Homeworld Remastered Collection

Homeworld Remastered Collection

[EN]FX:Galaxy v1.3.9 - Last Stand
Paladin 20 Apr, 2015 @ 2:05pm
Kadesh Feedback
So, I've been watching out for a good mod for Kadesh since... homeworld 1.

I wanted to say, I think you've done a great job! I really love the look and feel that they provide.

[Feedback]
Swarmers are great, but I notice that sometimes their squads "split" and some stay behind. Other times, half a squad will attack on ahead. They still function as intended once you tell them what to do... but it seems they do not all function under the same orders.
[Edit]
Swarmers are indeed exceedingly powerful compared to taiidan&vagyr.

[Bugs]
[Capital Ships]
1) When a capital ship is destroyed, it's not refreshing the fleet max. This is tested with the naagul, nebula, and bright nebula. I have not yet lost the research ship. (Fixed)
2) When upgrading to a bright nebula, the old "nebula" is not being removed from the fleet max. This means if you build a bright nebula, then another bright nebula, you cannot make a third regular nebula. You must make all 3 nebula, then all 3 bright nebula together. (Fixed)
3) Bright nebula directional cannon shows it's attack animation only once, and then never displays it's attack graphic again. UNLESS you cycle the defense grid on/off. (Fixed)
4) When upgrading to the bright nebula, and you are producing ships. Sometimes it will keep the ship in your production queue despite it's being replaced. You can cancel the production, but it does not continue building. (Fixed)

Please keep up the GREAT work. I think it's really great to have all the races together in the same game!
Last edited by Paladin; 25 Apr, 2015 @ 9:11pm
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Showing 1-12 of 12 comments
Paladin 20 Apr, 2015 @ 2:58pm 
Bug: Building bright nebula's are not clearing the old nebula from the ship max.
WildHeart|GENESIS|  [developer] 21 Apr, 2015 @ 2:57pm 
I think the Swarmer behavior was 'enhanced' to have them move/behave like in HW1, but one of the devs will have to clarify that.
Paladin 22 Apr, 2015 @ 8:51am 
Good to know. Thank you.

But the bright nebula's not clearing the ship max after construction is breaking the game. If you built 3 nebula's, then upgrade them all, then lose all 3... you can never build more nebula's. You still count as your max :(
lone_wolf  [developer] 23 Apr, 2015 @ 5:53am 
Originally posted by Paladin:
Good to know. Thank you.

But the bright nebula's not clearing the ship max after construction is breaking the game. If you built 3 nebula's, then upgrade them all, then lose all 3... you can never build more nebula's. You still count as your max :(
the bug will be fixed in the next update.
Paladin 23 Apr, 2015 @ 7:25am 
AWESOME!
Do you mind if I continue to play/test/provide feedback in this manner? or is there a better way?
Paladin 25 Apr, 2015 @ 3:21pm 
The update looks GREAT. Graphics and effects working perfectly that I've seen so far.
I noticed the change to capital ships destruction after upgrade to bright nebula. The change takes longer than it should and might lead to some confusion if upgraded mid-combat.

As a note of balance: I've been playing kadesh vs. cpu on hard, and I've been squashing them pretty hard. So far, Vagyr & Taiidan don't stand much of a chance against being rushed. The Turanic raiders have proved to be better early game than both.

My tactics: I start producing the swarmer faciltity, 3 resource collectors on the support ship, and 3 resource collectors on the nebula. Once complete, I upgrade to the anti-corvette swarmers, and produce 6 swarmers on the nebula, and 4 anti-corvette swarmers on the khar-toba.

Once the six swarmers are complete, I rush their starting position, and support it with the anti-corvettes just in case.
---------------------------------------------------------------------------------------------------------------------------------
Conclusion:
This combination will carry my starting rush through to the end of the game. It applies nearly perpetual punishment to any "hard" computer. Only the Turanic Raiders seem to use their carrier in a manner that prolonged the fight by splitting from the outpost.

Not sure what to do about this. Later in the game, it gets MUCH more balanced/harder as the kadesh, but the swarmers absolutely take early game superiority. I'll turn up the difficulty.

This tactis does not work against the progenitors.
Last edited by Paladin; 26 Apr, 2015 @ 10:34pm
Paladin 27 Apr, 2015 @ 8:32am 
Balance question:
After playing a few games on hard and expert against the Progenitors, I'm noticing that my swarmers are having a hard time against the progenitors swarming their corvettes. Even with the Assault Swarmers in masse, I'm losing my fighter screen faster than fighting against any other race so far.

Looking at your tooltips, Progenitors are supposed to have the weakest strike craft... but I'm really not seeing it. Those corvettes are amazing. Is this accidental, intended, or balance?

On the side note, I really love that the Progenitors play drastically different, focusing on different ships entirely for their fighting force. Well done :)
Last edited by Paladin; 27 Apr, 2015 @ 8:32am
King of Lullaby 27 Apr, 2015 @ 3:51pm 
Just wanted to make a note that the Nagual does not have the ability to be repaired by the Kadeshi repair ship. Not sure if this was intentional or not as the ships can repair all of the other Kadeshi ships. Fantastic work on the mod!!
Paladin 29 Apr, 2015 @ 11:53am 
I don't know what's with the Nagual, but I have the hardest time getting it to commit to attacking frigates... It'll walk right into an ion frigate instead of sending it's swarmers.
lone_wolf  [developer] 29 Apr, 2015 @ 7:52pm 
@Paladin When there're enemies near your Nagual, it will send its swarmers automatically, you don't need to give her an attack command. But its swamers will attack enemies' strikecraft first; only after they destroy all enemies's SC, they will begin to attack frigates and capital ships. Remember you don't need to give her an attack command. That command exists only because we need to make AI think this is a combat ship and send it to the frontline.
lone_wolf  [developer] 29 Apr, 2015 @ 8:05pm 
@Paladin Well, as for balance, the fact is that all those balance work of the six races was planned by a guy who was in charge of FX:Commander. However, he has announced that he will no longer participate in HWRM mod production, so now we just continue his work accoriding to his plan - that's why we call it The Legacy. Sometimes even we don't know why he plan the things that ways - we are also trying to find those intended, but not so obvious settings, just like what you're doing.
Yeah, I have just talked to him and he says Progenitors should be able to handle KAD's swarmers with its covettes and anti-fighters frigates. Anyway, they still can't rely on their SC to win the game. Those covettes and frigates can only help you get throug the early game until you get your capital ship to destroy your enemy.
Paladin 29 Apr, 2015 @ 8:57pm 
Thank you Lone_Wolf. I wish you the best in this mods development. I _REALLY_ like it. I'll have to find different tactics vs. progenitors. And that's a good thing :)
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