Homeworld Remastered Collection

Homeworld Remastered Collection

Complex Enhanced 8.81
What does this do?
Since this mod doesn't have any I will open up a board that will be my scientific general as I figure out just what the hell this does.
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Showing 1-15 of 18 comments
Salty Slothy 2 Mar, 2015 @ 9:25am 
So from what I can tell this mod adds numerous new mechanics, unbalances (not a typo) and loads of new units.
The vaygr seem to be much more focused on berzerk tactics with their units having next to no customization and tons of weapons on them. Mostly close range except for the incredibly dangerous Artillery frigate (no for real it fires one shell of the battlecruisers main gun). This gives a bit of a steam roller tactic feel to the game. Not that it usually works which is why i stick to hiilgarans. The big seller? They get the dreadnaught.... yeah let that sink in. They can mass produce the dreadnaught. You see a shipyard do whatever it takes to kill it.
Hillgaran faction seems based more off of adaptibility with the key capitals both battle and super variety. Oh did I mention there's super caps? Yeah more in a tick. The modular cruiser and destroyer allow for huge customization. Want a glorified torpedo frigate with high survivability? You want a floating mass of flak batteries? Ever wanted to see what happens when you try to overload your game by having WAY too many Ion cannons on screen? Yeah you can do that. Or you can mix and match anti fighter with anti frigates, with ion cannons or rapid fire flak batteries. Way more creative than the vaygr.
So what about mechanics? Well there's now a crew feature. You must upgrade your recruitment rates by either upgrading your barracks (kinda) or researching the recruitment rate from.... wherever, vaygr get that one.
There's also an honor system. The better your doing the better you'll stay. I don't like it. Its too easy for you to snow ball with it. Because its how ALL The upgrades and research are unlocked. You can essentially turn that off by setting the starting rank to the highest possible but then you can expect to see a shipyard within 20 minutes and a dreadnaught (or battleship) within the next 10.
Mining got a helluva update. You can now upgrade the extraction, size and off load speed of your miners. Awesome.... OH WAIT THERE"S MORE. You now have advanced refinerys that have double the drop off points AND crazy point defense weapons that actually kick butt. I started builidng those for defenses. Not enough you say? Ok how bout this. There's now a carrier sized vessel that is designed completely around resource operations. It has a module that you can build that generates RUs through fusion (more on that later). It also can build a missile that will seek out the nearest non minable asteroid and turn it into salvage. Great for a quick buck. Saved my life plenty of times. And still more there's now mining bases which you can capture using MARINE FRIGATES (they don't explain that) and then fill it up with resource iners and mine containers to transfer the thousands of RU this thing generates. It takes a while to get up and running but its financed entire fleets for me.
So how bout the modules? Well tell yeah what they actually matter now. There's modules for everything. Movement speed hyperspace construction speed damage defense harvesting resources. Its crazy and necessary. Your battleships get a mad damage buff when you slap on a fire control tower (called attack module) that will greatly increase the accuracy and damage of all ships nearby.
Motherships are now more than giant bullseyes in space. You won't be sinking these with a couple frigates and some bombers. Hell no these things are proper motherships. Both get a basic weapons package a long range torpedo weapon a defensive ability (better armor and stats for the vaygr and a huge defense field for the pride of hillgara) and each get a massive long range Ion cannon. The hillgarans though get a bonus upgrade late game. The Pride of hiilgara must dock with the shipyard which takes a while to do (bout 3 minutes if its close.) The upgrade is bloody expensive and when its finished the pride of hiilgara has roughly double the HP triple the weapons and over 9000 percent more pants crapping beauty to it. Huge three barreled kinetic cannons six barreled flak sweepers MASSIVE ion cannons and rapid fire torpedo tubes.

Besides actual in game benefits the mod adds far more flavor to the game with weapon statistics, weapon ranges, more weapon types and better looks. When you go to build the interceptor it gives you a weapons load out. BTW they're firing 50mm cannons like an uzi. That's AWESOME!!! I love mods that tell me how big my space bullets are. The Artillery cannon fires a 500 mm rail accelerated round. That's... awesome. The basic pulsar corvette fires a .9 gigawatt laser. Its basically shooting plot devices.... whoops sorry its basically shooting lightening bolts at people. Its sweet.

Overall this mod does exactly what it says, add complexitity and if there is anything you wanted to know or I missed just post in here and I will reply because I will definitely be playing this game a lot and will be checking for more mods like this.
MR.BIGTC 19 Mar, 2015 @ 11:48am 
Thank you so very much for this mod, and your time in creating this mod. Its amazing,
Salty Slothy 19 Mar, 2015 @ 11:59am 
I didn't make this mod. I'm just someone explaining what it does.
MR.BIGTC 19 Mar, 2015 @ 12:01pm 
lol well you did an amazing job at that.
MR.BIGTC 19 Mar, 2015 @ 12:06pm 
i knoq i shouldnt ask you this but im lost why wont my mods work when i try to load them from the mod menu it doesnt even show up in the menu.
Salty Slothy 19 Mar, 2015 @ 3:54pm 
I've had the same problema nd people just ignore the issue.
MR.BIGTC 19 Mar, 2015 @ 3:56pm 
lol wow thats bad did it end up working for you because now i cant play my mods
Salty Slothy 19 Mar, 2015 @ 3:58pm 
This mod has always worked for me
MR.BIGTC 19 Mar, 2015 @ 4:00pm 
ok hmm is there a way to download it from moddb and install it the old way. And sorry for asking all these questionss everyone else just seems to ignore me,
MR.BIGTC 19 Mar, 2015 @ 4:02pm 
I got it to work i restarted steam and updated steam and it worked
Salty Slothy 19 Mar, 2015 @ 4:25pm 
No don't worry bout it. This community doesn't seem to give a ♥♥♥♥ about each other. Hence why I made this thing.
Schism Navigator 23 May, 2015 @ 1:55am 
Tyler, how are you trying to launch the mod?
Im actually interested as well, what are the main differences between this and the normal complex 9.1 release on steam?
Did 9.1 come out later and add a lot more stuff or is this a more final version?
Salty Slothy 5 Jun, 2015 @ 2:38pm 
Well as of now 9.1 actually works.
Also A ♥♥♥♥ TON OF THINGS.
Salty Slothy 5 Jun, 2015 @ 2:44pm 
OK so here's several features that aren't in 8.81 but are in 9.1



so from what i can tell it adds a ton of new ships to the game. It also adds several new mechanics and changes things.

both factions gain the ability to trade with their allies. The more resources you have saved up the more you get with each trip (IE age of empires). Both also have reworked motherships

The hiilgarans gain a new command carrier that allows the various key structures (research station, power station, crew, and mothership) to dock with it making a pretty powerful vessel and upgrade the PoH. I'm still trying to figure it out but there's what looks like a bunch of similar docking areas like teh command carrier has. The only thing I can find that will dock with it are the Juggernaut cruisers. Basically their floating bombs. The Jihad is real with them.

The Vaegar got a ton of new units and thats bout all I've found so far.

Here's the kicker, the maps have different features where some you're units take more damage due to being close a substantial gravity well or solar output (stars and planets). The planets can ACTUALLY BE COLONIZED. Meaning you send some dudes down to the planet and slowly it generates more and more RUs.
The Ai is a bit harder now but its survivable. ITs a lot of fun and if you want 9.1 should work still.
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