Homeworld Remastered Collection

Homeworld Remastered Collection

HomeworldRM Community Patch
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Update: 16 Mar, 2015 @ 5:56am

HW1 Assault Frigate accuracy vs fighters/bombers Reduced from 1.3 to 0.8, HW2's RNG system is crap compared to a ballistic based system in HW1, and these frigs should not be slaughtering bombers as well as they are.

Defenders Rate of fire changed for 1 shot every 0.8 sec to 1 shot ever 2 sec as it was historically.

Defenders accuracy increased vs fighters by 2.5x to account for the ROF nerf. they are after all, a hard anti fighter counter.

Defenders damage vs corvs increased from 1.05 to 1.12: even though i just said i increased the damage, because of this change they will still end up being a lot less effective vs gunships and the corvettes that should be countering them. (you're welcome).

Research Coefficient for having multiple research ships for HW1 races changed from 0.5 to 0.75 (it makes have more vessels let you research faster, due to the nature of the coefficient system i wouldn't make more then 4, you can and it will still speed things up, just not as much as the 1st 4 or so.)

Lastly this update adds in My 1st Test Run of Attack AI changes for HW1 corvettes is now live. Hopefully i didn't break anything. we will see =) (fingers crossed for no new crash bugs)

"HE SHOOTS, BUT THE QUESTION ON EVERYONES MIND IS, CAN HE 1 AND DONE THIS UPDATE!!!?? Only play testing will tell"

Update: 13 Mar, 2015 @ 1:07am

Vaygr Missile corvettes spacing increased from 40 to 65: this was done to try and make the missiles Teamkill eachother less.

Vaygr Missile corvette missiles have had a 50% increase in effectivness vs corvettes:
this was suppose to happen with the other weapon and HP changes, but i edited the wrong files. they are now balanced again.

Update: 13 Mar, 2015 @ 12:22am

Update: 11 Mar, 2015 @ 11:43pm

HW1 Races Assault Frigates accuracy vs fighter class ships reduced slightly, to encourage the use of gravity wells. they were never anti fighter back in the day, they were anti corv.
this change should reflect that better. it might need more reduction though, i was pretty lenient in this nerf.

Hiigaran Pulsar Corvettes have had a slight accuracy buff vs corvs, to make them better not only against HW1 corvs, but also VGR missile corvs. they are kinda sad as is it was.

Missiles no longer simply disappear, instead they should now explode when they (Get shot down, Run out of fuel/life, or hit shields).

K/T MultiGun Corvettes damage vs corvettes cut in half, how ever due to them having 6 turrets instead of 1 or 2, they still effectively have 3 where as the heavy corvette only has 2.
multi gun corvs were/are suppose to be anti fighter. they still do pretty good against corvs, even with this change, they just don't slaughter them, and are no longer the (win against all) solution.
Heavy and Light corvs are also better against caps than multis, again just like in HW1.

Update: 10 Mar, 2015 @ 5:34pm

Removed the Shield FX test,

Removed Unneeded files, to lighten and streamline the mod.

Removed HW1 Races Gravitywells affecting K/T Salvage Corvettes.
(they didnt affect them in HW1, so they shouldnt in HWR)

Update: 10 Mar, 2015 @ 3:29am

New Test for Shield Hit FX (if they dont work in HWR, ill remove them Next Patch)
(Test failed. ill need to remove it and remake it from scratch =( )



HW1 Light/heavy corvettes vs capitals Damage increased another 15%, they still werent doing enough to them.

HW1 Gravwell Gen Hyperspace cost Reduced by 50% for initial, and about 45% for Max cost.

They costed more than a Carrier/HC to jump which was kinda silly.

Update: 7 Mar, 2015 @ 11:39pm

*picks up boot and slams it onto the table*

HA! got ya, ya damn crash bug!

Playing the Vaygr faction is No-longer causing an insta crash.

Update: 7 Mar, 2015 @ 11:21pm

Getting pretty hot!

Update: 7 Mar, 2015 @ 10:59pm

getting warmer...

Update: 7 Mar, 2015 @ 10:43pm

no. not here...