Homeworld Remastered Collection

Homeworld Remastered Collection

38 ratings
Limited fuel for strikecraft
   
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499.943 KB
8 Mar, 2015 @ 3:56pm
16 Jan, 2018 @ 9:42pm
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Limited fuel for strikecraft

Description
This mod reintroduces limited fuel in light strikecrafts, close to what Homeworld 1 Classic has. The fighters, scouts, bombers and so on of all four vanilla factions will now have a limited range. Most fighters can go approximately 50 km, scouts 100 km and defenders 20 km. If they try to go further, their engines will sputter and they will automatically crawl back to the nearest carrier for refueling. And a crawling plane is a niiiiiice target. So keep in mind the ranges for your strikes, and give some love to your once-again critically important carriers. :-)
64 Comments
AJABOOBOO 3 Jun, 2024 @ 2:50pm 
does not work :(
ssddsquare 6 Aug, 2023 @ 4:05am 
Does it works on player's ship only? Works in single player game?
Shadowwolf149 11 Mar, 2023 @ 9:47pm 
is it weird that the taiidan have fuel and the Kushan doesn't???
kalonia 13 Oct, 2021 @ 11:26am 
it seems not... :(
Bizsomb 1 Jun, 2020 @ 11:04pm 
this mod is work?
TIF-DiZLiskcious 1 May, 2020 @ 5:05am 
so this doesnt show on the mod list on the startup panel?
Rufus Shinra  [author] 29 Mar, 2019 @ 5:52am 
If you want to check the fuel script I use, feel free to download Flag Commander and extract it, you'll find it in the 'lib' folder, where it is called by individual units. It was the result of other teams' suggestions and the devs' own hacking around the engine's limitations. My main creation is the ammunition script. If you wanna reuse that particular one, I'd appreciate to be credited, but the fuel script in FC is free for the taking.
Weimond 28 Mar, 2019 @ 4:26pm 
I have a mod concept I'd like implemented that would require a good fuel script, I'm wondering if Kadesh swarmer fly patterns seen in HW1 can be recreated in a good way like Snakes coiling around a line of fuelpods as it travels forward, perhaps something that coudl happen along with the Guard command or tha transition of guard to attack.
Firestorm🗿 28 Mar, 2019 @ 9:16am 
Cool!
Rufus Shinra  [author] 28 Mar, 2019 @ 12:51am 
Given that it is using the old code, I will by default tend to agree. Keep in mind that, as the Convoy mod, this is more of a stand-alone mod for a gameplay feature I implemented in Flag Commander. I've since designed for FC a much better code that involves outside saving of the fuel values for each craft, but until yesterday, it was thoroughly incompatible with squadrons, so I couldn't update it elsewhere. I'm currently working on a new algorithm that should eliminate this issue entirely and will test it over the next week in my build of FC. If it does work reliably, then I'll make a variant of it for vanilla.