Homeworld Remastered Collection

Homeworld Remastered Collection

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Update: 16 Oct, 2018 @ 10:25pm

Update: 16 Oct, 2018 @ 10:10pm

Update: 16 Oct, 2018 @ 9:13pm

Some minor changes as a result of fixes I made to the build engine.

Nothing should break. I hope.

Update: 22 Aug, 2016 @ 8:06pm

Good news, everyone!

I have fully reimplemented this mod using the new gamerule system. This means it should work again! I'll be honest, I haven't tested it very thoroughly, so if you encounter any issues or advertized behavior you think is completely non-functional, hassle me.

Gameplay should be more or less the same as the previous version, but there may be a couple minor differences due to literally all the code being completely rewritten. If you notice anything that's not very well balanced, again, hassle me; updates/changes are now a breeze since I devoted the necessary time to implementing a proper build system (which will be uploaded to github in the near future for anyone who wants to do something similar).

Unfortunately, you may still encounter issues using this mod with other mods. Gearbox gave us a lot of nice tools for building mods, but they're aimed more at total conversion mods; the default homeworld files do not use the new features as much as I'd like. This means I had to modify the files in a similar manner to what I did before, and the same conflicts with other mods that modify the files will happen. Sorry :c. If this changes in the future (i.e. Gearbox updates the homeworld files to use these features more), compatibility with other mods should be easy to implement, but so long as I need to substitute even one value in the ship files, it's not going to happen, I'm afraid.

Update: 23 Aug, 2015 @ 2:20pm

Increased the construction times of destroyers by 1.5x, and cruisers by 2x. Also significantly increased construction times of production-capable ships - carriers were a weird mix of times and are now uniformly longer than destroyers, except the vaygr carrier, which is treated specially since it only has one production module slot. Shipyards are also much longer now. This should help quite a bit with the previous problems of opponents building ships faster than you could destroy them.

Also boosted anti-fighter and anti-corvette ships, so that it's a bit less common to get a huge cloud of strike craft just because the CPU aimed at your assault frigates first.

While looking at these values, I noticed a lot of ships have only one class bonus, and this made me think I might want to revisit this later, and give most ships a "primary" and "secondary" class bonus. This will probably help reduce the very high diversity margin this mod introduces - in stock, everything blows up so fast that it doesn't really matter if a ship is strong vs. fighters or not, but with this mod active, you really need anti-fighter ships in order to wipe out fighters. I don't want to reduce the non-versatility of ship classes, because I feel that's an important part of homeworld gamepay - picking the right ships for the right tasks. I do, however, want combat to work "as well" as it does in stock, not becoming very unbalanced over time.

Update: 17 Aug, 2015 @ 8:09pm

Capture times have been significantly increased. The rates for most frigates and smaller capturable ships were boosted 5x, while super-capital ships were boosted 10x, and heavy cruisers got an extra bonus boost (to 40 minutes if you have one frigate latched on, down to 10 if you have all four... at least I think that's how the math works D: ). In the interest of not nuking one group of races while ignoring the other, I also made salvage corvettes a tad bit slower. Practially speaking, if you want to nab a ship, you'll need a large escort fleet to defend it while it's being boarded or while it slogs back to your nearest production capable ship.

I didn't want to implement this, to be honest - what I WANTED to do was make marine and infiltrator frigates tow ships back like salvage corvettes, but I couldn't get it to work. This is the next best thing, should be harder and less rewarding to steal ships, but still not impossible.

Update: 16 Aug, 2015 @ 11:01am

Repair rates have been boosted. They're still slower than stock rates, but it will no longer take 10 times as long to repair a ship as in the base game. The specific rates are:

Docked strike craft will take twice as long as stock to repair (5x repair rate to 10x health).
Ships being repaired by resource collectors (hgn, vgr) or support frigates (kus, tai) will take three times as long as stock to repair (3x repair rate).
Ships being repaired by repair corvettes (kus, tai only) will take five times as long as stock to repair (2x repair rate).

I broke repair corvettes out because I remember support frigates having more powerful repair beams in HW1C, and was surprised to see they had the same rates in HWRM. I tested these rates and they seem pretty good, but I may tweak them a bit more in the future - it gets tricky because hgn and vgr use resource collectors, which are cheap to produce and don't count against your combat ship unit cap, whereas kus and tai use frigates and corvettes, which DO count against your unit cap in the same class as combat units. But, on the other hand, I don't want to nuke hgn and vgr repair rates too badly. Work in progress.

I'd definitely advise playing this mod with a unit cap mod, frigates in particular are very tight. I haven't tested with other mods yet because everyone's mods are broken right now due to the scripting changes, but in the future I'll make sure this mod stacks properly.

Update: 14 Aug, 2015 @ 7:31pm

Initial upload.