Homeworld Remastered Collection

Homeworld Remastered Collection

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Engagements Lite
   
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16 Oct, 2018 @ 9:52pm
16 Oct, 2018 @ 10:10pm
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Engagements Lite

Description
Longer, more strategy-oriented engagements. Every ship's health is boosted to 5x stock, with corresponding tweaks to other stats.

Does 5x sound like too little? This is the Lite version of Engagements, which also has a Medium version (7.5x) and the original version (10x)!

Lite (5x): you are here
Medium (7.5x): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541006021
Original (10x): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=500022516

The base Engagements mod only affects multiplayer. The singleplayer campaign is pretty heavily balanced on ship health, and you may encounter serious gameplay issues trying to use this mod in the singleplayer campaign (e.g. Mission 3 of the HW1 campaign will be way too easy, and Mission 16 will be way too hard). However, if you want to play Engagements in singleplayer, there are now add-on mods for it!

Lite (5x): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541006266
Medium (7.5x): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541006085
Original (10x): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541005850

See the original mod at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=500022516 for more info about what Engagements is and how it works.
15 Comments
DeinonychusCowboy  [author] 13 Sep, 2019 @ 6:59pm 
This one only applies to multiplayer. If you want it in singleplayer, you'll need this one and the Engagements Lite Singleplayer add-on both. Also, be sure you don't have any other mods enabled that modify ships, as they will almost certainly conflict. (Mods that don't touch ships are probably fine.)
Queco Jones21 11 Sep, 2019 @ 2:12pm 
Cant seem to get this to work... do I just use this mod? Or r do I need the base SP mod and this one as well?
HalberdGuard 15 Aug, 2019 @ 4:13pm 
Very cool! I played a couple matches with this 50% mod yesterday, and indeed I found that the most viable strategy was going straight for the subsystems to keep the enemy from being able to produce more ships or otherwise use them... It was very easy to keep them all destroyed and disabled as long as I watched for them to appear/repair on the enemy ships, so I do think some balancing is in order. Thanks for your consideration!
P.S. Love the username, makes me think of ARK:Survival Evolved! X D
DeinonychusCowboy  [author] 15 Aug, 2019 @ 3:31pm 

My impulse is for best balance to probably not modify their health to the same degree as ship health, e.g. in the main mod I increase health by 10x, but only increase repair rate by a smaller amount (3x for support frigates) so that repairing is more of a consideration. I think it would make sense to do something similar here, so subsystems are still more fragile than the main ship and wrecking a capital ship's engines is still an even more viable strategy than it is in vanilla, but not quite the "instant disintegration" level they are currently. Maybe 10x base health, 5x subsystem health. I'll play around with it, been working on new HWRM mod stuff recently anyway.
DeinonychusCowboy  [author] 15 Aug, 2019 @ 3:31pm 
Hm, you know, that never occurred to me. They likely have never been touched since HWRM stores them in a separate file from the ships, and iirc I've only ever generated these mods from the ships. I'll look into adding them -- will probably require some new rules since subsystems work very differently from ships in a game data sense.
HalberdGuard 14 Aug, 2019 @ 8:59pm 
Heeyyy, so, it has been a long time since I played with this mod! I always love a long, brooding, shifting battle in an RTS, so I am thankful for this mod series. Although I think I remember there being a balance issue, specifically that subsystems did not seem to get a health boost, and thus instantaneously disintegrated when an enemy glanced in their general direction. X D Anyway, does this mod also change the subsystem health values? Thanks for your time!
DeinonychusCowboy  [author] 6 Apr, 2019 @ 1:10pm 
Single-player should work if you have both components of the appropriate mod, e.g. this mod and the Lite Single Player mod linked above.
Windwalker 31 Mar, 2019 @ 7:27am 
So, does the singleplayers version work ? I had conflicting reports. I hope they do because I only play campaign and I also feel my frigates are made out of butter wich is fairly annoying.
Captain Roman S'Jet 7 Dec, 2018 @ 8:04pm 
Anime is hella gay.
DeinonychusCowboy  [author] 5 Dec, 2018 @ 7:19pm 
@MrMcWalrus I compensate for that by making capture frigates take much longer to capture, and salvage corvettes slower, both proportional to the amount of health increase. Everything I've heard from players sounds like it's pretty well balanced, but if you play it and think otherwise, let me know and I'll look into tweaking it!

(You can look at the description of the original 10x mod to see a list of all the changes I made, there's a few more besides just the health boost.)