Homeworld Remastered Collection

Homeworld Remastered Collection

HW1RM M13 Fix: Junkyard Puppy
59 Comments
ShadowDragon8685  [author] 19 Nov, 2024 @ 9:35pm 
@Sijiso: Please read the last two sentences in the mod description as you cogitate the reason for why your heckling peanut-gallery comment was deleted, and have a crappy day.
Zero42 28 Feb, 2023 @ 1:33pm 
Originally, I used cloaked fighters to destroy the sensors, then the junkyard dog couldn't detect ships. I was still annoyed by the dog's apparent invulnerability at first.
ShadowDragon8685  [author] 29 Jun, 2022 @ 7:43pm 
@SenkoLover_DR.Volk: Yeah. As far as I'm concerned, that being able to 'sneak scouts under the sensor net' is a bug introduced by the limitations of the original Homeworld 1 engine, and either retained intentionally or unintentionally when they faithfully translated the original Homeworld 1 map to Homeworld Remastered.

It beggars belief that the junkyard 'office' is just sitting behind a single rectangular corridor of sensor posts and overpowered autogun turrets that you just happened to emerge from Hyperspace directly opposite across it from, and that rather than just fly the entire fleet way above or below the rectangle of doom, you have to sneak a few scouts across the very 'top' or 'bottom' of the map.

An entire field of turrets that splatter strike craft should mean that this is a mission for large ships. Then the Junkyard Dawg shows up? Yeah, nah. Hence, this mod.
DR.Volk 29 Jun, 2022 @ 6:53pm 
i tried this mission about 20 times. entire fleets stolen over and over again. eventually won by sneaking 10 scouts under the sensor range of the enemy and docked w the base. i REALLY wish i saw this before i had to resort to that.
Irish 9 Mar, 2019 @ 4:18am 
lol fair enough. You're entire comment reminds me of this. https://youtu.be/YBC1Qob27sM?t=18
ShadowDragon8685  [author] 9 Mar, 2019 @ 4:00am 
Irish: No, that is not a bug. An ENTIRE FLEET opening up on a single ship the size of heavy frigate is MEANT to annihilate it. That's the purpose of this mod; to make "no, to hell with your OP piece of rustbucket salvage frigate, it does NOT get to kidnap my entire fleet, it gets to blow up."
Irish 9 Mar, 2019 @ 1:58am 
Must be a bug, but I just ordered my entire fleet to open fire on this thing, and it annihilated it. After 20 secs or so. Handy mod for those that need it tho.
NightOwl 6 Mar, 2019 @ 7:52pm 
If possible, I would like to capture this thing and replace all my salvage corvettes with it.
Iron Templar 5 Mar, 2019 @ 5:15pm 
I basically just shot the hyperspace gate when it was on its way, after that it was easy to get rid of them. but its a good thing this mod is here in case it bugs
tomyironmane 17 May, 2017 @ 8:50am 
@jon31397 I managed to stump the thing that way... But I couldn't shoot it off the cruiser or get the cruiser back... it just sat there like an idiot till the end of the mission.
tomyironmane 16 May, 2017 @ 10:08pm 
Any chance if a mission 16 fix? They nerfed my mothership so hard that the enemy farts at it and it dies.
ricochet_29 13 Feb, 2017 @ 10:09pm 
LOL @ nerf bat.. I love it.. heheh
[UG] Cfig99 27 Aug, 2016 @ 9:27am 
When I saw one of these things fly away with my destroyer without taking anymore than 20% damage from 7 destroyers and 3 heavy cruisers I was sooooo pissed.
[UG] Cfig99 27 Aug, 2016 @ 9:26am 
I just took my enourmous fleet around the junkyard and went to the comms station from the side... lol
Jon31397 17 Jul, 2016 @ 4:52pm 
I went for the "Kill the hypergates"-strategy and it actually was pretty fun/easy. Had no problem regarding the dogs speed at all, just went after it with the other 3 destroyers I had and blew up the gates in front of it before it could fly through.

Also remember my first playthroughs, the first being playing the game together with my dad at 10(?) years age and having to go to bed wondering how in the world we are supposed to solve the problem and the second being me (totally out of ressources) sending a group of fighters sideways past the field, then letting a few assault bombers suicide kill the sensors before going in with a cloak fighter.

Anyways i always liked the mission for what it was: more of a puzzle than a "salvage what you can and beat up the rest", (in retrospect) it was kinda fun having the "Nope, you'll need to get along without the biggies" experience before that first reload of the mission ^^
ShadowDragon8685  [author] 3 May, 2016 @ 4:21am 
@Storm Trooper: That's why I made this mod. Because no ship should be able to weather the firepower of an entire fleet, let alone zoom up to point-blank range of that fleet, grab a capital ship, and zoom away at speeds only Interceptors and Scouts can match.

It's an absurdity on the face of it.
Dismantle Mines, Yes? 2 May, 2016 @ 5:41am 
Or fly over the top
that's what i did on my second attept, my dad told me that it was a easy level and on like 3 enemys... so i was like ok that was cool... i went in and this ship came i fired with every ship i had... did hardly any damage and it strolled up to my destroyer tokk it and flew away... my face was like :steamsad:!
Midas 16 Mar, 2016 @ 11:32pm 
Dealing with the junkyard dog is easy. You should have gravwells in your fleet regardless.
CalamityCannonKiwi 20 Feb, 2016 @ 2:44pm 
another strat is to let it take your ship or ignore it and take a fleet of bombers and strike to blow the hyperspace gate to bits before it warps. it just sits there with the ship and does nothing. the cap ship warps with youu when you leave the mission anyway
ShadowDragon8685  [author] 14 Feb, 2016 @ 7:35pm 
Yeah, but that's exactly the sort of One True Strategy (IE, gravwell lockdown,) that I hate.

Hence I made this mod, whacking it right in the face with a nerfbat, so it CAN be killed conventionally.
REDDEAD33 14 Feb, 2016 @ 7:33pm 
even if it doesnt make sense that it can be locked down by a gravwell and is half the size of a frigate the fact that nothing bigger than an assault can hit it kinda makes it fair that it can be trapped by a gravwell seeing as it can drag away a capital ship faster than your salvage corvettes that are so much smaller
REDDEAD33 14 Feb, 2016 @ 7:24pm 
After watching a video before ever getting the game i came up with the idea that since its considered a corvette then i would use gravity wells to keep it still and kill it with EVERYTHING but i learned that one gravity well wasnt enough i was only able to take half its health two gravity wells easily fixed that >:)
Cosmicdust560 6 Feb, 2016 @ 3:55pm 
i barely managed to beat the mission, after turning 3 heavy capitals against me i loaded a preious save, trapped it in a gravwell and let my capitals exact their revenge
ShadowDragon8685  [author] 23 Jan, 2016 @ 12:45pm 
That would be the One True Strat that I have a problem with. This thing should not be vulnerable to grawell generators. It's too big, its engines are much too powerful.
2Long 4Read 23 Jan, 2016 @ 12:09pm 
Oh crap... anybody have any problems with destroying this ship? This is simple like a shit! 2-3 Gravgenerators+full cap frigates and destroyers with cruisers = a visit greenpeace workers in your house)
Aquila 11 Jan, 2016 @ 1:42pm 
The puppies are dangerus the dogs are not as dangerus since the puppies Have cuteness onthere side(btw I'm trying to be funny and I love the name and thinking)
SkyeRangerDelta 15 Nov, 2015 @ 3:36pm 
The original Homeworld Official Strategy Guide actually suggests that the "fly over the guns" strategy is that way you are actually supposed to use.
EatThePath 12 Nov, 2015 @ 6:11pm 
Personally I don't think the 'fly above the guns' is level design oversight, I expect it's the solution you're supposed to use. But to each his own I guess.
ShadowDragon8685  [author] 9 Nov, 2015 @ 4:54pm 
Aniqiewan: This does not make it easy. This makes it "possible." This slams the junkyard dog in the face with the nerfbat, but that just makes it possible to win a fleet encounter with it without resorting to cheap tactics that I consider exploits.

This by no means makes it EASY, and an insufficiently large fleet will still lose to the Dawg.

If you'd like to make it more challenging than that, try my autogun nerf, or even my replacing the cloak-sensors with probes mod. These both make it more difficult, but still possible, changing the focus of the mission from winning with capital ships to winning with strike craft.
Aniqiewan 9 Nov, 2015 @ 11:14am 
While I'm cool with the fact that you are providing peeps with an opt out, I think that the Junkyard Dog is best left untouched. The 14 year old me loved the Karos Graveyard mission - making it easy takes away a lot from the whole 'this area of space eats fleets alive' thing.

(b")b
ShadowDragon8685  [author] 8 Nov, 2015 @ 10:01pm 
Grimklaw, I could make the game treat a Taiidan Heavy Cruiser as a corvette, and then you could lock them down with gravwells.

That doesn't mean they SHOULD be lockable with a gravwell generator. Neither should the Junkyard Dawg. It's half the size of an assault frigate, and has a massive, MASSIVE engine block. There's no imaginable reason that a gravwell generator should be able to lock it down.

As you would know, if you'd actually read, well, anything I've posted about it. I consider using the gravwell generator trick an exploit of shoddy coding in the game, that, or an intended, but illogical, hard counter.
Flashklaw Grim-Dakka 8 Nov, 2015 @ 8:06am 
So um...

It's a Corvette class, which is a strike craft...

Grav-well generators lock it in place. Had it killed inside of oh... 10 minutes?
HeliGungir 7 Nov, 2015 @ 9:54pm 
Thanks for making this mod for those that want it. I don't happen to want it as I have good memories of defeating the Dawg without having known the gravity well trick.
ShadowDragon8685  [author] 6 Nov, 2015 @ 4:46pm 
And continuing again:

Solution 2 is to exploit an obvious mapping oversight by going to the extremes of the Z axis and just floating past the turrets. But if this was REALLY meant to be an option, and ONLY the junk immediately between you and the junkyard "office" was supposed to be protected, then Fleet Command, or the Rebel Taidaan commander, would say "the direct route is heavily protected, fly around it," and the map would be wider.

Solution 1 is unsatisfactory to me, as the junkyard dog is enormous, has half the HP of a heavy corvette, and flies like an interceptor, so it obviously has insanely powerful engines. Even with my nerf, its engine power is insane.
1a is equally unsatisfactory, as to be quite frank, the Dog should just smash its way out of such a box, and it clearly has the engine power to do so.
ShadowDragon8685  [author] 6 Nov, 2015 @ 4:46pm 
Continuing from my previous post:

The obvious solution to the turrets is to use warships, and the junkyard has a hard counter to warships. The obvious solution to the dog is to use strike craft, but if you try to smash it with strike craft without being able to deal with the turrets, unsurprisingly, your strike craft all die. And even with chronic, obsessive resource-gathering and "Recycling" of enemy ships, winning this fight through a battle of attrition will leave you in wrecked shape for the rest of the game, if you even have enough RU to do it at all.

There are two "standard" solutions to this problem.
Solution 1: exploit the way the Junkyard Dog is coded as a Corvette to lock it down with a gravity well when it goes to snatch a ship, then pound it.
Solution 1a is to use the box-it-in trick and then pound it.
ShadowDragon8685  [author] 6 Nov, 2015 @ 4:44pm 
@xjjordanx: It never made the level fun, it made it "infuriating."

The entire game up to that point was teaching you how to overcome your problems, most likely using quantities of piracy that would make the Turanic Raiders regret they didn't immediately throw in with you.

Then this level comes along, and it's not "more of what you know how to deal with," it's not "What you know how to deal with, but with a new twist."

No, it's just a field of OP superturrets that turn strike craft into fertilizer, and a ridiculously OP not-corvette that flies out of nowhere at impossible speeds, grabs a superheavy capship, and drags it away to be brutally molested in the dark space between standing hyperspace gates.

That's not a challenge, that's "no screw you."
jjordan19 6 Nov, 2015 @ 3:33pm 
Are you kidding me? Thats what made that level fun! Discovering some mysterious overpowered ship and having to actually use your brain to beat it! Honestly I liked the challenge of the old junkyard dog. At least homeworld 1 had a few somewhat difficult levels. Homeworld 2 was cool but you can be dumb as a rock and not really have a strategy and still beat it in like a day xD
TheDigitalHero12 3 Nov, 2015 @ 9:38am 
you know what you could do, make it so that you can capture the junkyard dog, and you can use it, or be able to build it, hell it may break the game, but then the AI can feel the players pain,
ShadowDragon8685  [author] 3 Nov, 2015 @ 8:44am 
Homeworld Fanatic: Yeah. This is the mod that 14-year-old me raged impotently at not having.

Hell, I just wish I could've made it so that if you scrapped the Dawg, and the turrets, you could then go ahead and recycle all of the wrecks in the junkyard for mad RUs.
TheDigitalHero12 3 Nov, 2015 @ 8:19am 
ShadowDragon, my good sir, you just made my day with this mod
Junkyard Dog, the little piece of scrap metal that it is, has been a pain in my ass since the original game, and in the remastered, but now, you have given me the weapon i need to slap the bitch
I thank you so much, cause now, im just going to constantly play mission 13 over and over again just to kill the junkyard dog, and cry tears of joy while doing so.:steamhappy::steamhappy:
ShadowDragon8685  [author] 2 Nov, 2015 @ 5:59pm 
NotACylon: Yes, I'm aware of that. That is part of the main problem; a vessel that large, with engines that powerful, capable of hauling away a heavy cruiser by itself, should NOT be vulnerable to an anti-strike craft weapon.

And yes, I realize you CAN cheese the mission by flying over the top of the map, because that was a gross oversight on the part of a level designer in the year 1999 that they saw fit to faithfully reproduce.

This mod was designed to make it possible to beat this mission WITHOUT resorting to a cheap Hard Counter that has no right working, or to a cheap and cheesy map exploit.
Not A Cylon 2 Nov, 2015 @ 3:12pm 
You do realize that, despite it's power, the Junkyard dawg is a Corvette class. A singe Gravwell generator shuts it down HARD.
Sam18 2 Nov, 2015 @ 7:50am 
You guys do realize that you can just fly up to the top of the map and then decend directly on the objective with a hoard of fighters and never risk a single cap ship right?
TrinalGalaxy 22 Jul, 2015 @ 12:39pm 
Im not advocating anything, its harder in the remake because gravwells are more of a pusle that stops strikes for a second rather than for until the generator runs out / is shut down. This means the dog keeps comming, although at a slowed rate.
PlasmaJedi 22 Jul, 2015 @ 7:43am 
Thanks for the reply. Yeah, that is bullcrud that they changed the system to RNG. I'd bother me a lot less if things like a stationary ship not getting hit were occurences that never happened, but, it does sometimes...
ShadowDragon8685  [author] 22 Jul, 2015 @ 12:18am 
@PlasmaJedi: Yes, he's still classed as the corvette. Hence Trinal Galaxy advocating the One True Strat of gravity well generator.

In the remake, it's really, really frigging hard to just pwn him with a massive fleet, because of the way they went to HW2's engine. Now your shots aren't actually calculated ballistically, they just have a set chance to hit, and the chance for any capital ship to hit a corvette with its main guns - or for that matter, the chance for bombers to hit a corvette - is miniscule. Combine that with the Dawg's absolutely absurd HP and speed, and I threw a redonkulous fleet consisting of "I'll take that, and that, and ALL OF THAT" at the Dawg, and he still laughed it off the first time.

Then I whacked him in the face with the nerfbat and he actually couldn't just no-sell a gargantuatanic capital phalanx. It was not easy, even with this mod. But it took him down before he could get my heavy cruiser out of range.
PlasmaJedi 21 Jul, 2015 @ 8:01pm 
I'm pretty sure the junkyard dog was supposed to be a troll by the original developers. Is he still a corvette in the remake? Haven't got there yet.

Also, in the original, I was able to pwn him with a MASSIVE fleet before he could steal ANY of my ships... I didn't say it was easy; most of it was captured and breaking the unit cap. But the gravity well thing works too, MUCH easier...

First time I beat the game was the hard way: I took a fleet of stealth fighters up over the map, flying high out of the range of the guns. IIRC, I also needed to bring a few support corvettes due to fuel needs. Then I cloaked them and made them dive upon the 1 turret above the target hulk, then the 1 below it, then finally I docked 1 of them with the hulk. Took bloody ages... Tolling the dog right back was much more fun, and cathartic! (^_^)
ShadowDragon8685  [author] 19 Jul, 2015 @ 8:38pm 
Yes, and that would be the One True Strat that I hate. Also, there's no way in hell the Dog should be classified as a corvette, it's bloody massive.
TrinalGalaxy 19 Jul, 2015 @ 5:12pm 
The junkyard dog is classified as a corvette and the easiest way to remove this threat is to simply capture it in a gravwell and slowly pumle it to death over the next 5 or 6 minutes. After that one can simply walk through with a missle destroyer and a strike craft or two.
DingleDodger 5 Jul, 2015 @ 8:11pm 
I agree with silvereddragon on this one, only difference is a group of bombers and heavy corvettes. though i do agree about the junkyard dog needing to take a nerf bat to the face. It's not a fun missions when you play it for the first time and send out an assault frigate thinking you'll pop off some turrets and BAM there goes your ship.