Homeworld Remastered Collection

Homeworld Remastered Collection

R.E.A.R.M. Classic
SievertChaser 30 Jul, 2015 @ 11:38am
Wot I Think
I've decided to get the dev's attention by putting this in the dead centre of the page. Just did a dummy match with the Hiigarans, so I can't speak for the Vaygr, but: holy crap! REARM should renamed "Obviously Missing Units"; pretty much any remix of the setting's armamnets is either implemented, or can be implemented via the modularity system. Ever dreamed of all-ion dessies?

The triple platforms and twin refineries are an obvious example of the "Moar!" school of thought, although I haven't gotten to them. The Supercarrier on the other hand is a mini-mothership, with a side serving of the Turanic Lord-class and its ions. I don't exactly get the point of the Transport Carrier, though. The drones, when they'll be implemented, would be a great addition. There are also new strikecraft classes - the EMP Corvette, and stealth fighters and bombers. Given that I came from HWR, that finally motivates me to even consider cloaked units.

Overall the mod seems to be focussed on late-game, with dedicated Light Destroyers and new functions for the Battlecruisers - the ability to deploy drone nets - and it's awesome for that.

However, I came for the modular dessies, and I was not dissapointed: for Hiigarans, the four turrets and the torp banks can be replaced by weapons of your choosing, including missiles, ions and the dreaded Artillery. However, there were obvious problems. Firstly, some of the unique features (destroyer flak batteries, BC drone nets, triple platforms) are dummied out, with seemingly no research path to them. And the other "problem" is that the Destroyers aren't being smart with their weapon banks: when I tried two multirole ones (Artillery + 2 x standard Kinetic + Missile + Pulsars (bow)) they parked themselves at Artillery range and began blasting away. Is it possible to alter their AI or make them notice only the bottom mount?

EDIT: The Vaygr instead get a whole lot of gimmicky units, so I definitely agree where REARM V2 is headed.
Last edited by SievertChaser; 30 Jul, 2015 @ 1:22pm
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Pouk  [developer] 30 Jul, 2015 @ 1:58pm 
I'll answer your questions:
- The Transport Carrier started as a dummy ship for some special starting fleets. Just a generic non-building capable ship. But since it existed, I put it into a normal build list as well. It's just a Carrier without a facility, there's nothing more to it.
- The grayed out subsystems require Research Station and a relevant Research Module. The description does say what special Research Station's module is required (in Modular DD's case and its flak turrets, it's the Light Capital Defense Research Module).
- The engagement range isn't an AI issue, it's the way Homeworld handles weapon ranges. In vanilla HW2, all the weapons of each particullar ship have one fixed range, even if they are completely different family of weapons. So anything more complex isn't even needed and doesn't exist. Bringing your ship closer manually is the best you can get. But that's not a bad thing, it is a player's decission afterall. Will you keep your distance, safe away from the enemy but deal less damage, or will you commit? You'd be angry if the game decided that for you and get your ships suicidaly close when it's the last thing you want them to do.
SievertChaser 30 Jul, 2015 @ 10:48pm 
Originally posted by Pouk:
- The grayed out subsystems require Research Station and a relevant Research Module. The description does say what special Research Station's module is required (in Modular DD's case and its flak turrets, it's the Light Capital Defense Research Module).
These don't seem to be available, or I don't know where they should be.
Pouk  [developer] 31 Jul, 2015 @ 7:02am 
Hiigaran Research Station is a Capital ship buildable by Mothership, Carriers or Supercarriers, after they acquire a Hyperspace Module. Exactly identical system as Shipyards. Build the new research modules on the Research Station and there you go.
SievertChaser 31 Jul, 2015 @ 7:52am 
Originally posted by Pouk:
Hiigaran Research Station is a Capital ship buildable by Mothership, Carriers or Supercarriers, after they acquire a Hyperspace Module. Exactly identical system as Shipyards. Build the new research modules on the Research Station and there you go.
Ouch. Blank descriptions! Will check out.
Last edited by SievertChaser; 31 Jul, 2015 @ 7:52am
Pouk  [developer] 31 Jul, 2015 @ 9:04am 
All of the prerequisities are always mentioned.
SievertChaser 31 Jul, 2015 @ 9:16am 
Originally posted by Pouk:
All of the prerequisities are always mentioned.
Not when the description of the research ship is blank, and the modules are available only on that ship.

Anyway, I of course understand that the mod is incomplete and will not be.
Pouk  [developer] 31 Jul, 2015 @ 10:25am 
Then build the ship and see what it does.

You mentioned the Flak Turrets for MDD. These say in their prerequisities "Advanced Research Module and Light Capital Ship Defense Research Module.". The latter one is not on the Mothership, but there is a buildable ship that is called a "Research Station". It's a leap from A to C, but it's a really tiny leap. Especially when if you get a new mod, you tend to build everything to see what every ship looks like and what it does. And when R.E.A.R.M. has a Gallery starting fleet with every single mod ship present in it. All you have to do is load that starting fleet to see all that's in the mod, click on one of the largest ship and notice what it builds.
__ai__ 4 Aug, 2015 @ 4:39am 
in SP there is a problem in mission 3 where You need to destroy enemy probes. When all 3 probes are destroyed the objective is still not acomplished and You can play for all your life waiting for the next script line, but this won't happen because of probes ''are not destroyed''....
Pouk  [developer] 4 Aug, 2015 @ 7:15am 
I will quote my friend Hell_Diguner here, I like the short and simple way he explained it:

"" This is actually a bug in vanilla HW2, but REARM and a couple other mods that "work" with the vanilla campaign seem to make it more likely you run into this problem.

To get past it, restart the mission and try:
1) Complete ALL the secondary objectives QUICKLY and in the order the game gives them to you.
2) Ignore ALL the secondary objectives. ""
__ai__ 5 Aug, 2015 @ 4:19am 
I've just skipped that mission by changing filename persist4.lua into persist3.lua and everything seems to be fine by now...
Last edited by __ai__; 5 Aug, 2015 @ 4:20am
Pouk  [developer] 5 Aug, 2015 @ 5:36am 
Alright.
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