Homeworld Remastered Collection

Homeworld Remastered Collection

Convoy Mod
66 Comments
bluemayor 4 Apr @ 8:35am 
I have been trying this mode, and I cant seem to get it to work, is it something wrong with the version or is it a problem with the mod
ThatOneKadeshiDude 5 Nov, 2023 @ 8:49am 
It works with 2.3
Rufus Shinra  [author] 10 Jan, 2023 @ 4:31pm 
No idea, never used that fan-update and I've got no clue what modification it brings to the system.
Yantzee 10 Jan, 2023 @ 2:42pm 
hey, can you check if the mod works with 2.3 please?
Rufus Shinra  [author] 6 Oct, 2017 @ 4:56pm 
Modifying SP missions is a pain in the ***, sorry. I'm currently way too busy with my Total Conversion already.
DiESF1RST 6 Oct, 2017 @ 3:47pm 
Thesde seems like a cool idea. Does it work in Single player missions? would be cool if some missions were a thing that happens. Also would be cool if you can capture enemy transports for even greater rewards!
Rufus Shinra  [author] 22 Aug, 2017 @ 4:57pm 
Not really, and it would require a complete rework of the code to not hilariously break the sequences.
spoonfrog 22 Aug, 2017 @ 5:15am 
Is it possible to capture the convoy ships?
Rufus Shinra  [author] 18 Aug, 2017 @ 2:55pm 
Nope on both counts. The whole idea is to escort them and they come with their code and specific parameters, so building them would be counter-productive.
taavso17 18 Aug, 2017 @ 4:40am 
Do the transport ships have defensive capabilities? Also, have you considered making them buildable units?
Rufus Shinra  [author] 12 Jul, 2017 @ 2:57pm 
A scam? Why would I make such a thing? BTW, have you checked the competitive variant? It's designed specifically to make customized and balanced convoy gameplay for MP games.
CoastalGlobe17 12 Jul, 2017 @ 10:05am 
great mod and it works i am happy that its not a scam
Rufus Shinra  [author] 7 Jun, 2017 @ 11:59pm 
Glad to please. :-)
Abstract Testament 7 Jun, 2017 @ 9:57pm 
And thank you for the mod.
Abstract Testament 7 Jun, 2017 @ 9:57pm 
Seems interesting. I will try to play this ASAP, and if I like it then I will not play with out this.
Rufus Shinra  [author] 6 Jun, 2017 @ 1:18pm 
Yep, HWRM brought quality of life improvements for modders, no doubt about that. It has a patch system that avoids having to re-upload entire ship files every time you change minute aspects of the ship, it allows the integration of powerful scripts in the ships themselves and other stuff. But the fundamental file structure remains the one from Homeworld 2: superb for massive single mods like the total conversions (for example, the Wing Commander one I'm managing, the Star Wars, etc.) but unable to support the kind of thing Bethesda games have nowadays.

However, if you want to try your hand at modding, it can be a really fun project to analyze the workings of various total conversions and insert in campaign missions stuff like Goa'uld death gliders for the Vaygr while you field the Galactica.

Theoretically, if the various modders take the time to structure their files properly, a mega-crossover mod could be doable without that much work (I mean months rather than a decade).
Xeonzs 6 Jun, 2017 @ 11:32am 
That's interesting if you think about it.
Since one of the ideas that went into the RM was that it would be easy to mod.
Yes mod by a single mod, however with this singular kind of file system it's barely modular.
Rufus Shinra  [author] 5 Jun, 2017 @ 1:53pm 
It's the way HWRM is made, with a low number of files covering each asset. For example, if the mod modifies in any way the properties of the mothership, it will conflict the Convoy Mod because the ships' properties are all stored in a single file. Same for the game settings: they are modified by the Convoy Mod, so if the mod you talk about changes the files for the deathmatch settings, it's very likely it will have modified the same files as I did and will conflict the mod.
Rufus Shinra  [author] 5 Jun, 2017 @ 1:51pm 
I do not know this mod. I guess you can try to turn both of them on at the same time and see whether it works, but I do not guarantee anything and it's very likely it will not work with any mod not specifically designed for compatibility with it.
retrograde_orbit 5 Jun, 2017 @ 11:17am 
does this work with HomeworldRM: Infinite Deathmatch?
Xeonzs 4 Jun, 2017 @ 5:55pm 
Ah that's a shame, will keep it favorited and liked though since I like the idea and mod :)
Rufus Shinra  [author] 4 Jun, 2017 @ 1:25pm 
It won't work with other mods. Homeworld Remastered is sadly not modular enough to allow such things. Long story short, it would require doing a plug-in specifically to fit Complex.
Xeonzs 4 Jun, 2017 @ 8:50am 
Does anyone know if this works with homeworld complex 9 or 10? I still play 9 but I'm also going to try 10 soon.
Rufus Shinra  [author] 20 Apr, 2017 @ 11:18am 
Err, did you want to ask something? XD
WhyDoIHaveTo 20 Apr, 2017 @ 10:07am 
lol get rekt internet
WhyDoIHaveTo 20 Apr, 2017 @ 10:06am 
so any ETA on the Wing commander remastered mod?
im curious TBH

rayyork93 Mar 26 @ 5:59am
its alright mate

Rufus Shinra [author] Mar 26 @ 5:57am
Yeah, while HWRM is great to mod, it is however not that modular, unlike stuff like Fallout or Skyrim. Sorry.

rayyork93 Mar 26 @ 5:50am
oh well it was an interesting idea either way

Rufus Shinra [author] Mar 26 @ 5:23am
It would require reverse-engineering the Complex mod and rewriting a good part of the code to ensure compatibility, though.

rayyork93 Mar 25 @ 10:16pm
damn
it would have made those mods very interesting

Rufus Shinra [author] Mar 25 @ 10:15am
Nope. Such mods are way too large to be compatible with anything not specially designed to work with them, and Convoy wasn't.

rayyork93 Mar 25 @ 9:37am
ummm quick question will this work with othe
Rufus Shinra  [author] 26 Mar, 2017 @ 6:25am 
There's quite a lot of work being done ATM, including the integration of what are, AFAIK, the most-detailed models to have been put in HWRM.

The main discussion thread about it: http://www.wcnews.com/chatzone/threads/wc4-mod-for-homeworld-2-in-the-works-june-5-2006.18930/page-88

Examples of ships being currently worked on:

http://images.akamai.steamusercontent.com/ugc/92726196748664931/900C69328392F2AD5A571F99DE3EE9F7AE5242E8/

http://images.akamai.steamusercontent.com/ugc/92726196744382010/82DB34F2D2814FB3FAAA5CEAD8E5CE37137DA87F/
rayyork93 26 Mar, 2017 @ 4:00am 
so any ETA on the Wing commander remastered mod?
im curious TBH
rayyork93 26 Mar, 2017 @ 3:59am 
its alright mate
Rufus Shinra  [author] 26 Mar, 2017 @ 3:57am 
Yeah, while HWRM is great to mod, it is however not that modular, unlike stuff like Fallout or Skyrim. Sorry.
rayyork93 26 Mar, 2017 @ 3:50am 
oh well it was an interesting idea either way
Rufus Shinra  [author] 26 Mar, 2017 @ 3:23am 
It would require reverse-engineering the Complex mod and rewriting a good part of the code to ensure compatibility, though.
rayyork93 25 Mar, 2017 @ 8:16pm 
damn
it would have made those mods very interesting
Rufus Shinra  [author] 25 Mar, 2017 @ 8:15am 
Nope. Such mods are way too large to be compatible with anything not specially designed to work with them, and Convoy wasn't.
rayyork93 25 Mar, 2017 @ 7:37am 
ummm quick question will this work with other mods like Complex or Fulcrum?
Norseman 19 Mar, 2017 @ 6:30am 
Thanks Rufus. Good mod!
Rufus Shinra  [author] 16 Mar, 2017 @ 8:14pm 
Click on the nice green button, wait for the download to finish, start HW Remastered on Steam and when it asks you to choose Homeworld 1 Classic, Homeworld 2 Classic or Remastered, go on bottom right and click MODS. Then, wait for the list of mods to load, select the one you want so it appears on the right box, then launch.
Norseman 16 Mar, 2017 @ 3:08pm 
Im new to the workshop here and thought this mod seems pretty cool. Can someone explain (or link me to an explanation) how to install mods?
[DFS]SciMan3010 7 Mar, 2017 @ 5:13pm 
What a great mod from the maker of flag commander! (yet another good mod!)
Rufus Shinra  [author] 5 Mar, 2017 @ 9:42pm 
Asymmetrical teams? That's an idea... Not guaranteeing things, but I'll see if I can build something like this.
99Mo 5 Mar, 2017 @ 5:54pm 
Very interesting and innovative idea! I really like this. Although I think it should become an entirely new gamemode instead of simply adding convoys to standard deathmatch: for example, only one team would have to secure convoys while the other one(s) would entirely focus on capturing/destroying them, along with the mothership.
The game could be won by having a certain amount of transports dock with the mothership (just like in the singleplayer mission), and could be lost by losing either too much transports or the mothership itself. I feel that, this way, the entire strategy and game would be focused on the transports, rather than them being a small addition to the battlefield.
Singrana 5 Mar, 2017 @ 4:56am 
be sure to check out the other variant that Rufus was kind enough to make after i talked with him a bit, its called "compettetive version" but rly its just spawns centered on map, random, and one transport every 30 sec constantly per player, so cover up that map edge with pickets, sensor nets, anti frig platforms and graw wells to stop the enemy hypering his MS to scoop up transports, if they all make it home its 4k money per min, but realistically most will be lost or captured once that gets working (that you can then retire for money, gogo HW1 salvagers)
Rufus Shinra  [author] 5 Mar, 2017 @ 12:08am 
Glad to see the mod leading to new gameplay tactics and strategies! :-)
*Hunter* 4 Mar, 2017 @ 5:11pm 
@Angel. I do it so the enemy doesn't win. Then again, maybe you're right, I should instead, spawn camp for transport ships. Much better idea indeed.
Rage Bait 4 Mar, 2017 @ 4:53pm 
Just wanted to drop by and say I really enjoy the fresh tactical aspect this mod brings to the game. I've even seen AI's begin to rely on these transit shipments for isk over going to new asteroid fields (them taking into account the tactical reliability of protecting their "free RU".) :D
Rufus Shinra  [author] 4 Mar, 2017 @ 2:31pm 
Exactly. Your job is to attack/defend convoys, not buoys. In the competitive version of the mod, I had them even further so the buoys themselves are outside the map standard limits (thus impossible to reach normally).
Cobalt the Chimaera 4 Mar, 2017 @ 2:08pm 
@*Hunter* Because you are supposed to be killing the convoys, not the buoys themselves. Its not profitable to destroy the buoys based on what I've read in the description.
*Hunter* 4 Mar, 2017 @ 11:39am 
Why does the jump buoy have 16 million hp? It took me 15 mins to destroy it with 39 ion beams and 6 cruisers
Vlad The Inhaler 4 Mar, 2017 @ 11:10am 
yeah that should be it
Rufus Shinra  [author] 4 Mar, 2017 @ 11:09am 
There are most likely incompatibilities due to similar files being used, probably that other mod tampering with either AI or the mothership in some way.