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other was i set 1 ai of each faction and launched only for them all to be federation. Boo.
https://www.techpowerup.com/forums/threads/large-address-aware.112556/
What you need to do is delete the workshop files of the mod that got corrupted with the access violation, and re-download it (By verifying files through steam). Go into your HWRM Workshop files. Usually located at C:\Program Files (x86)\Steam\Steamapps\Workshop\Content. Here where tedium comes into play, because you need to look at each of the numbered folders in the Content folder to find the mod, or you can just delete them all, and Steam will re-download the mods when you verify files. Then try to load the mod again on the HWRM launcher.
As far as i know this is the only fix that i am aware of. Gearbox never got around to fixing the access violation issue.
Where's the cutting beam? Isnt the cube meant to absolutely demolish them?
I hate to spoil the ending, but the Connie loses
Thanks! We're going to take a crack for sure :)
@Jasio
Not sure, there's only so much time in a day and so many modellers willing to use their free time on mods
If we did the STO/PIC ships it'd be a whole new "era", most likely in HW3 at this point. But we have none of the ship models so not so sure about that being a quick thing
We're looking at HW3 very keenly
@Koromatzu
You need to upgrade the outpost instead of do research for the bigger ships, click around, you'll find the way :)
It would be possible to script in for the AI to do a warp jump, but the pre-conditions and getting it to feel "right" are another story... We're kinda waiting on HW3 now to see what better things we can do with the updated game engine and AI
Do you implement new scripts with your mod (like new buttons with complete own game logic)?
If yes, it is perhaps possible to write a script that handles AI travels over higher distances "like" warp, but it is not using the actual hyperspace method of the main program...
The AI only uses hyperspace with motherships and resource controllers, there's a hardcoded shiplist in the back end unfortunately that we were never able to touch
I am working on a database to redo the tuning, but ran out of trial period~~
On the other once the enemy fleet is spotted half way, I could use warp to destroy their undefended base. The AI will never be back in time to stop me from doing this.
Oh, btw... having a descent battlegroup with about 7-8 ships of all types will easily destroy a starbase even while suffering counterfire. The torpedos have such a hugh range and are deadly against buildings (this is only for the other three eras, as in this era the AI will repair buildings with up to three ships countering all torpedos that way)
I would if there was someone to make the models for me :)
He's not interested in trying to fix much further, I did consider joining the discord though. There's no point now sadly.
Grab the log and shoot it through to us on Discord, there's usually a simple fix if the mod won't start (it's detailed in the mod description too)
Check point #7 in the mod description, if that doesn't work send us a log on our Discord