Homeworld Remastered Collection

Homeworld Remastered Collection

Squads for HW1R
52 Comments
Pseudo 10 Feb, 2023 @ 8:36am 
having the same access violation the others are talking about
Starker 5 Dec, 2022 @ 9:12pm 
This mod causes an "Access Violation" error when starting a match. This does not seem to be working.
alobley22 15 Aug, 2022 @ 6:15pm 
Ples updat
Grey Reaper 12 Jan, 2021 @ 6:49am 
Please update mod
Sgt. Screwitt 22 Apr, 2019 @ 3:39am 
Hi, I got an error message saying "Access violation," how can this be fixed?
blazingstorm1219 24 Jun, 2017 @ 9:09pm 
pls update the mod the kusan dont work :'(
High Lord Baron 30 May, 2017 @ 11:47am 
How do I start a campaign with this mod ?
Mantaray 20 Nov, 2016 @ 12:38pm 
in 1,3 the way the game handles squadrons had completely changed. DO NOT USE until the creator updates it. (im having similar issues with a mod i'm making at the moment)
Speed demon 4 May, 2016 @ 3:35pm 
I have the same problem. Whenever I start a game as kushen, the game crashes.
Profile_Name 29 Jan, 2016 @ 6:57pm 
I think this mod needs to be updated, keeps on crashing and getting the same thing as, Rick3tkh.
Rick3tkh 25 Jan, 2016 @ 1:10am 
mod no longer works, keeps causing Access Violations and crashing my game
Henry 21 Jan, 2016 @ 2:18pm 
I'm unable to to play the campaing when this mod is enabled. Help?
Caylie Rae 29 Sep, 2015 @ 10:51am 
If it helps, I managed to produce squadrons in my game by editing the ship files from UpdateHW1Ships.big

Editing the ships from anywhere else produced the same CTD and error as using this mod
Thongor 2 Jul, 2015 @ 4:11pm 
Sooo... I suppose it's one of those days again. Those, taking a break from a game and come back later only to find out that every mod you had no longer works, days. Well. It definately changes the Unit Cap, but no Squadrons so far ... sadly. I remember this mod working really well some time ago. Tell me, will this mod be updated or is it dead? Or is it maybe just my PC mocking me?
ShadowDragon8685 15 Jun, 2015 @ 9:19am 
Well, I've got the mod working. Unfortunately, it's only partially working.
Splitting Corvettes into Corvettes and Utility Corvettes works.

Unfortunately, squadrons aren't working. so I'm limited to, say, 9 combat corvettes. Total.

ShadowDragon8685 13 Jun, 2015 @ 3:05pm 
This doesn't seem to be working for me. Would it maybe work if I started a new game? I'd really rather use squadrons than individual fighters. They're much more managable.
SonicOverlordUK 30 Mar, 2015 @ 8:59am 
Doesn't seem to work anymore. :(
philsarge59 7 Mar, 2015 @ 11:48pm 
jolie
Trien 7 Mar, 2015 @ 8:01am 
Been wanting this mod so bad for hw1. I'm glad to see someone made it!
Fred Mirelurk  [author] 6 Mar, 2015 @ 1:46pm 
Alpha: that's a great bit of info that I didn't realize, thanks! I'll see if I can glean any info from that.
Alpha 6 Mar, 2015 @ 1:29pm 
"To make this mod work well, I've disabled external docking of fighters with support frigates and repair corvettes; the scripts for external docking don't know how to deal with squadrons. "

Maybe you can check the data files for the HW 2 fighters, they can dock as a squadron with a support frigate from HW 1, i tested this in mp.
D|2e4m1ng_D34D 6 Mar, 2015 @ 12:22pm 
Also as far as the start for HW1 story, i started with 7 single interceptors. It was counting them as squads. Retiring them was easy enough XD
D|2e4m1ng_D34D 6 Mar, 2015 @ 12:20pm 
FUCKIN props man, i managed to complete the HW1 RM without mods or anythhing.

Playing it a second time now with this, and it definately goes along way in actually making Strike craft usefull again. Im not rebuilding them constantly anymore XD
Pantlessman 6 Mar, 2015 @ 10:03am 
Uh is this mod still working because as of Now it will not load singly player but go straight to the multiplayer BETA
Damocles66 6 Mar, 2015 @ 9:16am 
Can confirm it leads to significant downscaling of the enemy. In my first playthrough i had 5 assaults in mission 3 (now 2) and 4 destroyers in mission 5 (now 1). But apart from, a very goot idea, thanks.
ArtilleryWizard 5 Mar, 2015 @ 3:25pm 
thank you so much, now i can fix so many of the issues that HWR has. =) let the tinkering begin!!!!
Fred Mirelurk  [author] 5 Mar, 2015 @ 3:20pm 
178thBattleGroup: You can use this tool https://github.com/mon/bigDecrypter (not mine) to decrypt .big files and then unpack them using the old HW2 mod tools.
ArtilleryWizard 5 Mar, 2015 @ 1:43pm 
i use to mod HW2. how did you get the files open so you could edit them? the mod tools arent out yet as far as i know.
Imdavealot 5 Mar, 2015 @ 10:15am 
Im having ai troubles, the squads built by the comp are only one fighter but the comp acts like its 5. Maybe its another mod conflict?
FettPool 4 Mar, 2015 @ 4:30pm 
OMG keep working on this, it's amazing. Even with the rough edges, the game feels so much more balanced now. BIG PROPS!
Mercenary 3 Mar, 2015 @ 10:38pm 
's all good. XD
Mercenary 3 Mar, 2015 @ 10:38pm 
@Bong: Cool! It started up but now it crashed on a load of a save. Guess its not save game compatible. Oh well.
Fred Mirelurk  [author] 3 Mar, 2015 @ 10:36pm 
Mercenary: You need to check the "HW1 Campaign" box in the mod selection screen in the launcher.
Mercenary 3 Mar, 2015 @ 10:11pm 
Bit strange. Started it up and I cant seem to play the campaign with it. No option for the campaign in that menu. Is this skirmish only?
Wriath 3 Mar, 2015 @ 8:56pm 
Yup, did a 3v3 with a mix of races and had a great time. The Ai seems to interact with the squadrons a lot more intelligently as well which is nice.
Reinhart Fox 3 Mar, 2015 @ 8:00pm 
Awesome job Bong San Suu Kyi, just played a 4 way fight with all 4 factions and really felt like they were finally close to equal. Only issues I notice are the previosly stated resource controller docking, corvettes didn't seem to want to dock with my carrier for repairs, and the squads are all bunched up when they are paraded with the carrier, Thank you so much for this.
Fred Mirelurk  [author] 3 Mar, 2015 @ 5:47pm 
Fred Mirelurk  [author] 3 Mar, 2015 @ 4:57pm 
Unfortunately I'm not sure how to keep them from docking with the resource controllers; if I remove the RC's docking abilities completely then they can't dock with resourcers. Not sure how to make them discriminate, if someone more experienced is aware then let me know. RCs won't heal them though, so no more phantom squadrons. I'll put together a skirmish/MP version of the mod in a bit, will be a separate mod though.
Reinhart Fox 3 Mar, 2015 @ 4:30pm 
Just tested out this mod and am loving it so far, though the fighters still try docking with the resource controllers. Am eager to see this finished so I can enjoy playing the Taidaani in Skirmish.
Skwalla 3 Mar, 2015 @ 3:52pm 
do this work for skirmish as well
Scourge 3 Mar, 2015 @ 1:59pm 
Thanks for the quick responces!
Fred Mirelurk  [author] 3 Mar, 2015 @ 1:10pm 
Reinhart: Yeah, I was hoping to find another way, but for now external docking is disabled.
Fred Mirelurk  [author] 3 Mar, 2015 @ 12:10pm 
Repair corvettes are now produced individually. Also, repair/salvage/mine vettes are listed together under the Utility Corvette unit cap.
Scourge 3 Mar, 2015 @ 10:36am 
I would say that repair vettes should be single again- they aren't as effective at reapirs with this mod, and tend to clip into each other.
Reinhart Fox 3 Mar, 2015 @ 10:12am 
Am glad to see someone out there is working on fixing the strike craft, is there any way to edit the support ships to remove docking? I knew that would be an issue.
Fred Mirelurk  [author] 3 Mar, 2015 @ 9:55am 
shepard1701: Yes, Taiidan ships are still individuals. I designed this mod for campaign play, and I suspect that if I made Taiidan fighters into squadrons without editing every mission, you'd end up facing 3-5 times as many enemy strike craft as intended. At some point I might try and edit the campaign files to fix that, or just release a Taiidan version of this mod intended for multiplayer only, but for now, Taiidan ships are still individuals.
VikkelEekhorn 3 Mar, 2015 @ 9:45am 
Taiidan ships seem to be in individual units still, for me.
Fred Mirelurk  [author] 3 Mar, 2015 @ 9:03am 
Dogat: Salvagers are still solo for the reasons you described, as are minelayers. They don't count towards the overall corvette cap (but have their own caps). You're right that repair corvettes should be solo as well.
Koopak 3 Mar, 2015 @ 6:12am 
The Doctor has the best point here, while i vastly prefer independent ship control (despite the increase in necessary managment) having this is hugely beneficial and is actualy a strong solution to the current single fighter probelm with the captile ship weapons mechanics in the HM2 engine.
Wriath 3 Mar, 2015 @ 6:04am 
Might wanna keep Salvagers/Repairs solo since they're more utility like a command vette.