Homeworld Remastered Collection

Homeworld Remastered Collection

HomeworldRM Community Patch
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Update: 11 May, 2016 @ 5:58pm

Defender accuracy vs hw1 fighters increased from .275 to .325

Scuttle damage range and damage amounts tweaked abit for MS&SY, Carrier, and BC/HC.

Hw1 vs Hw1 corvette accuracy increased slightly. HW1 Corv v Corv battles were taking abit to long to resolve.
grammar in the description of the turanic fighter cleaned up abit.

HW2 mobile refinery production time reduced slightly. i wanted to help them get RU faster to remain competitive with HW1, and this seems like a good 'soft way' of buffing them.

Vgr Resource collectors collection rate increased from 11 to 14. This is a temporary bandaid to try and help alleviate some of the issues with vayger resource pathing and keep their income competive, even with hiigarans, atleast
untill a better solution/fix is found.

I was informed that Taiidan motherships had less Hp and speed than Kush Mothership, (this was fixed). Issue was caused by the new code format from GB's awful patch last year.
just forgot to address it. originally their was code in each ship file for "campaign and non campaign" modifiers. they were removed and taiidan was still using the campaign stuff.

Update: 21 Jan, 2016 @ 5:24pm

Fixed a ton of Pop Cap bugs caused by gearbox's last stupid update....
forgot to address them when the mod was updated a month ago.

they took 4 folders (one for each game setting) and spread them out over 64 folders (that's not a made up number, LITERALLY 64 folders!!!) each of the 5 races has 4 settings, and then theirs also a universal one. and then theirs 3 diffrent game types to edit.. all 3 have 20 files in them.. worst part is its all the same shit.. their was no rason of this dumb update...

btw if it seems like im mad. its cuz i am...

but thanks to the person who brought this bug to my attention, im not mad at you bro, you're cool. just mad at gear box...

PS: the dev version i used as a stepping stone for this update/build of the mod MAY (not sure one way or the other) POSSIBLY HAVE some silly stuff in it. like ships that shouldn't be super cheap, or building super fast in it. or silly looking weapon damage on destroyers/battlecruisers. Like RIDICULOUSLY high Damage and ROF.

its been a really long time sense i touched HWR, i know that before i stopped i was messing around for fun, and im not sure if i changed that stuff back, or even what all i changed back then. which is why if their is something like that in this build, i would really like you to tell me so i can take care of it..

Update: 21 Nov, 2015 @ 1:14pm

Defense field's weapon penetration/bleed through increased:
Frigates/platforms from 30% to 40%, Destroyers changed to 50% and cruisers now have 65% bleed through.
Mines went from 5 to 25%.

Best tip to deal with shield frigs. RUSH THEM, get under their shields, once you're under them, they don't stop ANY weapons fire.


HW1 fighter damage vs HW2 fighters & corvs cut down by 25%

Update: 16 Nov, 2015 @ 1:51am

Changes

-HW1 Defenders Damage vs HW fighters and resource collectors cut in half, and vs Hw2 corvettes lowered to 35% of their normal damage.
(corvettes should be hard counters for defenders, its how it was in HW1 orignal, and so it shall be here.)


-Destroyers changed back to their original ish DPS.
(before i stopped work on the mod, it was brought to my attention that due to some of HW2s mechanics, Destroyers were to weak.
relic updated the game and broke mods before i had a chance to address that.)

-Turanic Battle Carrier turning improved.

-Crates edited to allow extremely low chance to drop battle/heavy cruisers. also added the chance to drop a shipyard for HW2 factions, or a 2nd Mothership for HW1 factions. as Eat the Path said "it wouldnt be a crates game if they didnt totally break it" i agree, which is why crate games are stupidly fun, so Enjoy =D

-LASTLY TURANIC AI ADDED!!! i learned how to AI program. it was kinda a pain in the ass, and the How To's didnt really help much. but i learned it through massive hours of trial and error, and sheer force of will.
so WOOOO Turanics have AI!!!!


Also with this patch the Mod has more or less been updated to run with the new system. Their is bound to be some bugs left, so expect alot of patching to follow as i play test, tune, and hunt them down.
If you notice anything from previous version of the mod that dont work the way they use to, especially in campaign, please tell me asap.

I also want to take a moment and talk about a few things.

As it turns out i was BRUTALLY wrong when i over confidently said "im confident i can fix this mod in a few months on my own." or what ever it was i said months back.
NO i couldnt, the new system is 551,825% ALIEN to me. I have little to no clue whats going on anymore.
I was not able to get it working even with 3 (fusterating as all hell) months of messing with it on my free time.

To that end, i want to give a MASSIVE SHOUT OUT TO "EatThePath" from the Homeworld R Community.
He took what i had in the mod, re-pathed it, made necessary tweaks i didn't even know about, packed it back up and send it back to me *even included a change log with (what and why) things were changed. then proceed to show me how to unphuck myself, with this new system.

So Im giving you a MASSIVE thank you, and shout out bro.
Anyone who likes this mod should show their support/appriciation by posting a comment or somthing.
Lets give EatThePath a Huge-THANKS!, because with out him, this mod project would of stayed dead!


Known Bug: Turanic Resource corvette Repair research hidden for some reason. Clicking "show all" in the research tab, will cause it to show up and allow you to research it..
((Ill address that when i can, no ETA on that at the moment cuz i have no idea how to fix it. if any modders see this and know how. plz let me know.))


PS: im told GB will be breaking the game and mods AGAIN, soon (of course they will its cuz i came back and got this working =/...) so play and enjoy this while you can.

Update: 16 Nov, 2015 @ 1:41am

fixed a small error

Update: 25 Jul, 2015 @ 9:31am

-ui text fixes.

-hw1 assault frigate accuracy vs capital ships fixed.

-hw1 assault frigate accuracy vs fighters and corvettes minor tweaks..

-taiidan & kushan frigates in the HW1 campaign should now show up when you build a sensor array. with out pinging.

-hw1 MS and carrier defense guns damage fixed.
ignore what the DPS says ingame, its wrong vs hw2 units, and hw2 hull defense guns vs hw1 units are also wrong.
its balanced.
trust me.
im a doctor..
from Somalia...

-weapon damage vs collectors has been increased by 40% to help compensate for the HP changes, this should of been done a LONG time ago back when i did the collector HP changes, but i had a lot going on then and forgot about it. also it should be noted, ONLY weapons that had damage reductions vs collector armor were changed. weapons that hit for full damage have NOT been given bonus damage, and still hit for full damage. that hasn't changed.

Update: 28 Jun, 2015 @ 1:16am

decreased the missile volly duration for the Tur_missilecorvette, still fires the same amount of missiles and has the same cool down, but looks better imo. and completes faster.

increased the standard corvettes RU income. (still less than even hw2 collectors)

Update: 27 Jun, 2015 @ 5:01am

i know i said ied stop devlopment buttttttt..
i made a big one today...

I was informed that their was a high chance of my community patch being used for the upcoming tournament, i was also given access to probable maps that would be used for the tournament.
this micro update addresses a few fixes and hidden issues with these new maps, and the possible hazards players may or may not encounter on them ;)


a few more gearbox bugs have been fixed.
2 bugs of my own have been fixed. (campaign related) ((I ADMIT WHEN IM WRONG =P))

lots of small animation updates and changes to bullets, missiles ect ect. (mostly to NPC races. but also to the HW1 MS and carrier. though this is just a weapon animation to restore the look and feel to classic hw1.)
damage and accuracy remains unaffected.. err ish. *mumbles under breath*- "well applied damage anyway...." =P

in my continuing effort to 1up GB. (no i couldn't help myself, im a bad person with 0 tact remember?) when GB released the raider retreat mission (thank you for that by the way),

i added a surprise of my own in this patch, it SHOULD be pretty noticeable.
i will say this.
i have NOOOOOO idea how to program AI in hw2/r, so dont play against the "surprise/Easter egg" race with a CPU controlling it, and expect it to do stuff..

works fine when people control it though.

i would also like to say its extremely lacking in units and development mostly due to the limited units that race has but also cuz hodor sucks and we cant open and edit GB hod files.
lastly i want to say, ITS NOT MEANT TO BE, NOR WILL IT EVER BE BALANCED. i tried to make it as accurate to how it was in hw1 as possible. and treat it as more of a permanent Easter egg than an actual feature of the mod...

oh i guess you could also use it for role playing too. i am aware of a few bugs, but nothing i can do until i can edit hod files..
i also wanted to have the corvettes use repair beams and drag capture rather than marine style boarding.. but again.. cant be fixed until new or actually working hod tools are out.


PS: you can all blame sir runon for this update, if it wasn't for his getting me to fix the mod with that NPC race, i wouldn't of gotten carried away making the Easter egg =P

PSS:if ANYONE can code a proper ai for that race. PLEASE let me know, i badly need you to teach me or make and send me the AI files for it.

- someone brought up that my DPS scale for hw1 HC was wrong. they explained "why" it was wrong.
i double checked their claim, and sure enough they were right. as a result HC and BC have 33.333% more damage now. weighing in at 2,202 DPS instead of 1,650 DPS.
my problem was i went off the sit 'homeworld shipyards" (awesome site by the way) firepower scale. apparently that firepower thing is for the cataclysm era only.
I should of just run the numbers from the original patched hw1 .big..
the cruisers have 2.59x more firepower than DDs, not 2x. this has been corrected.

-just like in hw1 taiidan defense field frigate have had their shield ability set permanently online, no need to toggle on/off or recharge. (sorry i couldn't set the weapon penetrations for this to like it was in hw1, because its not the only shield frig in the game, and theirs no way to pick and choose.. see below wall of text for more info)

-hiigaran shield frigate energy total increased by 33%. energy recharge doubled. and energy usage cut in half. this should encourage people to invest in them and cut down on the micro abit. just dont forget these, they will save you ships. as for the enemy's well you guys will probably want to rush them, get under the shield and take them out as fast as possible.
they aren't as OP as in normal. as i did tune weapon pen to be more consistent rather than stuff always getting through or never at all. now SOME of the fire gets through some-most of the time. but unfocused on specific targets like say the ships making the shields you're looking at a 65-85% blockage vs the vanilla's 95%. still a massive advantage to your fleet. also keep in mind if you stagger the shield frigs, and have layers shields each time a weapon passes through another shield. it calls the penetration check again, so you can negate even more fire with good micro and attention to detail.

-taiidan shield frigs given a unit cap

Update: 14 Jun, 2015 @ 9:18am

-Guard command added back to hw1 proximity sensors.

-VGR destroyer attack style changed back to broadside

-tweaked HW1 super capital ship self repair.

-minor tweaks to the feel of hw1 light and heavy corv vs hw1 light and heavy corv battles. slight accuracy increases.

-hgn gunship turret tracking speed increased by 50%.

-HGN BC & hw1 HC ion cannon turret tracking speed reduced by 25% (attempting to rush and out maneuver these ships with small and more nimble ones, should now be a viable tactic again. with out needing to nuke modules.)

-VGR lance fighter damage increased vs corvs. if felt like they and the hiigaran gunships weren't fulfilling their intended role well enough, and people were avoiding them.

-VGR lance fighter firing arc doubled to correct issues with targeting ships (its still much smaller than fighters firing arcs.)

-Pulsar tracking vs fighters reduced by 50%. idk why it was so amazing high to begin with.

-vgr corvette icons fixed.

Update: 9 Jun, 2015 @ 2:29pm

101 (LOL) updates.. it only seems fitting that 1 final bug managed to creep in.

well its fixed now.. that was a silly one.