Homeworld Remastered Collection

Homeworld Remastered Collection

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HW1RM M13 Fix: Junkyard Puppy
   
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16 Jun, 2015 @ 5:35pm
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HW1RM M13 Fix: Junkyard Puppy

Description
Think Mission 13, the Karos Graveyard, is frustrating because there's nothing to do but send in wave after wave of fighters?

There are fixes for that problem. This fix slams the Junkyard Dog in the face with the nerf bat, aiming to bring some realism to it by not having a feather-light frigate that moves as fast as a bomber and sporting more HP than anything its size has any right to be.

Specifically:

1. Its HPs have been reduced from half that of a Heavy Cruiser to a mere 3.5x that of an Assault Frigate, which totals out to slightly more than half of its original value.

2. Its armor has been weakened on the sides and aft (or rather, a damage modifier of 1.2 for strikes on those facings has been put in place, same with an assault frigate.)

3. Its mass has been increased to 3.5x that of an assault frigate instead of 15% of it.

4. Its maximum speed has been reduced from an insane value of 263 to the far-more reasonable value of 140, which is still far more than a frigate will make, but not so fast that it leaves corvettes in the dust and can only be caught up to by Interceptors.

5. The net result of this is that the Junkyard Dog should no longer be capable of rushing straight at an entire fleet of capital ships that could evaporate the mothership in two or three salvos, abducting a capital ship, and fleeing with it at speeds so high only your interceptors can keep up, and not have taken more than 15% of its HP in damage. You should be able to actually kill it with bombers or capital ships.

6. This will make Mission 13 relatively easy, if you just hit the Dog with a gigantic capital ship and/or bomber swarm and then just send in the caps to kill the autoturrets.
(Puppydog image courtesy of clipartqueen.com )

[Edit]
Yes, I KNOW you can just use a gravwell generator to lock the Junkyard Dog down.

This was a bug in the original version of Homeworld and, for whatever reason, it either made it through to Homeworld Remastered intact, or they canonized it. Either way, I consider than an exploit, and this mod exists to make it possible to beat the Junkyard Dog up in a straight-up fight rather than it being some kind of uber-abductor-vessel with impossible acceleration and health and un-targetability.

As such, I'll be deleting any comments that make note of the gravity well exploit, or otherwise call this mod out as unnecessary. Of course it's unnecessary; it's a game mod. It's as necessary as nude mods for Skyrim, but they still exist and we use them for reasons of our own.

Don't like it, just move on. Peanut-gallery heckling is not needed.
59 Comments
ShadowDragon8685  [author] 19 Nov, 2024 @ 9:35pm 
@Sijiso: Please read the last two sentences in the mod description as you cogitate the reason for why your heckling peanut-gallery comment was deleted, and have a crappy day.
Zero42 28 Feb, 2023 @ 1:33pm 
Originally, I used cloaked fighters to destroy the sensors, then the junkyard dog couldn't detect ships. I was still annoyed by the dog's apparent invulnerability at first.
ShadowDragon8685  [author] 29 Jun, 2022 @ 7:43pm 
@SenkoLover_DR.Volk: Yeah. As far as I'm concerned, that being able to 'sneak scouts under the sensor net' is a bug introduced by the limitations of the original Homeworld 1 engine, and either retained intentionally or unintentionally when they faithfully translated the original Homeworld 1 map to Homeworld Remastered.

It beggars belief that the junkyard 'office' is just sitting behind a single rectangular corridor of sensor posts and overpowered autogun turrets that you just happened to emerge from Hyperspace directly opposite across it from, and that rather than just fly the entire fleet way above or below the rectangle of doom, you have to sneak a few scouts across the very 'top' or 'bottom' of the map.

An entire field of turrets that splatter strike craft should mean that this is a mission for large ships. Then the Junkyard Dawg shows up? Yeah, nah. Hence, this mod.
DR.Volk 29 Jun, 2022 @ 6:53pm 
i tried this mission about 20 times. entire fleets stolen over and over again. eventually won by sneaking 10 scouts under the sensor range of the enemy and docked w the base. i REALLY wish i saw this before i had to resort to that.
Irish 9 Mar, 2019 @ 4:18am 
lol fair enough. You're entire comment reminds me of this. https://youtu.be/YBC1Qob27sM?t=18
ShadowDragon8685  [author] 9 Mar, 2019 @ 4:00am 
Irish: No, that is not a bug. An ENTIRE FLEET opening up on a single ship the size of heavy frigate is MEANT to annihilate it. That's the purpose of this mod; to make "no, to hell with your OP piece of rustbucket salvage frigate, it does NOT get to kidnap my entire fleet, it gets to blow up."
Irish 9 Mar, 2019 @ 1:58am 
Must be a bug, but I just ordered my entire fleet to open fire on this thing, and it annihilated it. After 20 secs or so. Handy mod for those that need it tho.
NightOwl 6 Mar, 2019 @ 7:52pm 
If possible, I would like to capture this thing and replace all my salvage corvettes with it.
Iron Templar 5 Mar, 2019 @ 5:15pm 
I basically just shot the hyperspace gate when it was on its way, after that it was easy to get rid of them. but its a good thing this mod is here in case it bugs
tomyironmane 17 May, 2017 @ 8:50am 
@jon31397 I managed to stump the thing that way... But I couldn't shoot it off the cruiser or get the cruiser back... it just sat there like an idiot till the end of the mission.