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It sould still work. Gearbox hasnt made any updates to the game in a long time, and the last time i made an update to this mod, i made sure it was functional.
As of now, it is on hold until i get my motivation back, and ofcorse, when real life isnt kicking my butt across the galaxy. Maybe one day i continue with it, but we see.
I write this on all my mods now, but for the love of ass, STOP INVITING ME AS A FRIEND! Seriosuly! I made it very clear, and if you really, really want to add me, you either have to get aproved by me on skype or discord, or ask nicely in the comment section atleast. I think it be common sense to atleast ask. This isnt facebook.
Thank you.
I did yeah. Thought that Dr Robotnik was getting old, so i took something that felt more like, me.
ok thanks, best of luck
and didn't you change your name?
If i knew how to do so withoutt he game crashing, i definitly will do it. You see, the method of making new ships stopped working when Gearbox did a massive rework. Now such custom ships arent possible unless i replace an existing ship that is. Who knows, maybe i make these ships return one day.
Oh crap i almsot had a heart attack. Thanks for explaining. So you mean like an unofficual patch? Usualy those patches are pretty compadible with current mods so i souldnt worry. My current goal is to get my other mods that i got to make them work.
What!? They be releasing ANOTHER patch soon? The whole reason why my mods stops working is then Gearbox releases a patch that changes alot of the game mechanics. Due to the patches they did last time, it dried me out.
Now i dont know waht they be adding or changing, but i appriciate that you told me about this patch. I just hope that i wont be needing to remake my mods from the groundup, again.
Its defintly something i want to do, add new units, like it had in the older versions of this mod, but thanks to the latest update, teh method of making new units is not possible anymore, though, there might be otehr ways that i havent tried yet that could work, but testing is needed, once real life isnt kicking me.
But i really appriciate all your lovely comments, it brings joy to me and a little bit more motivation to start working again. I do indeed have plans to improve my mod, even though it will never reach the same standard as the more popular mods, such as Universe mod or Complex mod.
Would be nice if you could add some more ships to the Turanic Raiders, they have always been my favorite. But only 4 ships, it gets dull after awhile.
Keep up the good work.
Simplisity was something i had in mind when i was makign this mod a long time ago, based on the more basic mods back in teh old days.
I always feel bad for not being able to update all of my mods that require an update for tehm to work. Well atleast this one does, for now.
But thanks for your comment. Its people like you who encourages me to continue. When i find the fire to work on my mods, i defintly will update and balance this and many other mods.
Yeah, i was forced to start over, since teh developers certainly want to make it as inconvinient as possible. There was a way to make custom ships like the ones that the older versions of my mod had, but since the latest patch, i cant use it.
I dont know when i be able to update the mod, but probable when the devs stop updating the game in such a way that i dont have to start over.
-Bombers (the missile corvettes don't do anything to capitals, although they kill corvettes well enough)
-anti-strikecraft frigates of some sort
-destroyers
They just aren't really playable without these ships. Also, for some reason, all their ships are set to passive by default.
Thats old info. Due to the update of homeworld, i can only make them build 1 at a time. Once i get back home, i will make updates to make the descriptions match propperly.
I like to ask all of you to report any bugs you mgiht find and if you need more info, please read the description above. if you got any quesitons, please do ask.
The Utility Corvettes are the resource collectors, but they are a multi-purpose class ship with multible abilities, including resource collecting, attacking enemies with turretcs, capturing ships and more.
The reason for them being corvettes is becasue that if i set them as resource collector class, most of their abilites wont work and some other problems will happen.
Right now, controllers are no go for now, but the 2nd Attack Carrier will serve that purpose for now.
also need to have resource collectors not be corvettes
The Anceint Carrier, atleast with the current model, doesnt have the engine trail thing, but the restored version have that and also have working lights, badge support and all that. (might add that to the next update).
The Chimera station was removed due to an unfixable crash and it also refused to be built.
But anyways, i be making some more updates when i get time, and i need to record some more voices for the race, or somewhat tweak it.
By the way, I love the way you respected the canon background behind the corvettes: sending troops inside and capturing "Marine Frigate" style, and not capturing "Salvage Corvette" style with magnetic field.
Also, the Ancient Carrier doesn't have "working" engines, I mean it moves around but the engines remain dark. I suppose that's because the model hasn't any animation... not a big issue, and maybe not fixable.
Once again, thanks for your work: I've been screwing around with the Turanic Carrier in the old version of HW 1 after modifying files to capture it, and now i can fully roam around the galaxy commanding a full Turanic fleet. Awesome!
Oh? Huh, i thought i added that ability to them.
Thanks for reporting it!
I be fixing that in the next update!
The Utility corvettes can't salvage capital ships debris, for some reason!
Thanks. Expect some new updates in the future, whne i get time that is lol.
Here is one thing you can try out. Perhaps when i was updating the mod, your steam client must have downlaoded it wrong. Here is what you can do. go to your homeworldRM directory, and delete the DATAWORKSHOPMODS folder. then restart steam so it can re-downlaod the mod, and check if it works.
strange, but i be checking it out and see what i can find.
I cna imagen that it can crash if you select Carrier only mode since i havent added such thing yet.
please explain more. do you run more mods? Wich map are you trying to run the mod with?
What? Can you please explain what you mean?
Its the correct version, i jsut forgot to edit a specific line in the config file. i really need to fix that. silly me.
Even if it says 1.2, its the 1.7 verson, i just forgot to write it.
I think you have uploaded the wrong version. When I open HW's mod manager, Playable Turanic Raiders V1.2 appears. I'm saying this because I noticed that Chimera Station, introduced in 1.7, can't seem to be built in the "current" release.
you do have a project you want to work on yes?
That depends. And no, i dont jsut add anyone to my friends list. i really need to add that on every mod i make, no friends request so openly. no offence intended.