Homeworld Remastered Collection

Homeworld Remastered Collection

[EN]FX:Galaxy v1.3.9 - Last Stand
lone_wolf  [developer] 13 Mar, 2017 @ 9:41am
FXG v1.2.0 beta1 Release Notes
FXG v1.2.0 beta1 Release Notes

FXG MOD now supports the newest version of HW:RM. But:

1. This mod only supports the Public Patch Preview verion(v2.205) of HW:RM. You must follow this guide ( https://forums.gearboxsoftware.com/t/announcement-public-patch-preview/1512431 ) to update your game to v2.205 before playing this mod.

2. For HW:RM v2.x, this mod is still in "Basic Support" state, which means there're bugs and glitches everywhere, and some non-critical functions will not work.
If you find any bugs or glitches, you're welcome to report them in this dicussion page. But keep in mind that we may not answer you or fix these problems very soon, because there're already many things in our ToDo list.

Here are some of the known bugs/glitches
(1)The resource collectors, repair units and capture units of several races may not face the right way when doing their work.
(2)Some components on several ships are slightly dislocated.
(3)The build list of Turanic Heavygun Cruiser may display incorrectly in some occasions.
(4)The dust cloud in some maps may display incorrectly.
(5)The unit cap list may display incorrectly.
(6)Mini campaign FXLF: Legendary Survival may cause the game crash.
(7)The AI of Bentusi will not work.

(11)You can't build capital ships (and also some other ships) with Huge unit cap.
(12)The vaygr clusterd missile platform say its anti-cloaking ability that does not work and its strong vs fighter but does not fire at any fighters or corvette only frigate and capital class.
Last edited by lone_wolf; 23 Mar, 2017 @ 3:42am
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Showing 1-7 of 7 comments
WildHeart|GENESIS|  [developer] 13 Mar, 2017 @ 4:11pm 
(8a)General Failure when using the Cathedral of Kadesh (6p) map.
(8b)Random desync errors on some fxmod maps in Multiplayer (suddenly kicked out during the match). Confirmed so far: Idolum (4p).
(9)Progenitor phased cannon array beam (Arsenal ship, Dreadnaught, Sajuuk etc.) does not show when the gun is fired. Manually zooming in on the selected ship first and then zooming out again seems to fix it.
(10)Kushan Bombers won't appear once constructed
Last edited by WildHeart|GENESIS|; 15 Mar, 2017 @ 2:35am
lone_wolf  [developer] 14 Mar, 2017 @ 7:40am 
@WildHeart|GENESIS| It seems that only the 6p map "Cathedral of Kadesh" will crash the game?
WildHeart|GENESIS|  [developer] 14 Mar, 2017 @ 11:06am 
Tested some of the other maps and they indeed seem to work so far (Skrimish). Seems to be just Cathedral of Kadesh (6P) giving the General Failure error. Edited this in my post.

/edit: Just ran into another issue. When doing multiplayer with someone else they get "desync" error on the Idolum (4p) map. Repeatedly. Haven't tested the others yet. Yesterday worked fine since we did Crimson Bond, a regular hw map. There's possibly something in the fxmod custom maps that causes desync errors.
Last edited by WildHeart|GENESIS|; 14 Mar, 2017 @ 2:14pm
HW_Lover  [developer] 14 Mar, 2017 @ 4:03pm 
Originally posted by WildHeart|GENESIS|:
Tested some of the other maps and they indeed seem to work so far (Skrimish). Seems to be just Cathedral of Kadesh (6P) giving the General Failure error. Edited this in my post.

/edit: Just ran into another issue. When doing multiplayer with someone else they get "desync" error on the Idolum (4p) map. Repeatedly. Haven't tested the others yet. Yesterday worked fine since we did Crimson Bond, a regular hw map. There's possibly something in the fxmod custom maps that causes desync errors.

Which race were you(and AI) using? And what were you doing at that moment which may cause the issue?
WildHeart|GENESIS|  [developer] 14 Mar, 2017 @ 4:15pm 
Originally posted by HW_Lover:
Which race were you(and AI) using? And what were you doing at that moment which may cause the issue?
I was Taiidan and the other guy turanic. AI I can't remember. We weren't really doing much since the desync happened right at the start, as the collectors were flying out of the mothership.

Oddly enough I did a 5p FFA game with the same guy and 3 others after (so 5/5 human players) on Simulin Training Grounds 5P after, a stock hwrm map, and no one got desynced or anything there.

Will do some more games over the coming days and keep you posted on any findings.
lone_wolf  [developer] 16 Mar, 2017 @ 8:18pm 
Originally posted by WildHeart|GENESIS|:
(8b)Random desync errors on some fxmod maps in Multiplayer (suddenly kicked out during the match). Confirmed so far: Idolum (4p).
Seems only Idolum (4p) and all random maps have this bug.

Idolum map has a script to generate random start postion for players, and those random maps use random function to select maps. This "random in maps" was synchronized in HWRM 1.30 and before, but not anymore in v2.x
Last edited by lone_wolf; 16 Mar, 2017 @ 8:30pm
WildHeart|GENESIS|  [developer] 18 Mar, 2017 @ 10:51am 
It's good to hear you were able to pin that map issue down.

I've also come across a few oddities with the in-game music player:
1. When "repeat (this track)" mode is enabled it will occasionally stop playing the current track properly after some repeats (it will continue to play but no sound comes out, have to manually stop/restart the track a few times to fix it when this happens).
Similarly, I've had this happen (no sound coming on) when clicking "next" while in random/shuffle mode; sometimes, the new track won't play properly.
2. Selecting a new track while in the sensors manager will cause it to be played at a way lower volume, even after exiting the sensors manager.
Last edited by WildHeart|GENESIS|; 18 Mar, 2017 @ 10:54am
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