Homeworld Remastered Collection

Homeworld Remastered Collection

HomeworldRM Community Patch
Showing 11-20 of 200 entries
< 1  2  3  4 ... 20 >
Update: 3 Aug, 2020 @ 3:30am

tweaks to help lower Ai spam of drone frigates.
tweaked ai Resourcing bonuses for hard and expert to be HALF of what they are, because the AI can spam way to hard. Taiidan had the worst one cuz it was way higher than anyone elses too.
Battlecruisers and heavy cruisers will now priortize larger capitalships over frigates unless directly told to attack frigates.
adjusted prox sensor subsystem module range from 4k to 5k.

Update: 3 Aug, 2020 @ 12:59am

added a map to the mod that i was requested to add by a user.

Also used this as an excuse to push out an update in which i added proxemity sensor subsystem modules to vaygr ships.

Update: 31 Jul, 2020 @ 1:16pm

Tweaked several preformance related things that will hopefully help clear up FPS lag when lots of drone frigates are being used. im limited to what i can do, but these changes should provide atleast a 30% improvement vs the previous version of the patch.

Increased bomber damage (again) so they are more viable anti-capital units.

increased accuracy on hw1 fighters by 20% they look bad when dogfighting. i also lowered their damage accordingly so balance is preserved. hopefully they dont look as janky now when in dogfights..

fixed an issue related to anti cloaking subsystems not revealing cloaked units in their range.

Added level 1 and level 2 speed upgrades to Hgn scouts. it was kinda weird that they didnt have any upgrades and everyone else gets them.

Increased hw2 scout accuracy from .242 to .342 so they are alittle more viable as a light attacker.. ( i still dont recomend them for combat other than scout v scout, or shooting Emped fighters but this change makes them slightly less terrible at the aforementioned tasks)

Increased Flak frigate burst AOE range from 60 to 80 to help them preform alittle better.

Update: 8 Apr, 2020 @ 10:53pm

changed the default music on the 2 and 4p version of karams wreck to FTL Last stand.

more importantly hiigaran strike craft were outclassed by everyone, so i applied a small HP change to bring them in line with their vgr counterparts on a 1 to 1 squad basis.. This change is experimental, but if it goes well in testing then ill leave it.

Update: 6 Dec, 2019 @ 3:18pm

fixed a nasty bug that prevented vgr missile covettes from attacking moving targets & enemy squadrons.

Update: 21 Oct, 2019 @ 3:40pm

Hw1 Resourcing went back down by 1 Ru/s. i forgot that bots cheat and get bonus RU and damage, which is what originally prompted this change. so it broke the balance and didnt need it hence this reversion.

Fixed an issue where Hgn Destroyers would lose to all other destroyers. (increased the damage of Hgn destroyers slightly) They are suppose to trade with eachother, and now they do.

Lowered the cost of Vgr Frigate tech from 1800 to 1200, Minelayer tech from 1500 to 1200, platform tech from 1200 to 900, and hyperspace gate tech from 750 ru to 600 ru.

Lowered the cost of Vgr Frigate module from 900 to 800, Hgn Frigate module cost reduced from 1000 to 900ru.

Increased Missile/Torpedo speeds for Hw2 factions, Vgr Heavy missile speed by 45, Hgn long range torpedo by speed 80, Torpedo A speed by 75 and Torepdo B speed by 100.

Added 30 seconds to frigate chassis research time for hw1 (they got them alittle too fast)

Changes made to carrier Only game mode starting fleets: Homeworld 2 factions now have an equal number of carriers to the number of production lanes that hw1 races have.
Example 1 Hw1 carrier has 2 lanes of production, so vgr and Hgn will have 2 carriers for every 1 hw1 carrier in the Carrier only game mode.

Lowered both Hw2 races production module build times by the following amounts: Corvette module by 5 seconds, Frigate module by 15 seconds, and capital ship module by 10 seconds.

Update: 9 Oct, 2019 @ 3:22pm

Edited Lance fighter damage vs sub system. (Removed an unnessicary nerf from a few patchs back.)
Rolled back the Speed changes for the Resourcing related units, the motherships and platforms.
tweaked Hw1 corvette damage vs hw2 fighters again. lowered it abit.
Increased hw1 collectors income by +1 Ru/S
Added 1km to Cloaked generators for hw1. I actually did this in the last patch, but I dont remeber if i put this in the previous patches notes. but it went from 2k to 3k.
Cut Hw1 Heavy corvette Burst/Flak Damage in half vs Strike craft. they were over preforming. They are still doing far more than default RM even after the nerf.

Update: 8 Oct, 2019 @ 2:58pm

Tech:
Increased Super Capital Tech Ru Cost for Hw1 to balance it vs hw2s massive ship and module investment.
Hw1 Super Heavy Chassis Research time Reduced by 60 seconds Thus reducing the time it takes to get to Destroyers and Eventually cruisers. This will stack heavily when you factor in multiple research ships.
Hw1 Heavy Guns upgrade Research time Reduced by 30 seconds.

Generic Units changes & build times:
Kushan & Taiidan Proxemity Sensor Detection range lowered from 9000 to 6000 balance out the fact that it can move multiple times & guard units and is cheaper than the Hw2 sensor, even though it is slower than the hw2 unit i felt it still needed more drawbacks.
Vgr & Hgn Proxemity Sensor Range Increased from 9000 to 12000 to balance the above mentioned reasons.
Kushan & Taiidan Support Frigates will Keep units docked On Passive, and Luanch units on Agressive. Defensive = Normal Operation (Units only dock long enough to get healed)
These support frigates can also carry their docked units through hyperspace with them like classic homeworld. Their is an issue with the Taiidan frigate though, only half of the fighter pads work due to a issue with the hod file. If anyone knows how to make HWRM hods and get them ingame/working plz contact me asap. I need help fixing this, and all work will be shared with other modders, so 2 birds 1 stone.

Lowered the Build time for Hw1 Capital ships to 15% less than Hw2s build times WITH improved production. This was done for several reasons,
1; because hw1 get their supers later than all other factions.
2; to help Hw1 compete late game where they fall off hard and get Crushed by hw2.
3; and to offset the fact that they cant build 2 heavy destroyers at the same time like hw2 can.
4; hw1 doesnt get insanely powerful fire control towers & Damage buffs like hw2 does.
Lowered Defense fighter Laser cooldown time from 7 sec to 5 (turns out the last nerf Was alittle too much =P)
Reduced the build time for all Hw1 Frigates to be inbetween the Pre and Post improved Production build times of hw2. Example: hw2 frigate build time 45 sec, With Improved production the Hw2 Frig becomes 31.5 sec. Hw1 frigates are now betweem 38 and 43 sec *depending on frigate type*. (they USE to be 50-60 seconds depending on frigate type.)
Reduced the build time for hw1 Corvettes to beable to compete on a similar level as the frigate change. These were actually worse off than the frigates. the Corvettes for hw2 took the same 45/31.5 sec to build Pre/Post upgrade. but the Hw1 corvettes took about 60-80 seconds (& longer for some types of corvette) to get 3 corvettes on the field. 3 corvettes would = 1 squad of hw2 corvettes.
Hw1 fighter build time tweaked slightly. This wasnt nearly as bad as the corvette or frigate tiers, and only very minor changes were made.
Increased the build time for Hw1 gravity wells from 60 to 75 seconds to better reward risky&/costly counterplays form the opponent.
Doubled the effectivness of Hw1 Light, Heavy, & multigun corvettes vs Hw2 corvette armor. (they got laughably slaughtered. im hoping they will beable to better hold their own now and atleast inflict some damage on hw2)
Changed Vgr Assault Frigate attack pattern so it points at the targets and gets all of its guns firing.
Increased Hw1 bombers HP from 110 to 242 (the same Ratio difference from hw2s Inter (45hp) vs Hw2 Bomber (68hp) HP. Before this patch hw1 bombers had Less HP than hw1 interceptors which have 160hp.

Weapon changes:
Hw1 Fighters Weapon damage tweaked vs hw2 units (increased) i impoperally scaled them last patch, well i did it correctly but i had the logic backwards so they need to be changed again.... its complicated.
Slightly reduced Vgr assault frigate accuracy vs corvetes. They were murdering them TOO hard.
Hw2 Minelayers "Mine Sweeper" Ability cool down changed from 10 seconds to 4 seconds to help them clear fields.
Increased Vgr DD&BC Hull defense machinegun burst cool down time from 0.5 to 1.5sec. Reduced Hgn and VGR BC Plusar/Lance side gun accuracy vs strike craft slightly.
Added the Vgr Trinity Cannon to the list of weapons affected by the Taiidan shield frigates with a Uniqely high 50% penetration.
Increased the ammount of damage blocked by Hgn shield generator frigates back to Hw2 classic values. Now that i have the taiidan frigate working properally. I can "unnerf" Hgn shield frigates cuz they arent sharing taiidans OP perma shields..
VGR & HGN Emp Velocity changed from 1400 to 1800.
Reworked EVERY SHIP IN THE GAME's speed to scale 0.4x the speed of classic homeworld 1. This was doe for a few reasons. 1; To account for smaller hw2 maps instead of using the pure hw1 classic speed. 2; Not only to better nail the nostalgia 'feel' but to fix issues with some units being slower than other classes they should historically be outpaceing.. (defenders and corvettes were getting passed by frigates lel wut?) I did preserve the speed ratio advantage hw2 non combat ships had over hw1 counterparts, as that is part of the econmy balance and shouldnt be changed.

Map Edits:
Changed the skybox and default music of the 2p Map Shields, cuz i love the map but hated the music and skybox. (also applied these edits to the 8p spectator version.
changed the default Music of 5p map Silium Training Grounds to be that of the awesome hw1 tutorial music. lol "Training grounds/Tutorial music" ""Yew-Sea-wut-Eye-Did-Thar?"" =P
Fixed rocks that were too close on the training grounds map after the Rock size edits.
Multiple maps added into the mod & their resources adjusted for balance.
+ no one likes to play maps with like 7 single collector rocks per player..

Generic:
Icon for Evasive and Neutral Stances swaped and button Positions swapped. Now they make more sense. From top to bottom, it goes Agreeesive, Defensive, Passive, Agressive, Neutral, Evasive. I wont list what it was in default Rm, but it was a mess..
Removed Hw1 unit Armor/Speed upgrades when playing the HW1 Only Gamemode. the whole reason these are here is for balance vs hw2 units. their is no reason to have these in this particular gamemode and it kinda ruins the nostalgia feel IMO.

Hyperspace costs reworked
On average inital cost went up slightly, but final costs came down heavily.
Example: Kus Assault frigate Starting Hyper cost 200ru/PerShip (this is fine)//Ending Hyperspace cost for longer range jumps 700 RU PER SHIP!
This has gone down from 700 to 500 Ru and the initial went up slightly to 250 ru.
-General Hyperspace changes via race-
Hgn: Cheapest Hyperspace per unit class.
Kus/Tai: Mid tier more expnesive than Hgn because they are more versitle and dont need to be near a module the whole time.
Vgr: Most expensive default unit Hyperspace by far. BUTTT can get "JesusSpace Gates", can jump the gates to the location they want, then link for 1k and send ships through for free, INCLUDING fighters/corvettes class.





.........todo.........
Figureout how the stupid weapons changed and get accuracy working again.

Fix taiidan support frigates fighter docking pad links.
The Pads are strangely and 'improperally cross linked'.
1Ex needs to be linked to 1, and 1 needs to be linked to 1Ex.
This needs to be repeated for all 10 of the fighter docking pads on the taiidan support frigate.) Currently 1 is linked to 3, 3 is linked to 4 and 7 (none of it makes any sense and breaks the docking slots) because 1 is occupied, ships enter a docking que and think slots 3 4 7 are also occupied because the pads are all improperally linked.

If anyone has knowlage of how to "open hods" make the edits and repack/get the hod working in RM then PLEASE contact me!!! I will fucking PAY you REAL CASH MONEY to help me fix this! and i have another guy who will give you Steam coins as an ADDED bonus.

Update: 1 Oct, 2019 @ 8:04pm

Increased the Defense Fighter Cool down time from 3.5 to 7 seconds. (They were still comically Overpowered. Hopefully this will be last of the nerfing i have to do, I should stress i want them to function (and they do). But it is NOT ok to build 1 unit and TOTALLY kick Vgr out of the game by shooting down everything they throw at you with comedic ease.)

Cleaned up some unneeded files.

Fixed the proximity probe armor for hw1. (they weren't taking damage properly and were too hard to kill)

Lowered mine lifetime from 10 min to 6 to help reduce lag.

Added an improvement to the Sensor Distortion probes for Hgn and VGR to help it reduce detection from enemy ships getting close (visuial range)

Cleaned up some map name errors (back end stuff)

Increased resource value of the rocks found on hw1 maps again, as the previous increase i did a year ago didn't seem to be enough.



My next update will fold in map packs with special tweaks to resources so they are compatible with the mod.

Update: 30 Sep, 2019 @ 5:44pm

several Hw2 Vs Hw1 Weapon tweaks.
Observer Option/faction added.
Taiidan Defense fighters damage reduced from 35 to 18, and cool down time changed from 1 second to 3.5 seconds.
Hgn Corvette Module build times reduced from 45 to 30 seconds. and cost reduced by 75ru
Vgr Corvette Module build times reduced from 45 to 30 seconds. and cost reduced by 75ru
Hgn Fighter Module build times reduced from 60 to 45 seconds. and cost reduced by 100ru
Vgr Fighter Module build times reduced from 60 to 45 seconds. and cost reduced by 100ru