Homeworld Remastered Collection

Homeworld Remastered Collection

GOLIATH - Make Battlecruisers Great Again
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Update: 12 Jun, 2022 @ 9:11am

Update 5.2:

1. New mothership variants in the starting units!

‘Battlestations’ is a normal mothership that can’t move.

‘Heavy Battlestations’ is a mothership with weapons out the tail pipe that can’t move.

‘Heavy Motherships’ is a mothership that can move and has all the weapons upgrades. Transform your mothership into a lumbering death machine!

2. The starting units with dreadnaughts are race-specific so that they can all be upgraded to make it fair.

3. The map GOLIATH – Radial Symmetry has some other resource points in between the starting points so that the whole game doesn’t boil down to the middle. Try it with the 'Battlestations' starting units so that the CPUs don’t leave their static defenses!

Update: 20 Dec, 2021 @ 8:11pm

Update 5.1:

1. Stealth Minelayers added. They can lay mines after cloaking for 1.5 minutes. So they can survive short battles or escape long ones before getting clobbered.

2. New map: (6P) Goliath – Radial Symmetry It's the same map from the game, but you get starting defenses and a Sajuuk! The resources usually run out at your starting point pretty soon, but you can still use that location to survive for a while if you want to let the other players duke it out for a while or if you need to regroup. It's pretty fun!

3. Sajuuk fits in with the other ships as far as targeting and range goes now.

4. SDHs start in aggressive mode now so you can't rush them at the very beginning of the game anymore.

Merry Christmas and Pew! Pew! Pew!

Update: 10 Oct, 2021 @ 4:59am

Update 5.0:

1. New Map: Goliath – For Those Who Defend the Land! You've got to check this thing out. There are two defending teams in the middle, who both have a crap load of non-movable starting defenses. Then there are two 3-man attacking forces on either side of the defenders. So you have to wear down the defenders and breach the resource-rich middle before the attackers run out of space-bucks! Might want to save every once in a while though, because I've had games that take 3.5 hours on this map! And it crashed a couple times just because the memory wasn't getting cleaned out right or something like that.

2. It took forever to figure out how to do it, but ships can have individual voices now! If you pay attention, the Battlecruisers say a bunch of lines that were actually in the game, but never got used. Also, Makaan's Revenge and the Heavy Destroyer have new voice acting! MR is a creepy undead Makaan, and I did all the voices for the Heavy Destroyer South Park style. But now I'm getting sick of my own voice, so if anybody wants to do some voice acting, just let me know! Check out the new ambient sounds for MR too. He's grumbling about how much he wants to kill everybody while the ship BREATHES! (because now he's undead and is part of the ship with a whole bunch of gross veins and stuff in the hallways and over the control panels. or something like that) =D

3. Target acquisition has been greatly improved.

4. Sub-Space Fighter Bombers have armor upgrades now and are better against sub-systems and Static Defense Hardpoints. They're also tougher and a little bit cheaper, so I think they're really an alternative to fighters or defenders now. Before they were fun, but you wouldn't want to build them if the game was close. With the armor upgrades, you can disengage from the fight, automatically recloak, and get the whole squadron back after docking sometimes.

5. The Static Defense Hardpoints are cheaper and are more effective against different ship classes (so it's not straight rock-paper-scissors). The unit caps aren't restricted by type anymore, so you can build all of them of the same type if you want to tailor the defenses to your fleet's capabilities.

6. Fixed some description mistakes and little bugs in the research trees.

7. Insurrection Frigates have more health and are less expensive.

8. Changed some other voice stuff and got rid of some annoying messages. My old crappy ship sighted voices have been replaced by good ones :b

9. Lance Fighters are better against sub-systems and fighters.

10. Asteroids are now indestructible (Did you know you could blow them up to completely screw somebody over? Haha - Probably shouldn't have even mentioned that!)

11. The camera can zoom out a little bit further.

12. I think I might have fixed that problem where the CPU players will pick some completely stupid set of resources to start mining instead of one that makes sense.

Update: 5 Dec, 2020 @ 1:45am

Update 4.9:

Crud, I probably should have written this right after the update. Now it's like 7 months later and I have to check my notes to remember everything. But I'm writing this because 5.0 is on the way!

1. Boss Fight Settings! Check the bottom of the list in the 'Research Boost' settings ,now you can set up map slots to be either a Boss Fight or even a JUMBO SHRIMP BOSS!!! =D They get all researches at the start of the game, more money and really high build speeds. You can even set them for human players if you want to crack some heads or fight a whole bunch CPU players at once, but the game is gonna make fun of you a little bit for doing that. (Try it out and you'll see what I mean :b )

2. Cloaking devices suck, right? Why would you EVER build one? Fixed 'em! Now the cloaking bubble is a lot bigger, they last longer, and they don't use money. That was the main problem, right? You'd cloak something but then you forgot to slow down building and POW! Uncloaked! You still have to watch out for cloaked detection stuff, but at least now they're useable without concentrating on them the whole time.

3. The SDHs leave a big chunk of salvage now. This seems fair to the defender because they're so expensive anyway.

4. The Research Boosts don't mess up the AI difficulty build times anymore.

5. The Hiigaran and Vaygr AI plan their upgrades better now.

6. Makaan's Revenge has some TOTALLY cool effects when it shoots now! The game drops them once they're too much stuff in the game though, so if you can't see them, maybe try them out in a small game just to look – it's neato!

7. The Torpedo Frigate has the improved torpedoes form the Star Trek vs. Homeworld mod. They're a lot more effective against large groups of corvettes now. I noticed that they would all attack the same one and then the missiles would drop off after he was dead. Now the missiles try to track other targets and they can really clean house. This is closer to how I remember things in the original game. If you were Vaygr pushing Laser Corvettes, then you always had to make sure that you avoided those things at all costs, or at least wait until they were distracted by fighting something else before you swooped in and sent them to go fight evil in the next dimension.

8. Oh yeah, right – the icons in the lower left are changed so that they actually make sense now! That blue thing is supposed to be a rabbit. Get it? faster? Whatever, I like them! ;-D

9. Sajuuk is in the Goliath - Return to Sarum map now. It used to be a dreadnaught, but those are in the game now, so the map wasn't that cool. The ships in Goliath - Return to Sarum – Heavy have also been updated so that all races have some in the starting units to upgrade.

I think that was everything – have fun!

Update: 1 Apr, 2020 @ 3:58am

Update 4.8:

So, the Magneto-Cannon is fixed and it seems to be working really well.

NOW I think it's done =D

I'm gonna start having a look at doing some easy modeling next, like adding the badges and team colors to the Sub-Space Scout. That shouldn't be too hard.

Have fun, Homeworld friends!

Update: 29 Mar, 2020 @ 6:12am

Update 4.7:

1. We noticed that the Microwave Static Defense Hardpoint couldn’t kill defenders! We tried to fix it, but alas, it was no use. So, the Microwave SDH has been replaced by the mighty Magneto-Cannon SDH!

“The electrical pulses of the Magneto-Cannon overload the powerplants of strike craft. Although catastrophic failure of the target is inevitable, there is still enough time for the pilots to explode into a cloud of black dust and bone.” HAHA!

The research tree has been adjusted so you don’t need the Microwave Beam Emitter to make them. They’re also a lot more effective at shredding fighters, so watch out! =D

2. The build time has been reduced on the Defenders so that they’re a little bit faster to build than an Interceptor, but it really adds up after a while so that you can really crank them out if you need anti-fighter support fast.

There was still really no reason to build Defenders over upgraded Interceptors, and you needed the Microwave Beam Emitter to build the anti-fighter SDH, so hopefully these two changes will even the Defenders up with the Interceptors.

3. Fixed the bug that the Taiidan Interceptors were cheaper than the Kushan ones.


30.03.2020 - CRAP! The Magneto-Cannon SDH still isn't cleaning house fast enough :( The problem is the speed of damage assessment though. He keeps shooting fighters that are already super-dead, but the game hasn't let them know that yet, and the problem gets worse if there are a lot more units in the game. I'll have a look at how to fix this. I saw a timer for damage assessment, I'll see how the game works if I make that go faster. If not, then maybe the mighty Magneto-Cannon SDH will have to be cheaper so you can buy more of them. They don't completely suck, but they can get overwhelmed by groups of upgraded bombers.

31.03.2020 - found the problem, it was a stupid mistake and the Magneto-Cannon SDH blows up all fighters except for bombers just fine. I'll upload the fix in a little bit.

Update: 9 Mar, 2020 @ 4:12pm

Update 4.6:

1. The HW1 guys choose upgrades based on which ships they’re building and how many of them they have now, so they shouldn’t slow down like they were before when they started going ape-poop with buying upgrades that they couldn’t afford or didn’t need

2. The CPU doesn’t choose which Defense Hardpoints to build and how to group them very well, so the default options is Defense Hardpoints for humans only. You can still have them build them by setting the CPU to anything except ‘aggressive’ and turning the DHPs back on for everybody. I’ll think about how to get them to deploy them better, but that might be pretty hard and take a while.

3. The resourcing strategy for the HW1 guys is the same as the HW2 guys now to even things up.

4. The Defender damage is up a little bit more to make them more competitive against the upgraded Interceptors, but I think they still need something to make them an even decision to build. We’re thinking about reducing the build time really low so you can crank out a whole bunch of them really fast if you need them. Or a weapons upgrade, but I think the fast build thing is better otherwise they might get too OP.

But we’ve been playing this update for a little bit, and I think this thing is just about finished! Gonna start working on some models and maps and stuff like that, but the gameplay is just how we want it. (within the confines of what the game can do anyway) I’ll try something easy first like making some new models for the Stealth Corvettes: I’m thinking like cool camouflage patterns in the player’s color and maybe some kind of rotating stealth thingy like on the Cloaked Fighters.

Update: 2 Feb, 2020 @ 5:06am

Update 4.5:

1. Unless you count mines, which suck, there’s no such thing as defense in Homeworld, right? Not anymore… introducing Static Defense Hardpoints!

Fry up some fighter pilots spicy-Cajun-style with the dreaded Microwave SDH!

The Calcium Debondment warheads of the Rocket SDH reduce the bones of corvette crews into nothing but an oily residue. When their craft is struck by such a weapon, they only have a few fractions of a second to activate the self-destruct before it’s too late. Once their skeletal system has melted away, slow suffocation as a whimpering mass of quivering flesh and organs is sure to follow.

The development of Ceramic Projectiles enables the construction of the powerful Flechette SDH. Four times harder than diamond, these ceramic spikes shatter like glass against thicker armor, however the thinner armor of frigates can do little to stop this deadly weapon. Razor-sharp fragments of the munitions ricochet through the ship, making quick work of the sub-systems and crew.

We kinda ripped off how they look from the Rossinate’s guns on The Expanse, but whatever. =D

Eons ago, The Hadoraxian Empire ruled the galaxy. As far as archaeologists can tell, they grew bored of their unchallenged supremacy, and left the galaxy forever in search of the glory which can only be achieved with the defeat of a worthy opponent. For the long journey ahead, and in the hope of an impending drawn-out war to the death, they painstakingly collecting every scrap of their technology and relics. The Great Collection was to forever denying their secrets to the barbarian hordes who were our forefathers. Apparently, even they were not infallible… strip mines on Thuros unearthed the weapon which turned the other 14 planets of the system into the Thuros Asteroid Belt millions of years ago.

The Destructor SDH is far too inaccurate to target anything smaller than a destroyer, but even dreadnaughts must avoid this deadly weapon.

These things are all really expensive, and they have to be defended until you have a grouping of all four different types, but once you have them all, you can defend resource collection points or seal a flank for a really long time. Only a concerted attack can overcome the overwhelming power that a complete set of Static Defense Hardpoints brings to the battlefield.

They do have some weaknesses though: The Neutron Torpedoes of Insurrection Frigates have been proven to be quite effective against these stationary targets, and the Destructor SDH has a slow turning speed, which makes it susceptible to attacks from multiple directions.

2. There are a couple new starting fleets where you begin the game with either 1, 3 or 8 or each SDH. Games with those starting fleets and then SDHs turned off so you can’t build any new ones are pretty good.

3. The CPU strategy really makes a difference regarding the SDHs. So the Defensive CPU builds them a lot and the Aggressive and Normal ones will hardly ever build them. The Dynamic one builds them somrtimes.

4. The missing animations of the HW2 resource collectors from the HW1 guys has been fixed.

5. The bullets of the upgraded Gunship are easier to see.

6. There’s a mistake in the text of one of the researches and the HW1, and I noticed that the HW1 CPU players are building the really expensive upgrades too early, which kind of slows them down mid-game. I’ll update it as soon as I get them working better, but the game still plays fine.



Enjoy!

Update: 25 Dec, 2019 @ 3:49am

Update 4.4:

Merry Christmas my fellow Homeworld fans! =D

This update is a bunch of little stuff to make the game EVEN BETTER! :O

1. The starting Rules of Engagement and Attack Styles have been adjusted for all units, so your stupid repair corvettes or scouts don’t try and take on a dreadnaught as soon they get built instead of waiting for orders and stuff like that. Dreadnaughts and Battlecruisers on the other hand come out ready to kick some heads!

2. Removed the limit on Lance Fighters.

3. Updated the names of the manufacturing improvements so you can tell them apart in the queue.

4. The damaging and targeting on bombers was off for a lot of weapons, which was making Bombers equipped with Singularity Bombs to be too OP. I won’t list all the changes because it would take too long, but in general, the stuff that’s supposed to be good at shooting down strike craft is better at shooting down bombers as well now. This bug was also making pretty much ever kind of fighter weak in comparison to Fighters with The Boiler, so defenders, gunships and stuff like that should make a lot more sense to build now.

5. Gunships are better than before, because seriously, why would you build them instead of pulsars?

6. The Stealth Corvettes are 10% cheaper and still have 20% more armor, because the Sub-Space Dynamo was too expensive for a rush before.

7. You don’t need Fighter Chassis for the Defender upgrades anymore.

Have fun!

Update: 25 Dec, 2019 @ 3:41am