Homeworld Remastered Collection

Homeworld Remastered Collection

Classic Races Remastered Mod
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Update: 25 Oct, 2015 @ 5:30pm

Update 8 -

Back to the patching after dealing with IRL drama! Sorry, but, there are only 2 of us on this team.

AI Fixes

Taiidan and Kushan should now be aware of, and utilize, combat docking on all strike craft (again).
Rare occurance where the Turanic AI would stop building Resource Collectors fixed
Started adding some groundwork for the AI to be more aware of hyperspacing and using traps and tactics other than "lol jump battlecruiser to enemy mothership!" over and over.

Other Stuff

Started adding in the stuff necessary to toggle all squadrons on or off as it was once before that big patch fooked everything up.


Be aware it has been awhile since I have done much but since I am back in the swing now I may have forgotten some things that require addressing. Feel free to casually throw a comment to remind me of things.

Update: 23 Aug, 2015 @ 6:18pm

Update 7g - G for Great big patch making a lot of work

This patch mostly overhauls the mod to be compatible with all of the latest changes given to Homeworld Remastered from the recent patch. The changes to the game were fairly extensive, requiring some time to figure out the new ways things are rigged and duplicate them.

A lot of the features in the mod prior to this are not functional yet, but they are being tweaked.

AI will also have issues.

However, the races should be playable so at worst you can play them VS the AI. Have to start somewhere!

Update: 11 Aug, 2015 @ 8:42pm

Update 7f3

Fixed a bugged unit icon

Update: 11 Aug, 2015 @ 8:26pm

Update 7f2

Fixed a debug ship spawning at game start.

Update: 11 Aug, 2015 @ 7:40pm

Update 7f

Changes

The standard frontline Turanic Frigate now has a fancy new model, thanks to Herbyguitar, new weapons loadout more befitting its job, and a new unit icon. The former model was migrated to the Raider (Capture) frigate. This frigate has 4 medium class cannons that are good to swat corvettes and frigates, though not as useful at tracking small fighters or damaging thick super-capital health.

Raider Frigate has a new...ish model which replaces the original model that was a horrid reskin of a derelict ship. For those unaware it was one of the first ships the mod had, and it was time for that to be released from duty. The Raider Frigate now has 3 light cannons, not fancy or special. It still uses boarding missiles to slam "willing" Turanic soldiers into the hull of the target ship.

A few people reported that the Hiigarian and Vaygr AI are not devoting many (if any) resources to repair except in really late games. I am going to slowly tweak that over the next few patches until it feels right.

Update: 22 Jul, 2015 @ 6:24pm

Update 7e

Fixes

Fixed not actually posting a patch for over a month over anger issues resulting in a massive loss of data due to a major storm, forcing me to start redoing a lot of stuff all over again.

Hiigarian and Vaygr AI should no longer hang if deciding they wish to upgrade bombers or not.

Fixed (again) bug resulting from the kadeshi getting a Destroyer from a crate.

Changes

Hiigarian and Vaygr AI will now devote resource collectors to 'repair duty', so long as they have enough doing RU work elsewhere and they have researched Repair Beams.

Some light tweaks to the Beast AI which no one in their right mind will notice.

Update: 19 Jun, 2015 @ 6:35pm

Update 7d

Trial fix in an attempt to fix crashes involving missing sound files.

Update: 17 Jun, 2015 @ 6:23am

Update 7c

Fixed a possible bug crash if switching screen resolutions in game. Seriously wonder if the UI hates me for some reason.

Fixed a bad hangar point on the Kadeshi Carrier.

Reduced the priority the AI should have on researching low-tier items as opposed to building them.

Update: 16 Jun, 2015 @ 9:52pm

Update 7b

Fixed some ability buttons being rendered invisible in certain screen resolutions.

Fixed a few typos.

Update: 16 Jun, 2015 @ 6:01pm

Update 7a

Fixed Kushan's Tech Tree being invisible and thus unusable if playing in Squadron-only mode.

AI Fixes -

Kadeshi AI should no longer put crazy efforts into building massive armies of fuel pods on occasions. Instead, they will prefer to keep around 2-3 for healing up Swarmers.

Vaygr AI's minelaying abilities disabled for now. Some errors have been causing the AI Vaygr Minelayers to trigger game crashes. Will be reenabled once fixed.

Taiidan AI is sometimes doing randomly weird things with Defense Fighters when it decides to build them. Lowered the demand on them for now, with a fix pending later.