Homeworld Remastered Collection

Homeworld Remastered Collection

[Temporarily Broken] Taiidan Campaign With Cutscenes
46 Comments
Atomniy 27 Dec, 2023 @ 7:12am 
U can say NO to anybody. Cause U dnt have time and desire to do. In any moment U feel so. It does not metter 1 or 2. Even if U done some adaptations of other modes before, U can say NO to Me, just cause U have reasons.

Ok. It would be longer and hareder, but - where I can get knowladge to make that mod myself? What I need to know and how to get started?
DeinonychusCowboy  [author] 25 Dec, 2023 @ 2:20pm 
Nah, it's just a flat rule. Because of the way homeworld mods work (mods often overwrite the same files, so stacking multiple mods does not work out of the box), a lot of people want combinations of their favorite mods with every other mod. If I say yes to one, I'll have to start saying yes to all of them, to be fair. Making one adaptation isn't hard, but making a ton is hard and would clutter up both my copy of hw and my steam workshop page.

I really hope the modding situation in hw3 is better, hwrm implemented the tools necessary to allow mods to cleanly override each other, but never integrated those tools into the base game, it's a shame that that and some late version number breaking changes kind of killed the hwrm modding scene a year or two after the game came out.
Atomniy 23 Dec, 2023 @ 4:51pm 
is it realy hard to make CAPTURE ALL adaptation for Your mod?
DeinonychusCowboy  [author] 23 Dec, 2023 @ 12:38pm 
Aaaah yeah, sorry about that, this mod modifies all the ships in the two main races so mods that modify any of those would break things.
Atomniy 22 Dec, 2023 @ 10:52am 
@DeinonychusCowboy - it apperaed that all the glitches I found was due to incompability with CAPTURE ALL mod, that allows to capture Turanic raider carriers. When launched only TAIIDAN CAMPAIGN WITH CUTSCENES - I was able to build corvetts, lab and frigates.
DeinonychusCowboy  [author] 21 Dec, 2023 @ 9:48am 
Sorry guys, I don't make alternate/combination versions of mods.

I haven't worked on homeworld mods in quite a while and this one needed some more complex fixes (Mission 14 cutscene is very broken, negating the entire point of the mod which was to have correct taiidan versions of the cutscenes exported from HW1). I will probably get back into HW modding after HW3 comes out, but for now I'm going to just mark this mod as broken and come back to it later. I appreciate @Atomniy you testing the mod and finding additional issues.
Nightscales 20 Dec, 2023 @ 4:37am 
Hopefully, fixes will come soon.
@DeinonychusCowboy Any chance you could make a tweaked copy of this mod, allowing to play the campaign as Taiidani, but also have them as the enemy with their standard coloring?
Atomniy 18 Dec, 2023 @ 6:59am 
Is it possible to make a "Capture All" mod variant for Taiidan campaign with cutscenes?

I am realy eager to capture Turanic raider carriers... while playing a Taiidan
Atomniy 18 Dec, 2023 @ 5:26am 
NY 2024 try - I found important glithces:
1) instead of Taiidan, Mothership produces Kushab research lab
2) it is impossible to enter research pannel with Kushan lab
3) if load save from original game with lab already constructed - it would be Taiidan
4) it is impossible to build any corvette class ship after all the research
5) in mission 3 all captured Kushan frigates are lost and do not exit mothership
6) instead of taiidan frigates, mothership builds Kushan frigates
DeinonychusCowboy  [author] 10 Sep, 2023 @ 7:45pm 
@Keeper6669 Unfortunately that would be a lot harder -- HW1 was balanced with the idea that the taiidan and kushan basically had the same ships, with just cosmetic differences. HW2 wasn't, the vaygr and hiigarans have different fleet members and mechanics and it'd be a lot harder to swap them.
Abdul-Rahmaan 4 Sep, 2023 @ 11:39am 
any chance you could be tempted to do the same to hw2rm and give us a vaygr campaign? :) after having the option in hw1 it was a bit weird that a newer game lost what was a nice feature of the original. <3
DeinonychusCowboy  [author] 2 Jun, 2022 @ 3:26pm 
@Adlantis Weird, I don't remember that from my bugtesting playthrough, but I also don't usually build carriers in single player to be fair, so maybe I just goofed and totally missed it. I'll have to take a look at it at some point.
Adlantis 2 Jun, 2022 @ 5:24am 
I have the same problem with the carrier and I'm not using any other mod. The persist.lua shows that the Research has been added so at least thats not the problem I think.
DeinonychusCowboy  [author] 28 May, 2022 @ 4:48pm 
@Shinannigan Hmmm I don't think that would be an issue with this mod; if the Capture All mod modifies any ship files including carriers there might be some sort of conflict there yeah.
Shinannigan 24 May, 2022 @ 1:03pm 
I love this mod, as the Taiidan design is so much nicer than the Kushan. I seem to be facing a bug though: In Mission 9, when I buy the Super Heavy Chassis Technology from the Bentusi, I am not given access to Carriers. In the following mission, I stil lcannot build Carriers. Is that a bug with this mod? The only other mod I am running is the "Capture All" Mod, so I'm not sure if it's a combination of the two.
HoboWithAnOboe 25 Jan, 2022 @ 9:56am 
I find it interesting since both factions seem plausible to be emerging from the their homeworld, with the Taiidan component wise seem to be more slapped together, but to me the kushan seem to be more "rushed" in overall design considering the boxiness and in the case of the frigates the uniformity implies a rushed design where they couldn't design a more focused in purpose ship. Bur rather just put new parts into an existing hull design.

Of course the mothership of the taiidan to me seems far more "first venture" design wise.
red shadow 10 Jan, 2022 @ 1:48am 
first mission caputure the target drone how?
DeinonychusCowboy  [author] 25 Dec, 2021 @ 2:14pm 
@Agdune Oh yeah man I feel you, I cried during the announcement video lol. Still strange to remember it's actually finally happening. It's very real though, they've been dropping trailer and gameplay footage recently and it looks very promising.
Agdune 23 Dec, 2021 @ 2:10am 
Good god, it's real.
Agdune 23 Dec, 2021 @ 1:40am 
Hang on.

...Homeworld 3?

...Well.

I didn't know about that. Been a Homeworld fan since those 2002 internet forums and...

Sorry, it's as if I just found out Half Life 3 had been given a release date. What? Am I drunk? What? Homeworld 3 has stopped being a joke from my childhood? What? Who?
DeinonychusCowboy  [author] 6 Sep, 2021 @ 7:13pm 
Absolutely! The frigate design always seemed incredibly telling to me as well, like just look at the taiidan support frigate and tell me that's not a reverse-engineered drive unit slapped onto a strike craft support system, whereas the kushan one is much more complex and intricate. Carriers, heavy cruisers, all sorts of just really suspicious design choices given the characterization they gave the two races.
Bourbon 6 Sep, 2021 @ 4:09pm 
I've written lore and fluff for a few little indie games. It seems to me that the writer laid out plenty in the text dump to make it clear the Taiidan were the Kharak race, but after the grand, imperial looking Bananaship concept was drawn up the decision was made to put that beautiful ship front and center in concept art and gameplay. Nevermind everything Taiidan looked more like angry desert hornets.
DeinonychusCowboy  [author] 6 Sep, 2021 @ 8:42am 
Ooo, I hadn't even thought of the linguistic side of things, and I'm a linguist IRL! Guess I've just held this opinion since long before I started studying language, so it never occurred to me.

Worth noting that in the art of homeworld book (which I finally own thanks to the homeworld 3 campaign), they talk some about how the ships were designed, and it's presented as though there was no lore race, until the point they decided they liked the kushan designs better. However, that feels to me like an oversimplification at best, it seems pretty clear someone was unconsciously thinking of the taiidan as the exiled ship designs, and seems at least likely that others were told about this assumption before it switched given how pervasive the hints are across various parts of the game.
Bourbon 4 Sep, 2021 @ 1:51pm 
Ah the early days of internet forums and my extensive linguistic arguments that, if you carefully read the manual and took note of the double-vowels in Kharak's kiith names, it was obvious the Taiidan were the lore race.
DeinonychusCowboy  [author] 11 Aug, 2021 @ 2:55pm 
@Ch_R0me yeah that's an issue in Mission 1 only, you can issue a manual dock command to make it dock in the hangar instead. Need to nudge the mothership forward and right a bit so it doesn't get hung up. I'll get around to it eventually, sorry.
Ch_R0me 8 Aug, 2021 @ 12:20pm 
Is it just me, or there is an issue where Resource Collector refused to attach itself to the RU Drop-Off hardpoint in the campaign?
K▲IYOTE 24 Jul, 2021 @ 10:48am 
I'm planning a playthrough of HW1 again that I plan on streaming and I'd love to use this mod. How well does it seem to be working? You mentioned there were issues with M1 and M14.

Also, do you know if it's compatible with the Players Patch 2.3?
DeinonychusCowboy  [author] 6 Jun, 2021 @ 6:04pm 
The number of assault frigates that spawns in mission 3 depends on how many ships you have at the end of mission 2. It's always worked this way. I didn't change that part of the code, you could replicate the same behavior with no mods installed if you build a lot of stuff in mission 2.
rman88 4 Jun, 2021 @ 8:48pm 
Ya, you kinda messed up with mission 3. You spawned 5 assault friggets. at this point i cannot even get bombers. So they just shred everything i have. And well the ai is smart enough to target the salvage corevets. So i can't really do anything to stop them.

So ya i need you to fix that. as their should only be 2 in this mission.
Kalengil 2 Jun, 2021 @ 3:20pm 
How to download?
DeinonychusCowboy  [author] 13 Feb, 2021 @ 12:52pm 
Duke Vierkrae Xandorluv The original Homeworld was fortunately open-sourced around the time Relic was purchased, it's the only way I could reverse-engineer the cutscenes like I did. Going through 20-year-old code is surreal! But if you have Cataclysm source code, get it to Blackbird ASAP! I'm sure they or another unit of Gearbox (their publishers) would be excited to have found it. Homeworld 3 release date tentatively projected for 2022! (though that was announced before the pandemic, so who knows if they'll be able to stick to it)
Shadowforged Gamerz 11 Feb, 2021 @ 7:03pm 
Wonder if my original copy of the game engine that was sent to me by BDS would help in any way? I have stacks and walls filled with PC games covering 30 years. Some are still new unopened [sealed in original wrappings] I have the Half-Life engine around here too now that I'm thinking back to 1990's Benefits of being a design test engineer for Sierra's games back in the day I guess. Cataclysm was a side chapter to original story if you follow the lore. That game would give me chills sometimes playing the finished product with audio set to 5.1 surround and hearing the screams of.... well no spoilers lol. It's a good game and should be added to the series. Now if somebody would complete HW3 so I can see what lies beyond the Super Gate! :steamhappy:
DarthK3v 16 Jan, 2021 @ 6:18pm 
And given someone's already working on a mod to port Cataclysm to the Remastered engine, there's little point besides.
DeinonychusCowboy  [author] 16 Jan, 2021 @ 6:08pm 
Cataclysm is considered non-canon because it doesn't really mesh very well with HW2 lore and the "real developers" had no input into its creation, it was made by a different company. But, they have said they'd like to do a cataclysm remake, unfortunately the source code for it was lost back when all the companies were getting bought and sold, so it would be a lot more work than the HW1 remaster was, where they could just port the original source code over to an upgraded game engine. They'd basically have to completely remake the entire game unless someone finds the source code somewhere, which they've said they unfortunately can't do budget-wise for the forseeable future.
DarthK3v 16 Jan, 2021 @ 5:59pm 
Also, if they got the rights back, does that make Cataclysm canon? Can we expect a Cataclysm remake?
DarthK3v 16 Jan, 2021 @ 5:58pm 
Amazing how such a beloved franchise can sort of just happen by accident.
DeinonychusCowboy  [author] 16 Jan, 2021 @ 4:58pm 
Correct, DoK was originally supposed to be a non-homeworld game about a planet that was a ship graveyard. When they got the rights to the Homeworld property back, they retooled it into "The hyperspace core caused local hyperspace anomalies that threw off the navigation of any ships near Kharak during the exile period and resulted in a lot of crashes of Taiidan and other ships on Kharak." This was all in like 2012-2014 or so, whereas the original race confusion/switch would have taken place in 1998 or 1999.
DarthK3v 16 Jan, 2021 @ 4:12pm 
Wait, the Taiidan wrecks actually are Taiidan? They were dragged there by the hyperspace core? I didn't realize that. I just took it as further evidence to support your theory since the Taiidan wouldn't have a reason to go to Kharak until the Kushan went back to space in HW1.
DeinonychusCowboy  [author] 16 Jan, 2021 @ 2:00pm 
Deserts of Kharak was designed 15 years later and introduces some foundational concepts originally not intended for the Homeworld universe at all, like the concept of Kharak being a junkyard world due to the hyperspace core's influence, which was never mentioned in HW1. I think the Taiidan/Kushan choice in HW1 presents a pretty strong indication of the race switch when you ignore DoK. Post-HW1, of course, HW2 established the Kushan designs as "canon", and DoK adds a lot of context that support the idea of "maybe the kushan reverse-engineered taiidan ships and had some of them flying on Kharak before HW1" as an alternative explanation for why some designs might appear in places they shouldn't be.
DarthK3v 16 Jan, 2021 @ 11:23am 
I think your theory holds a lot of weight. Especially when you add in the shipwrecks in Deserts of Kharak, and how almost all of them look very Taiidan in nature. The first wreck you find early in the campaign could be a Kushan destroyer, but the others in Tomb of the Ancients and the associated cutscene definitely look more Taiidan than Kushan.
DeinonychusCowboy  [author] 16 Jan, 2021 @ 9:52am 
@DarthK3v The short version is there's an incriminating bit of art on page 13 of the original homeworld manual, which you can find online, which describes "an early scout prototype during trials over the desert proving grounds" on Kharak, but the art is very clearly of a Taiidan scout, not the Kushan design in the game. That's the piece of evidence that's always convinced me. Given the attention to detail and extreme depth of the rest of the manual, and the fact that it's concept art, not in-game art, i.e. someone had to draw it and include it in the manual intentionally, I doubt very much it was an oversight. I think at some point late in development, the two races were switched, and the manual was just never updated afterward.
DeinonychusCowboy  [author] 16 Jan, 2021 @ 9:52am 
This also makes sense in other ways, for instance the relatively more utilitarian and blocky design of the Taiidan ships and more refined, intricate look of the Kushan ships -- consider the carriers, where the Taiidan have a single multipurpose construction bay slapped onto an engine, and the Kushan have a complex multi-bay design, or the fact that Taiidan strike craft have those "wings" which only seem like they would have any possible utility in atmospheric flight. The Taiidan designs in general seem more suitable for a race taking their first interstellar journey from a single starting planet, less so for a large interstellar empire unless they're just decorative. That's partly a subjective opinion, but I think there's a degree of an objective argument to be made there too.
DeinonychusCowboy  [author] 16 Jan, 2021 @ 9:52am 
My guess is that, upon finalizing or near-finalizing the ship designs, the designers found they liked the look and feel of the Kushan ships better and wanted to put their best foot forward and have players spend more time looking at those designs. Since all the ships have a "design language" matching their race, that meant swapping all of them rather than picking and choosing. But, they gave players the option to pick which designs they liked in the original game, perhaps simply because it was easy to do in the game engine, or perhaps out of nostalgia. If the Kushan ships were always intended to be the ships the player played as, I doubt very much they would have bothered to include the race option in the single player game -- multiplayer/skirmish would have been good enough to showcase both -- and if there was always an intent to have a race option in single player from the start, I think there would have been two separate campaigns, not one single one with a cosmetic choice.
pungkim1115 9 Jan, 2021 @ 12:38am 
good
DarthK3v 7 Jan, 2021 @ 12:32am 
I'm curious what your full conspiracy theory is on why the Kushan/Taiidan switch was present in the original HW1 but only Kushan was canon.
DeinonychusCowboy  [author] 3 Jan, 2021 @ 12:35pm 
I've been playtesting this and have seen a couple bugs to fix, including a very annoying issue in Mission 1 where your resource collector won't dock because the scaffold's slightly in the way. Just issue the dock command manually and it'll dock in the hangar instead, then re-issue the harvest command.

Mission 14 also appears to have some major issues, a bit confused what's going on here right now but I'll get a fix out soon.

Most of the other issues are visual/continued cutscene tweaking.