Homeworld Remastered Collection

Homeworld Remastered Collection

HomeworldRM Community Patch
207 Comments
ArtilleryWizard  [author] 15 Feb, 2024 @ 9:34am 
homeworld remastered spaghetti code do be like that tbh.. glad its resolved though
HarbingerDawn 15 Feb, 2024 @ 8:13am 
Weird, I was able to reproduce it multiple times before, now I can't get it to crash at all. Never mind I guess ¯\_(ツ)_/¯
ArtilleryWizard  [author] 15 Feb, 2024 @ 1:07am 
@HarbingerDawn, i couldnt get it to crash. what were the specific game settings and factions?
HarbingerDawn 14 Feb, 2024 @ 9:29am 
Access Violation when trying to play Ice Moon map
ArtilleryWizard  [author] 14 Sep, 2022 @ 7:21am 
@SYDWAD those changes were for MP only now. campaign is a separate thing now and has been sense Remastered 2.0, the devs changed a bunch of the files and backend stuff and broke all the old campaign changes.
i dont have the time to learn or know anyone who can show me how to mod the campaign stuff in the new 2.0 system.
im sorry.
SydWad 12 Sep, 2022 @ 7:08am 
I thought the mod allowed you to capture Vegyr ships in HW2 campaign? I tried but it was the same as normal. Same with not being able to surpass your fleet cap with captured ships.
ArtilleryWizard  [author] 31 Mar, 2022 @ 3:06am 
@secondlt2 its vaguely supported and does work with MP. but updates will be few and far between and on the lite side content wise. the game itself is pretty dead so supporting a mod for a dead game isnt really something thats a high priority for me atm.

by the way crimsonreaf5555 if u ever see this. the capturing thing does work. Hw2 can capture motherships, shipyards and carriers with marine/infiltrators but as i said before you cannot go beyond your unit cap. so if you already have max population of shipyards/carriers/motherships/destroyers w/e it will not allow you to capture them. that is a Hw2 engine limitation. you can destroy/scuttle some of your ships, or give them to a friend to free up population if you REALLY want to capture something the enemy has. The population window can be seen ingame when you push the ( i )key
(Secondlt2) 2 Jan, 2022 @ 8:53pm 
is this mod still in the works or is it abandoned?
SlicedChicken480 4 Oct, 2021 @ 6:11pm 
how do I get this mod to work? because when I launch the game the single player is not viewable.
TTV/Crimsomreaf5555 29 Nov, 2020 @ 2:43pm 
do i got to progress further in the game to be able to do it or somthing?
TTV/Crimsomreaf5555 29 Nov, 2020 @ 2:42pm 
yup tried again and nothing no carriers, only mod enabled and cant capture any capital ships
TTV/Crimsomreaf5555 28 Nov, 2020 @ 6:21pm 
tried taking over a shipyard and nothing happened either
Rosa Parks Bus Seat 22 Nov, 2020 @ 12:29am 
This mod still works?
ArtilleryWizard  [author] 16 Nov, 2020 @ 12:34am 
@crimsomreaf
this is 95% likely to be caused by a homeworld 2/HWRM engine issue. the issue is you cant break or go beyond the unit cap limit. so you probably had max carriers when u tried to captue the vgr carrier. as such it didnt let you keep it or change it to your side.

i could go double check ingame really quick
TTV/Crimsomreaf5555 14 Nov, 2020 @ 7:25pm 
so deos this mod work? tried taking over a vagyr carrier and nothing, bar filled and didnt turn ally.
ุReshy 29 Sep, 2020 @ 8:52pm 
How does this work compared to the Player's Patch?
SuwinTzi 27 Apr, 2020 @ 12:36am 
Is there a master list of changes? I'd like to compare this patch to the Players Patch.
ArtilleryWizard  [author] 26 Oct, 2019 @ 12:05pm 
they have been in CP sense the truanics were first added years ago. Im not sure how you missed them tbh, but now that you know they are there, go make em and have some fun! =P
ArtilleryWizard  [author] 26 Oct, 2019 @ 12:03pm 
@melongrubber thats what the Turanic platforms are, they are from the graveyard. and they are already in the mod. they have both anti fighter (small auto gun) and anti frigate (large auto gun).
Wambat 22 Oct, 2019 @ 10:58pm 
How would you feel about adding a production unit to the Turanic Raiders? There are stationary gun pods in the junkyard mission of HWR. While I suppose these are meant to be Taiidan, aesthetically they look more this Turanic tech. Moreover, it would hardly be fair to provide the Taiidan with stationary turrets (or "move once turrets") and not the Kushan. Since HWR2 factions have these turrets, I expect it would be relatively simple to copy and paste the HWR gun pod exterior onto a HWR2 turret. This would give the Turanic a little more of interest when included in matches, and, I think, would just be fun to see.
ArtilleryWizard  [author] 16 Oct, 2019 @ 4:17am 
Their will be some changes in campaign, but overall the focus is on MP.
long ago before the 2.0 update the mod did fix many bugs in campaign, but once 2.0 came out it wiped out all those changes as i had to rebuild the mod from scratch. i never got around to trying to add the fixes back back in.

That being said, their are some Easter eggs in the hw1 campaign. you will want to start salvaging ships as early as possible. thats all im gonna say =P
Wambat 16 Oct, 2019 @ 12:20am 
Is this mod meant to be balanced more for the single player, or multiplayer? I prefer playing the campaign. Will I find my campaign more or less balanced by use of this mod?
ArtilleryWizard  [author] 14 Oct, 2019 @ 8:48pm 
their are more resouces on the maps. thats one of the changes.
RezidentMeme 14 Oct, 2019 @ 5:21pm 
Maybe I'm seeing things, but it seems like there's a lot more resources on maps. Is there a full change list (on one page) anywhere?
RezidentMeme 13 Oct, 2019 @ 1:23pm 
Tried it. So far, very nice. Really good call on changing the icon tactics and stances around. I noticed ship production time was faster. At first I thought this was bad, but then quickly noticed that "oh wow, getting fighter fleet organized and ready is a lot smoother". Have to agree with way you did cost productions as well. Oh, and the tech tree additions are nice touch. I like how logical and this mod is. It even provides the maps that I like. A+++ :steamhappy:
RezidentMeme 13 Oct, 2019 @ 12:29pm 
I like the premise of this mod, I'll have to give a go. 2.3 makes some changes I have a hard time agreeing with.
monguinassassin 20 Sep, 2019 @ 10:39pm 
I'M sorry! Thank you very much for your help. Subscribed only to your mod and game worked out perfectly.
ArtilleryWizard  [author] 20 Sep, 2019 @ 10:34pm 
idk then. sorry =/
monguinassassin 20 Sep, 2019 @ 10:27pm 
Double checked, and the hotkeys were already in place. They just did not work.
ArtilleryWizard  [author] 20 Sep, 2019 @ 10:21pm 
Just push F10 or esc to bring up the menu, then go to options, then controlls. and check in there.
monguinassassin 20 Sep, 2019 @ 10:13pm 
Shift+f4 doesn't work either.
ArtilleryWizard  [author] 20 Sep, 2019 @ 10:09pm 
Ah. as for the Shit+F1 issue.
Check your options and see what the formation info is set to, you can even rebind if you want to. By default the Wedge is actually set to Shift+F4 Cuz 1-3 are used for Hw2 formations like Frigate line, Capital phalanx and fighter screen.
monguinassassin 20 Sep, 2019 @ 10:00pm 
They changed it so it is the Mothership's Capital Class Facility that builds Shipyards, not a Hyperspace Module. The problem is they did not change descriptions for the Shipyard's requirements or the graphics in the build menus. It's a bit misleading for the most part.
monguinassassin 20 Sep, 2019 @ 9:55pm 
It's the vanilla game. Not your fault at all. That's why I thumbed this mod up instead of down.
ArtilleryWizard  [author] 20 Sep, 2019 @ 9:54pm 
@monguinassissin Im not sure if youre confusing this mod with the default game or some other weird mod. Or if this is some strange campaign bug.. But i assure you this is NOT the case for any faction in this mod as far as multiplayer goes.

If this ship yard bug is a mission thing then please let me know which mission you encounter this on. but i think you are confused good sir.
monguinassassin 20 Sep, 2019 @ 8:31pm 
The new update caused the in-game instructions to just lie to me. "Shift+F1" doesn't set ships into a wedge formation, and it is now the Mothership's Capital Class Facility that builds the Shipyard, not the Hyperspace Module.
Kal Skirata 17 Sep, 2019 @ 9:22pm 
Attacked from below by a bunch of ion frigates, fighters and corvettes flank from the top with carrier support, and once those are dead, a wave of frigates, 4 destroyers, and a cruiser warp in within 10km of MS. Skipping cutscenes, you lose in 30 seconds.

This was commonly referred to as the 30 second kill a few years ago
ArtilleryWizard  [author] 17 Sep, 2019 @ 12:41pm 
@kal Shirata
Ive never heard anything called "the shark attack". Can you please explain what it is more so i understand better. Then i can get an idea of what/where to look in-order to possibly fix this "shark attack" issue.
Kal Skirata 16 Sep, 2019 @ 8:38pm 
is there a fix for the shark attack in hw1 mission 16, os would that be asking for the lazy man's excuse to not have to waste the whole frigate cap on support frigs?
ArtilleryWizard  [author] 15 Sep, 2019 @ 1:49am 
@master of Disaster i finally added a description/generic change log.
ArtilleryWizard  [author] 5 Sep, 2019 @ 3:15pm 
But ill type up the most important stuff and save it somewhere to so i can post it here. Looking through the change long would be abit confusing for the average person. so ill try to make a generic change list.
ArtilleryWizard  [author] 5 Sep, 2019 @ 3:13pm 
Every time i update the mod, it breaks the steam description, so i have to go re-wright it and post it later. The Full list of changes are TOO numerous to list, as the description is limited to somewhere between 2,000-5,000 charecters.
Profmusic 5 Sep, 2019 @ 2:54pm 
what are the overall changes and fixes that this patch brings?
Whatever 19 Jul, 2018 @ 6:22pm 
Yeah, they said a pro plays the game so good that it breaks without this.
ArtilleryWizard  [author] 19 Jul, 2018 @ 5:08pm 
Need what, the patch? lol thats funny
Whatever 19 Jul, 2018 @ 11:06am 
I remember people spouting on in multiplayer 'bout how you need this to be considered a ''pro','' haha.
ArtilleryWizard  [author] 18 Jul, 2018 @ 7:01pm 
Tbh the much longer weapon range in HWR would account for alot of the damage, as it produces much more time on target and many more vollys of the main weapon per attack run..

yes the engien changed quite abit, but other then that Numbers are numbers.. you cant change them very much and have the differences be that big. Im sorry but math is absolute.

and like ur findings state, Missile vettes for example were hitting 3 times instead of once. Thats something i fixed long ago though. i will be reducing the Laser corvette range down to the HW2 classic range. which should help abit.
Cloaked 18 Jul, 2018 @ 6:36pm 
Could be related to this old bug: https://forums.gearboxsoftware.com/t/videos-details-of-the-laser-missile-corvette-damage-bugs/236237/1

Unfortunately using hw2c weapon values in HWR can produce very different results as the engine has changed a ton. You gotta do in game hw2c v1.1 CD tests, and write down battle results and time duration. Then tweak HWR values till you get the same results... Its a major pain... Here's the hw2c results with full upgrades:
56 Laser Corvettes vs 3 Hiig Destroyers (Target fire first DD) = 47 Lasers left in 165sec
AOHNH 17 Jul, 2018 @ 6:01pm 
@ArtilleryWhore Looking at the Cloaked comparison list, it doesn't show major changes to the lasers. But one thing I do know for sure, after playing many years of classic HW2, lasers in this patch are NOT doing the same damage as in classic. They're completely broken against capital ships.

Maybe try changing those settings back to classic HW2 values. Something is making them way too OP.
𒀭 Enki 𒀭 16 Jul, 2018 @ 11:12am 
#ReviveTuranicRaiders