala any Vagyr BC/BS/Dreadnaught?) can put even Vortexes to shame... :shaking:

And Vagyr fighters... just, wow. No wonder they don't need so many destroyer variants or fancy flying frisbees, what they have is more than enough with their basic assault craft already very irritating... and by the time I get Shiry fighters it's already too late because the capital ship warfare would've already started by then... at that point on it's a battle against time to spam corvettes and heavy bombers out in huge waves, and this is still against 2 easy Vagyr, what with their Dreadnaughts, custom BS, missiles, etc... :nervous:
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on March 28, 2010, 03:02:43 pm
You know Vaygr Battleships can build  and mountEVERY weapon in the qeue at the same time right?
Title: Re: Homeworld complex mod
Post by: asyikarea51 on March 29, 2010, 01:59:12 am
*doesn't understand*

You mean "instant build"? Or "the Vagyr BS can install everything on the list"? Or...???

I normally spam all the upgrades when the economy is stable, the AI I normally fight against tends to not do that (successful BS captures tend to reveal lots of empty special slots, and knowing how 'stingy' HW2 is on enemy faction tech, I can't do anything)...

And yet even without everything installed those pods still hurt. Stupid vortex had to act the hero and try a 10 v 1 stunt only to die 5 seconds later when I'd already slapped on the plasma fast trackers... WTF!!!! :mad:
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on March 29, 2010, 05:03:20 am
Yes, no Complex vet builds Vortexes due to their frakked-up attack scripts.  Hiigaran Battlecruisers have some attack script issue as well since their captains have the mistaken belief that all their guns aim towards the rear quadrant and position their ships accordingly.
Title: Re: Homeworld complex mod
Post by: Hades on March 29, 2010, 07:01:04 am
Yeah, I generally just skip those two and upgrade my mothership, the Ark, and that giant space station thingy and warp those at my enemy.

Needless to say, I bet he isn't very happy when I do this. :3
Title: Re: Homeworld complex mod
Post by: asyikarea51 on March 31, 2010, 12:30:15 am
I haven't found a real use for the Ark yet other than it being some oversized... thing... with a huge fighterbay... I tried to launch an attack with it once but I ended up using it (read: moving WALL) to defend the base against 4-5 frigate waves mixed up with destroyers and corvettes of all things.... always happens when I attack, I'm bad at preventing getting jumped on... well MS + battle asset to save the day when the going gets though, the beam cannons were a lifesaver.

I even had a nice Shuttle with 4 juggs that in the end didn't do a thing as the game ended other than being a Patcher dummy base. :sigh:

My most recent game went better, I had a pair of Vortexes with different guns still refusing to obey orders but I managed to force them back to base... battle asset MS, Ark, a few carriers sitting around doing nothing on fire support (might as well put the sweepers and crappy machine guns to use), 30+ fighters of random classes and the two stubborn pricks kept the repeated capital ship swarms at bay thankfully. AND DAMMIT enemy MS isn't capturable waste my time building frigates for nothing. :mad:

Curiously one of the CPUs decided to send out his MS, building an SY while at it just to defend his last resource point... or maybe he was trying to attack another CPU with me smack in the middle, I have no idea why the MS was moved well away from the spawn point. "Okay, your carrier blocking the front door to my base is annoying and my fighters are taking too long and MS beam cannon for some reason isn't firing, so here's a present..." BOOOOM--- "The Complex match is terminated for CPU x"
Title: Re: Homeworld complex mod
Post by: Hades on March 31, 2010, 11:44:18 pm
Can you still send the giant starbase into hyperspace? I used to do that all the time, warp a fully upgraded station right into my enemy's base.
Title: Re: Homeworld complex mod
Post by: asyikarea51 on April 01, 2010, 12:33:08 am
Never tried. I just used it to launch nukes. If it could jump anywhere then maybe because a nearby unit had a hyperspace module.

I made a BC jump once, but then when I called it back I realised it didn't have the module to jump back... crawl back the long way home (the game lagging bad enough that 1 second seemed like 10 seconds didn't help things either).
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on April 01, 2010, 03:01:42 am
The second time my brother and I played this mod, we both (unbeknownst to the other) built the battlefortress with a hyperspace module and a blocker too. Both stations were screwed once I managed to jump close to his one.
Title: Re: Homeworld complex mod
Post by: Hero_Swe on April 01, 2010, 10:02:58 am
Just downloaded it...My initial impression


"OH GOD WHAT ARE ALL THESE NUMBERS AND BUTTONS OH GOD WHY DOESN'T MY BATTLECRUISER HAVE ANY WEAPONS OH GOD IT WENT KABLOOEY!!!"


Yeah...lots of stuff I have to get used to. I thought PDS was advanced, geez. Atleast it lives up to it's name
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on April 01, 2010, 12:40:42 pm
If you think Complex is hard, try figuring out the weapons and classifications in TFS.  That mod has more TLA's than the federal government.
Title: Re: Homeworld complex mod
Post by: Hero_Swe on April 01, 2010, 02:37:35 pm
(http://img220.imageshack.us/img220/6923/homeworld22010040118535p.png)
(http://img515.imageshack.us/img515/6596/homeworld22010040118535.png)
(http://img144.imageshack.us/img144/6596/homeworld22010040118535.png)
(http://img220.imageshack.us/img220/6596/homeworld22010040118535.png)

My first game of complex finally done, ended in victory. Was a close one though, they managed to kill my mothership
Title: Re: Homeworld complex mod
Post by: Hades on April 01, 2010, 06:43:31 pm
Oh that's right, you could build a hyperspace module on the starbase.
Title: Re: Homeworld complex mod
Post by: Hero_Swe on April 02, 2010, 07:15:27 am
Yeah, that's how you get the Battle Ark and another Command Fortress
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on April 02, 2010, 09:28:30 am
Hero_Swe, always build a backup core :)
 
 
 
Had a game of this the other day with my bro and as usual the ai was hounding me, to the point where I had to send everything I owned over to my brothers perimiter while my stock loadout (except a sweeper set) mothership held off seven destroyers. I say held off, I actually limped into the middle of their formation and scuttled my ms as I was skint and at the point where the sirens were going off.
 
I took five of them out in the blast.
 
 
Then they sent the big **** out.
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on April 02, 2010, 02:58:13 pm
If you're going to play as Hiigs in Complex, use the Complex: Custom gametype so you can adjust research sensitivity.  That way you can tech quicker up the tree so the Vaygr don't get as far ahead of you in terms of available ships with big guns.
Title: Re: Homeworld complex mod
Post by: Colonol Dekker on April 02, 2010, 03:06:56 pm
Good avice, but i like the tension. I thrive on it :yes:
Title: Re: Homeworld complex mod
Post by: Hades on April 02, 2010, 09:10:09 pm
If you're going to play as Hiigs in Complex, use the Complex: Custom gametype so you can adjust research sensitivity.  That way you can tech quicker up the tree so the Vaygr don't get as far ahead of you in terms of available ships with big guns.
Actually, I usually turn the sensitivity as low as possible so it takes forever to reach the last tech level.
Title: Re: Homeworld complex mod
Post by: SpardaSon21 on April 02, 2010, 10:32:20 pm
Oops, I didn't mean research sensitivity, I meant research point sensitivity.
Title: Re: Homeworld complex mod
Post by: asyikarea51 on April 04, 2010, 12:43:08 am
I'm used to playing on Custom. XD

though I pretty much crank everything up to maximum settings for a high-speed mindless click-spamming (:lol: wat) killing spree game except for maybe damage (don't die too fast) and one of the research options for which I didn't fully understand the function so I left that at default...

On the Hiigaran MS... there was once the AI took it out when I forgot to install the Battle Asset on it, and "my heart went emo" enough that I quit the game even though I still had two SY's. But I would've lost even if I kept a cool head since the base was now defenseless without the MS and the next Vagyr spamming wave was only 10-20 kilometres out and closing...

I thought the TFS terminology thing was cool + somewhat liked the gameplay in that mod, but I had to "script kiddie" one of the game modes because it didn't have the n00b-friendly RU injection I was after.

But YES it's just as confusing to me in the sense that some things are not as obvious as Complex (eg Complex may have 10x more stuff and you'd probably never finish the whole tech tree over the course of a short game, but as game time goes on it all tends to settle down; whereas with TFS it's either I find a textbook and read it for a good hour or something, else remain empty-brained.