Homeworld Remastered Collection

Homeworld Remastered Collection

HomeworldRM Community Patch
Showing 21-30 of 200 entries
< 1  2  3  4  5 ... 20 >
Update: 29 Sep, 2019 @ 7:59pm

Hotfix: Reverted a Change to the Hw1 gravity wells that may have been causing a Bug that dissabled hyperspace abilities for allied and enemy ships that passed through them.

Update: 29 Sep, 2019 @ 2:06pm

Removed the special testing stuff i added. Doesnt work =(

Also addressed an issue where Taiidan Heavy crovettes had 27 instead of 28 dps.

Added ability for Vgr Hyperspace gate, to hyperspace itself into position.

Update: 29 Sep, 2019 @ 1:14pm

Reduced Hw1 Gravwell trap range from 6000 to 4500 & Increased the interdictor range from 9000 to 10500.
Added Visuial ring for Gravwell Hyperspace block range.

Tweaked hw1 Drone, Assault, and Support frigates weapons to treat hw2 Fighters/Corvs the same way they treat Hw1 ships.
Tweaked all Hw1 strike craft to interact with Hw2 ships better.

Adjusted the Cloaked fighter sensor distortion ability "needs testing to make sure it still works"

Added a special Sensor distortion test to bugged Kushan Units that werent previously dissappearing. Testing required in mp.

Update: 28 Sep, 2019 @ 8:30am

Additional tweaks to Hw1 corvette and fighter research. (Further reduced corvette times and costs, while increasing fighter tech times and costs.)
Playtesting this one has yielded very bad results for people attempting to build corvettes. Hence the frequency of updates the last 2 days.

Removed the Sensor distortion effects from the Hw1 cloak gens and the special testing code i was using on the HGN carrier. Im abandoning my hopes of a working hw1 style cloak in hwrm.


Update: 27 Sep, 2019 @ 7:43pm

Increased Hw1 grav well gen research time from 200 to 260 sec.

Further adjusted hw1 fighter and corvette costs and time ratios. with the main focus being on corvettes.

Tweaked the bullet velocity of Hw1 Multigun corvettes. (increased them)

Removed the Vgr scout Ping upgrade i made a few days ago.. Apparently the Command corvette has a ping ability.. (Who knew?=P)

Update: 27 Sep, 2019 @ 10:08am

Turanic Raiders have been taken out of Hw2 and HWRM game modes. And will ONLY be Visable in Hw1 Gamemode.

Lowered all Extreme range weapons from 6000 range to 5500 to help with counter play. (Extreme Range weapons = All cruiser weapons, Hgn Ion cannon platform & Vgr Missile Platform)
Classic hw1 had frigates outranging cruisers, im still trying to decide what i want to do about this, but in the mean time this should help alittle bit.

Reworked costs & build times of Hw1 unit and armor speed upgrades to be more inline with how the vgr upgrades work.
they were still oppressively long and expensive even after my last rework, which prevented hw1 from competing. They are still slightly more expensive and take slightly longer than Vgr level 1 upgrades.
but on average are HALF of the price and time they were during the previous patch.

Renamed the "Short Names" (the Things that you see in the Que) Of Hw1 Armor/Speed Tech to better understand what you have currently Que'ed up.

Added a level 1 Corvette Armor Upgrade to HW1 Factions. They need this seeing as how ridiculously Expensive Hw1 corvettes are over hw2 corvettes.
I initially wasn't sure if this was necessary due to Hw1s superior production rates, but it apparently is very necessary.

Changed the build time of the HGN advanced Research module from 60 to 90 seconds. This was done to slow down their oppressive tech rushes, as it was way too fast.

Reduced the build time of the 1st Kush and Taii Research ships by 5 seconds to help them get tech/in the fight slightly faster.

Reduced the build time of hw1 frigates to be at or near their hw2 counterparts WITHOUT advanced research.. Hw2 will still Crush Hw1 in production when they get Advanced Production upgrades. This tweak was done to help hw1 compete with mid & late game Hw2.

Reduced the Research time of Capital ship drives (carrier tech) for both Hw1 factions from 160 to 150 seconds.
Hw1 Ion cannon tech research time reduced from 190 to 130. (this not only helps get ions in production 1 minute faster but speeds up all Super capital research times by 1 minuet too. which they desperately need)
Hw1 faction Fighter and Corvette Research times have been reduced/reworked. They took far to long to get early game units on the field in CP and would be swarmed by hw2. They were also close to Frigate research times, which ontop of delaying other tech, seems heavily out of place.

Reworked Hw1 Build times for Combat Supercaptials (DD, MD, BC) they will build 10% faster. they are too slow in CP and Hw2 Out produces them hard. especially with advanced production

Decreased the range at which the Tactical Overlay "To's" Display on higher levels of zoom, so they dont dissappear as fast. This was done to eliminate a blind spots that happened with some resoultions and NLIPs Settings.
As well as generally just making unit icons more noticeable.

Update: 26 Sep, 2019 @ 9:44am

Edited the bonus resource field on the lost planet map, as well as one of the spawn directions to make them equal with the other sides Spawn facing/resource distance..

Added Sensor Ping ability and research to Vgr scouts to help Vgr track down runners in games. They were the only faction who couldnt find people camping/playing hide and seek on large maps. now they can.

Did some backend tweaks MP testing related to sensor distortion. will need another volenteer tonight to give the test a go.

Update: 24 Sep, 2019 @ 3:47pm

Hw2 scouts cost decreased from 350 to 250 ru.
Added special Sensor distortion probe effects to Cloaked fighters and generators for hw1 races to do MP tests. This is A WIP and is not currently 100%, sadly i cant test this kinda thing solo.

Fixed issue where Lance and Hgn Gunships weren't do their intended damage vs their intended target types.

More tweaks to the reapir frigates Healing Scripts, i dont think i can get it working any better than it is sadly. I wish i could do more. but its hw2 after all..

Update: 22 Sep, 2019 @ 12:13pm

Reduced Vgr Research module build time from 105 to 85 sec.
Lowered Hgn interceptor Cost from 500 to 425 and 35 sec build time to 30.
Lowred Hgn Bomber Cost from 550 to 480 and build time from 40 sec to 35.
Lowered VGR interceptor Cost from 500 to 425 and 35 sec build time to 30.
Lowred VGR Bomber Cost from 550 to 480 and build time from 40 sec to 35.
Lowered Vgr Lance Cost from 500 to 425 and build time from 35 to 30.
Enabled the possability to get a cruiser from random crates for hw1 factions
Fixed Description of "Improved Torpedo" tech to remove the mention of improving the Destroyers torpedoes.. They never have, and never will improve the destroyers torpedoes.This was an old Typo/Scrapped idea from classic hw2, that didnt even make it into that game.

Repair corvette and frigate "Follow target" time delay reduced to 1 second. hopefully they will keep pace abit better with the unit they are trying to heal.
Lowered Hgn Defense field frigate Uptime from 90 to 75 sec.
Increased the cloak time for Cloaked fighters by a factor of 3x their previous value.
Tuning file changed "Visual Range" from 4.0 to 3.0, and "Sec.Sensor Range" from 2.0 to 1.0 strength

Update: 19 Sep, 2019 @ 10:26pm

Fixed issues with resources on both 2p and 4p kharem wreck maps.