Homeworld Remastered Collection

Homeworld Remastered Collection

Mothership Defence Mod
57 Comments
Commander-LVJ 4 Apr, 2023 @ 7:02pm 
+Yung Lenin

This mod looked like a really neat idea (especially if it could be used with other mods such as TFS perhaps) so I decided to try it and found that yes indeed it is broken: the mothership's ion cannons seem to be the only thing working and nothing else: and the vyger flagship isn't changed at all...not even it's life!..:2018saliengoo2::steamfacepalm::steamhappy:

Would you be at all willing to try and fix it?..I would really like to try it; if only just to see what it's like...
¤[Joystick]¤ 19 Apr, 2022 @ 3:15pm 
Both are correct, it's just the classic US English vs British English spelling.
thomcomstock 20 Jun, 2021 @ 12:31am 
@Yung Lenin I stand corrected. Thank you.
Yung SCUD  [author] 19 Jun, 2021 @ 6:17am 
thomcomstock 18 Jun, 2021 @ 10:47pm 
Defense.
Spiritouspath 29 Dec, 2019 @ 12:02pm 
mod not showing in my launcher mod list
Blazin Hazen 11 Sep, 2017 @ 2:37pm 
Hello!
I'm trying to figure out my own mod in how to simply make
The HW1RM mothership move in campaign mode and nothing more.

Can anybody help me out here? I just need to know where to find the ships movement stats and if the files are encrypted, how to decode.

Thanks!
I Darkstar X 21 Jul, 2017 @ 10:21am 
Why is this for Classic only?
Yung SCUD  [author] 6 Dec, 2016 @ 12:40pm 
I think an update probably broke it to be honest, I haven't really touched it since and it worked the last time I used it (aka when I put v1.1 up)
JoRx 6 Dec, 2016 @ 12:17pm 
Where on earth are the relevant ship files for the motherships? Tried checking the ship files in the unpacked HWR files and all the names are weird/different and make no sense :V

Trying to build one myself haha. Changed the weapons just want to change the ships themselves.
Commander-LVJ 14 Sep, 2016 @ 4:10pm 
So this doesn't work right? Because I tried a couple of times using just this mod and nothing happened, meaning there was absolutely no observable difference.
XXX_SniperSlayer42069_XXX 11 Jul, 2016 @ 8:31am 
Cool mod :hiigara: :vaygr:
Woeful Doeful 16 Mar, 2016 @ 7:03am 
remastered plz!!!
Yung SCUD  [author] 14 Feb, 2016 @ 12:44pm 
Update:

Sooooooooo I got halfway through making the program and it works for what it is, but I realsed I had to write another 1000+ lines to make it work properly so I gave up. I'll probably give up on this too, as I don't really have time for it anymore. If anyone wants to go make something like this, go look at the homeworld modding tutorial on reddit and go from there. :vaygr:
starfury 26 Jan, 2016 @ 3:48pm 
i i wish u luck
Yung SCUD  [author] 25 Jan, 2016 @ 1:16pm 
@starfury

Oh, right. XD
Update:
I've started developing a ship-script editing application (using my extremley basic c# skills) to try and make editing files easier. After that, I can move onto weapon files and then a working mod. :steamhappy:
starfury 24 Jan, 2016 @ 11:30pm 
actually what i ment was talk to the person or ppl that made Complex
Yung SCUD  [author] 24 Jan, 2016 @ 9:11am 
@starfury

Unfortunately I couldn't get the mod to work. (The only mod on the whole workshop that works for me is my mod and FX galaxy, for some resaon.) On the whole, I've had to re-find all of my homeworld modding tools from the deepest corners of the internets, and I've now run into many compatibility issues on Windows 10 with these tools. In order to get to the basic point of making a remastered version of this existing mod, I will have to get a windows XP / 7 virtual machine up so I can carry on. This will take some time however. Meanwhile, the other day I managed to make Hgn_Interceptor squadrons really OP just via file editing, but it is harder for weapons. I'll try and keep everyone updated on what happens next. :)
starfury 23 Jan, 2016 @ 11:10am 
hey echo, did that suggestion i gave back in november help?
Yung SCUD  [author] 23 Jan, 2016 @ 4:52am 
@seby

I'm working on it. :) :vaygr:
Cutup 20 Jan, 2016 @ 6:48pm 
are we going to get a remasted version
Yung SCUD  [author] 18 Nov, 2015 @ 12:02pm 
@starfury
Haha, seems cool!
I haven't done anything homeworld related for a while now (new PC), but i'm trying to get back into the swing of things. I'll definately take a look at it. :vaygr:
starfury 18 Nov, 2015 @ 12:49am 
the Complex Mod can help u get some ideas on how to make custom gun modules that dont take up existing spots. in that mod the Higgarian mothership eventually can mount a tripple barrel HEAVY Ion Beam cannon, this thing HURTS!!!!
Yung SCUD  [author] 28 Aug, 2015 @ 2:28am 
@tolaburke
I remember trying to add 'big' (turreted) guns, but it was quite buggy so I replaced it to the point where they just fire a destoryer cannon shot, but no turret is visible. Still, sometimes they do not fire and ships have to be in a specific position because they are on an invidible turret which a low firing arc. The other option would be modding in a duplicate weapon with higher damage e.g adding another weapon the same as the mothership hull defense gun, but making it fire like a destroyer cannon. I had success in adding battlecruiser turrets to the MS, however as the are modular weapons they have to take up a module space on the mothership which means you would not be able to build one type of factory (considered each factory type goes in a specific place). This is why I removed them before publishing.

In the future I may try modding extra weapons into the game, it shouldn't be too hard as i am only editing files not creating new ones.
tolaburke 27 Aug, 2015 @ 7:12pm 
Wow. Wasn't expecting a reply. Thank you.

And...I'm not sure. Maybe at least one or two of the guns could be a big gun, as it were? Maybe as a module?(Hey, the battleship's guns are, so maybe?) Or maybe a 'Weapons Upgrade' tech that improves the damage of it's weapons, so it can keep up? One has to ask whether you want it to fend off everything or whether a big push should end this thing. Lord knows even the expert AI can't deal with a Mothership killing all it's collectors in the first 10 seconds. I'm not certain of the answer myself. Comedy option; late-game thing that switchs the guns on both sides to Keeper Turreted Ions(Both sides are salvaging Progenitor tech, after all).

I'll note that Bombers do have a purpose, despite having issues); shutting down the enemy ship's engines via Anti Sub-system Bombs so it can't run off.
Yung SCUD  [author] 27 Aug, 2015 @ 10:11am 
@tolaburke
What would you suggest?
Rebalancing the weapons for heavy ships / not fighters or the best of both worlds?
tolaburke 27 Aug, 2015 @ 5:14am 
Well, it was funny, but not in the way I expected. The Mothership/Flagship can move fast, and go up and down well enough, but can't turn worth a damm. The weapons are also placed...awkwardly in terms of getting it to fire. They NEED heavy ships to take down(Bombers and Ion/Missile Frigates platforms simply don't have the force except in great numbers and over an extended period, especially given the Mothership's weapons are balanced specifically to deal with such pests quickly), but certainly a couple of Battlecruisers will still make either one melt and do little damage in return. Certainly you can rush the enemy's collectors if you so choose.
tolaburke 2 Aug, 2015 @ 7:46am 
1500000? Jesus, that's....the special Mission 10 Keepers have(or are meant to have) 420,000. Sajuuk itself has 350,000. Harbour Ship Bentus has 800,000(The exchanges have 'only' 400,000, but they're also armed pretty well).

...Well, this'll be hilarious to see once.
Yung SCUD  [author] 28 Jul, 2015 @ 11:43am 
@Halcyon
The whole mod is overkill TBH.
Halcyon 27 Jul, 2015 @ 7:32pm 
IT hink the speed is overkill. Mothership should not outrun a battlecruiser.
Yung SCUD  [author] 19 May, 2015 @ 12:22pm 
@DJ Arghlex
Thank you, I will try it out.
void catgirl rglx 19 May, 2015 @ 10:17am 
Gearbox's tools are a bit harder to use, but at least they exist.
void catgirl rglx 19 May, 2015 @ 10:15am 
You can in fact update this to the Remastered version. You'll need this [github.com] to decrypt the BIGs, then use your BIG extractor of choice. Something's changed in the HOD format between the originals and Remastered, and (believe me when I tell you this, I tried for hours) editing them at all breaks them or makes the ship behave very strangely.

Apart from that (and maybe a few other things) all the scripts and files are still editable using the old ways.
rudi 18 May, 2015 @ 8:38pm 
Woohoo, that worked, thank you! time to try kick ass mothership 2.0 :)
Yung SCUD  [author] 18 May, 2015 @ 9:55am 
Go to steam/steamapps/common/homeworld/homeworld2classic/DATAWORKSHOPMODS and go into into the next folder. Then delete the one called '437235190' and then steam should re-download the mod correctly. Hope this helps.
rudi 18 May, 2015 @ 9:49am 
I've used v1.0, and I think even after campaign reset i'm still seeing v1.0 mothership. Is there a way to force homeworld 2 classic to use v1.1 of this mod?
Yung SCUD  [author] 11 May, 2015 @ 5:52am 
No, mod tools aren't out for that yet.
Queco Jones21 11 May, 2015 @ 5:23am 
this isnt for remastered?
Yung SCUD  [author] 10 May, 2015 @ 11:46am 
version 1.1 released!
Yung SCUD  [author] 10 May, 2015 @ 9:36am 
+TheFailicus Yes as it uses the same ship / weapon files, but I haven't tried it.
TheFailicus 10 May, 2015 @ 8:32am 
Does this work in the Campaign?
Yung SCUD  [author] 10 May, 2015 @ 3:01am 
v1.1 Is officially in the works, and includes a helping hand for the vaygr flagship.
+SonicOverlordUK , I would llike to do that but I am not sure how. When I have the time I may foray into the unknown and try something new. ;)
~Natural Lubricant~ 9 May, 2015 @ 11:02pm 
Could you possibly make one for the vaygr? e.g. something simliar like an OP flagship *yummy* cuz the vaygr flagship kinda looks like a warship but is weak sauce atm (cuz its a mothership class vessel like the hiigaran one)
SonicOverlordUK 9 May, 2015 @ 5:15pm 
This is great fun!

My only critisism is victories with this monster feel off.
Maybe if you could unlock everything through research first.

So say:
An additional 4 or so teirs of speed and health research.
A research for all additional weapons, with each more powerful weapon's research being unlocked after the previous, weaker weapon was researched.

Just my 2 cents.
Yung SCUD  [author] 9 May, 2015 @ 11:43am 
It's good to know people are enjoying the fruits of my labour!
rudi 9 May, 2015 @ 9:52am 
Now on mission 5 and definitely having fun with this. Always wanted to have a capital ship that was formidable!
HowitzerNAM 9 May, 2015 @ 8:20am 
ah, I see it now. Curious.
Yung SCUD  [author] 9 May, 2015 @ 2:32am 
No, I made my own weapon script based off the original HW2 pulsar. It simply makes it fire 5 shots a second but has a 5 second cool down. Plus, the damage values were slightly reduced.
HowitzerNAM 8 May, 2015 @ 10:12pm 
Is this using any of the Battle Assets found in the Complex mods or your own weapon configuration?
rudi 8 May, 2015 @ 9:29pm 
Ah, yes, I forgot that they are lagging with support for HW:R mods. oh well, going to enjoy heck out of HW2Classic, thanks again :)