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And yes, we have rebuild & reworked the AI to be more challenging. One example is that it will start doing more human-like things at higher difficulty - such as hiding their research ships, protecting a RU operation with mines, or docking damaged units. Other such traits are tied to the factions, such as Hiigaran AIs being more prone to using their hyperspace advantage to hyperspace their fleets around. As with a real player match, you'd need to think about deploying Hyperspace Inhibitors when up against them.
Playing the Shimmering Path (Challenge Mode - SinglePlayer) is a good way to get used to the mod and hone your skills. You can also press [F9] to get live advice on what to build next, your relative fleet strength, etc.
And has the AI been made more powerful/intelligent? Because I played against easy, and... lost. I know I'm still a rookie but I was able to beat normal AI before. It's a good thing either way.
I simply deleted the mod via Steam Workshop and downloaded it again.
DataWorkshopMODs/76561198034399157\430491982\FXGtest.big,english.big
I ran the test and I'm still getting the vanilla Homeworld RM.
1. Go to your "*\Steam\steamapps\common\Homeworld\HomeworldRM\Bin\Release" folder
2. Find the "HomeworldRM.exe" file. Right-click > send to desktop (create shortcut)
3. Right-click that shortcut you made > Properties
4. Copypaste the following at the end of the TARGET field:
-workshopmod 76561198034399157\430491982\FXGtest.big,english.big
5. Save/Apply. The TARGET field should now look like this:
X:\Steam\steamapps\common\Homeworld\HomeworldRM\Bin\Release\HomeworldRM.exe -workshopmod 76561198034399157\430491982\FXGtest.big,english.big
6. Open Steam, then click the shortcut after.
I just tested this mod after a while and it seems my game doesn't detect it.
When activated, I end up in a vanilla Homeworld session.
-FX:Galaxy requires your game language to be set to ENGLISH.
-Your Homeworld:Remastered version should be v2.0 or higher.
-FX:Galaxy is not compatible with other Homeworld mods (exceptions: map packs, emblem packs), and should be the only mod active.
If the issue persists do let us know.
It would be nice if there was a 64 bit patch somewhere that could just solve the issue.
+Woland: Units get captured faster if they are low on health. Regarding the mission, two commonly used ways are to 'follow' the RU arm to the left and rush the VGR, maybe while using some ships to distract the Progenitors. Alternatively, you could rush for the middle for a massive, early boost in RUs.
The map has limited resources, so if you can outlive the Progenitor onslaught you can turn the tide on them. Here is an example video of someone clearing Stage 33: https://www.youtube.com/watch?v=cExdxIWnoZc
Keepers when captured by enemy salvage craft while shield is up will have infinite shield when captured by the enemy, effectively making the unit unkillable.
Observed this for enemy units too on the bentusi defence scenario. Never saw this happening in the vanilla game, so this has to be an issue with the mod.
especially capture unit spam .-.
I'm pretty sure this is just Huge popcap allowing for massive spam that some factions (KAD in particular) cannot pull off due to arbitrary limits on ships like nebulas and kar toba. Either the other factions need similar limitations, or the KAD need their lifted or expanded with larger popcaps
KAD vs TAI 1v1, the KAD player will almost inevitably lose to heavy-cruiser & ion cannon frigate spam
while the KAD do have decent anti-frigate and acceptable anti-capital, the options they have are not well suited to dealing with a large fleet of those. (Huge popcap*, Medium Start resources)
Originally the KAD could build multiple Bright Nebulas, which did help with the cruisers at least, since they have substantial damage output...but since they can only build one now, your only options fall to Naguls (Too fragile/short range), Adv. Assault Swarmers (Attacks too slowly, easy to hit compared to other faction anti-capital/frigate corvettes), and Multibeam Firgates (Not enough damage output on Capitals, too short range for frigates)
Our Discord is a good way to get minor updates or stay in touch, as these pages are only updated with new releases.
We will be throwing some FX Multiplayer matches the upcoming weekend (14th/15th) to celebrate the release. If you are interested in tagging along or are down for an occasional chat about HW or the mod feel free to drop by the FXmod's discord here: https://discord.gg/ekG3Wry
is this true or am i an idiot?
- FX:Galaxy requires your game language to be set to ENGLISH.
- Your Homeworld:Remastered version should be v2.0 or higher.
- The FXMOD is not compatible with other Homeworld mods, and should be the only mod active.
You could also drop by the Homeworld Universe discord (discord.gg/homeworld).to that end.
Generl question for everyone: is anyone playing this mod on multiplayer? This is my favorite mod so far and I'd love to find some people to play with
Is there somewhere you want me/us to post these pastebin links in particular?
We are aware of the existence of several other bugs (EX2, Wave7+ in Survival Mode), but these take a bit longer to track down. Pastebins of crashes will help us narrow these issues down.
If you run into further crashes with this mode or other content in the mod do let us know. I'll add these to the Bugs/Technical Issues threads on our ModDB forum page.