Homeworld Remastered Collection

Homeworld Remastered Collection

HomeworldRM Community Patch
ArtilleryWizard  [developer] 31 Mar, 2018 @ 5:47pm
Master Change log (whats in/to be expected from the mod)
Coming Soon (tm)
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Showing 1-3 of 3 comments
Chaotic Entropy 3 Jul, 2018 @ 4:49am 
How sooooon?
ArtilleryWizard  [developer] 3 Jul, 2018 @ 4:51am 
idk probably on the 12 day of the 13th month =)

(To clarify, i want to. but ive got alot going on and ive not had time to dig through and wright up a huge change log. I barely have time to update the mod as is.)

Most of the updates are coming from playtesting feedback of discord users. i dont even get to play much anymore =(

So i will get to it as soon as i can. Im sorry i dont have a date and that it isnt out already =/
Last edited by ArtilleryWizard; 9 Jul, 2018 @ 12:18pm
ArtilleryWizard  [developer] 15 Sep, 2019 @ 1:50am 
Well i finally got around to a Generic Change log.

This mod is 1 part nostalgia trip, and 1 part balance.
Community Patch TOTALLY SCRAPS the "gameplay" featured in HWRM and 2.3, instead CP focuses on the grass roots of homeworld's classic gameplay.
As any Homeworld 2 or Homeworld 1 Class player will tell you, RM is not Homeworld.

CP does have a heavy bias towards Homeworld 1's scaling and how things worked, but it still restores several features
from both Homeworld games that were cut out of/or forgotten in HWRM, examples below:

Hw2:
Capturing of Motherships, shipyards and other units.
Multiplayer Unit trading for ALL units including "Production units".
Fixes several bugs including but not limited to, sound bugs, visual weapon-fire bugs, issues with units turret traverse speeds being to slow for the intended role/unit type thus not allowing the unit to fire.
Restoring the Ability for the defense field frigate to fire its gun.
Restored classic unit caps for hw2s factions.
Restores upgrade levels and research trees.

Hw1:
Sensor Arrays for hw1 factions will reveal all Super Capital class ships permanently throughout the map (so long as the array isn't destroyed)
Restoring almost all unit caps and limits for the hw1 factions. (had to limit the Taiidan defense field frigates)
Restores classic Kamikaze AND scuttle damage and blast ranges for all ship sizes. Default RM has these ratios all over the place, some things are over powered, while others are hilarious under-powered.
Restores Unlocks and tech pathing/research trees for hw1 factions.
Restores unit Speed, health, and damage scaling like what was featured in classic Hw1.
HEAVILY increased the Multiplier for having more than 1 research ship/module to restore the benefit of building multiple research ships as hw1, seeing as we cant research multiple techs at the same time.
Restored Taiidan Defense Field frigates ability to ONLY block projectile cannon & plasma instead of being like a hw2 shield frigate, as we have in default HWRM/Most mods. They will NOT block Missiles OR Ions/Beams, just like it was in classic.


Generic Balance compromises:
I adjusted the resources on Hw1 Maps to have the Homeworld 2 values. players shouldn't run out of RU in 3 seconds anymore.
I had to add a level 1 armor and speed upgrade for hw1 faction units to keep them competitive.
I also had to lower the Hit points of all Super capital ships, as they used the Hw2 system. and Hw2 always had crazy insane game breaking super-capitalships that made all other unit classes pointless. 1 good side-effect of this fix was that frigates became meta and core/useful units again without me having to touch/edit the frigates.
Increased Hw2 Resourcing rates slightly, and changed their build speed upgrade research from a + 25 to +30% speed to help them compete with hw1s production.
Increased Hw2 Corvette and Fighter HP slightly to help them compete with Hw1 factions.
Had to add RU cost to Hw1 factions researches to even/balance them out with Hw2 factions progression.
Had to Increase the hell out of the speed for super capital ships.. Again as im using the HP/Speed scaling Ratios from hw1 for this mod, the HW2 style of doing things was WAY out of place.
Super capital speed went way up from what it was, and HP came way down. But this was a good change, and the combat/gameplay feels much better because of it.
It wasn't possible to get Defense fighters to shoot down Projectiles, so their weapon now shoots down missiles.

Other:
This mod also adds in a April fools faction. The 'Turanic Raiders'. They are NOT a serious faction or meant to be played in multiplayer competitively. The only reason they aren't disabled is because i was begged/harassed into leaving it enabled. The back story on this is; it was meant to be an April fools joke that eventually turned into a request to be a Map-Hazard for role playing & tournament games.
That coupled with the fact i was begged to leave it in, lead me to keeping them enabled.


This just scratches the surface and sadly i cant cover everything changed due to description text limits, so give the mod a try and see if ya like it.
Last edited by ArtilleryWizard; 17 Sep, 2019 @ 4:44pm
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