Homeworld Remastered Collection

Homeworld Remastered Collection

Macross Univers
EMax 10 Sep, 2019 @ 4:16pm
Feedback
Incoming - Big feedback (TLDR WARNING)

First of all, my sincere thanks for creating this wonderful mod. I've been eyeing it for a while now, and upon upgrading my hardware to be able to handle such a game with ease, I purchased Homeworld as soon as I saw a good deal, just to play this mod. No buyers remorse here.

The amount of care and detail behind this project are mindblowing! Probably my favorite aspect is the early build game, where one can sit back and admire the models, while listening to a lovely Minmay concert... with Dogfighter queued up as the battle track, naturally. And I finally tried playing Zentradi last night, oh man, it was way more fun than I thought it would be... building up a massive fleet of warships then bombarding the enemy in true Zentradi fashion (When playing Zentradi I recommend the macross soundtrack with 5000000 year battle as the battle score.)

I've been wanting to make some gameplay videos to share this masterpiece across the various Macross groups but unfortunately my gamebar will not work with the game, try as I might.

Now on to the areas I think could use some work. I understand that this is a passion project and most likely you have feedback pulling in many directions, and to be honest most of my suggestions will be aesthetic ones. I will get my current game balance observations out of the way first:

Game balance feedback

-Since last week's patch, the AI opponents do... nothing. In the 6p Macross map one can mine and build all day long. When finally going on the attack you will notice that each opponent has nothing more than their mothership, starting carrier, and miners. Consequently, it is difficult to gauge where the combat balance is currently at.

-PRIOR to last week's patch, fighters were horribly weak, to the point of uselessness. I think Super VF-1A's had something like 500 health and would get wiped out instantly in a dogfight. After a whole lot of building you are just left with your hero pilots within seconds. I THINK this has been corrected, as I notice fighters having way more health now, but as stated it is not really possible to test currently.

-Formations seem to be problematic across the board, especially for larger ships. I was playing Zentradi last night and for the life of me could not get large groupings of frigates / capitols to form up and move together. Using some close range warps I could get them all in a general area, but they would still be flying weird (pickets flying sideways, frigates moving on odd angles, etc). When building lots of ships they sometimes drift off to some weird place on the Z axis and just refuse to move where you tell them to. I had also noticed this prior to the recent patch when playing UN SPACY.

-Certain units stop building before their listed cap. Furthermore some of the build caps should be reconsidered, for example, the iconic Regult battle pod caps at 50, while the rare VF-Orguss also caps at 50. Perhaps that latter part is more of a visual / lore concern, so on to those:


Visual and Lore stuff-

-The left handed Valkyries..... I'm the guy who recently asked about it on your youtube channel, so I've already seen your rationale to it... but no amount of advanced servomotors is changing the fact that most humans are right handed. Hence the pilots are thinking in right handed terms, and the machine is an extension of them. We never see left handed Valkyries in canon and it really stands out to me. Is it difficult to flip the model around or are you sticking to it as a personal choice?

-For me, all the variable mecha seem to transform only once. Reading comments I am unsure if this is intended or not.

For example, if I build a Super VF-1A, it launches in fighter mode. The first time it enters combat it will transform into Battroid mode... then remain there indefinitely, even when combat ends, even if it docks. So they all zip around at fighter speed while in Battroid form. Not the end of the world, but it does look rather off.

I don't know the complexity and limitations of the nuts and bolts you are working with, but is there a way to have more dynamic transformations of the variable craft? Like start in fighter mode, transform to battroid when making a turn, maybe utilize gerwalk when about to launch missiles... there must be markers in the fighter behavior / animation cycle that can be taken advantage of. The complexity of this animation cycle might vary based on the strength of the unit. For example a basic VF-1A might mostly use fighter mode, with a few moments in battroid mode, while Max might be a flurry of activity, transitioning between modes.

-The Queadluun-Rau appears too upright in flight, and needs a more "head first" flight animation. (Didnt get a close look at the Nousjadeul-Ger, but suspect the same might apply)

-Millia needs her custom red armor! (Slef correction, I forgot that her armor was the standard green in SDF Macross and the red suit was in DYRL)

-Ok, the new transforming Macross model is friggin amazing. Words can't event describe it.
But I am with others here who have mentioned that spawning it as a secondary ship to the Megaroad just doesn't feel right.

The main gun being overpowered could be addressed through requiring research, both for the gun and for the transformation.. heck, why not throw in a barrier system while we are at it :)

-What you actually already have the makings of here, and am sincerely hoping for, is multiple versions of each faction, which can each have their own balance of technology. For example:

UN SPACY (SDF)
UN SPACY (DYRL)
UN SPACY (Megaroad)
Zentradi (Zentran)
Zentradi (Meltran)

-The reaction missile units look really cool.. I particularly like the Minmay portraits painted on them (like old WWII bombers). I only wish they had a bit more... boom. At least visually. (Remember that reaction missiles are nukes. Part of the reason humans could put up such a fight vs zentradi in the space war is that they had these small, hard to hit fighters which packed enough firepower to take down a battlecruiser)

-I noticed with the recent update that the default homeworld races can no longer be selected, at least with the 6p macross map. I liked having them there... it allowed a bit of roleplay that you were encountering some other faction besides the main two.

-"ARMD-1" should be renamed "ARMD Carrier", since the number designation was not related to its class, but rather its order of production in the line. https://macross.fandom.com/wiki/ARMD-class
Subsequently, the current "ARMD-2" is redundant and unnecessary, especially since ARMD class are technically carriers. You can give whatever unique combat abilities to other ships, like the Oberth. (Personally, I don't think UN SPACY should be so capitol ship/cruiser centric anyway.... it should revolve around the macross and its variable fighters, while the Zentradi should be more geared toward fleets of larger ships)


Thanks once again for the great mod, I look forward to watching it grow!
Last edited by EMax; 12 Sep, 2019 @ 1:19pm
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Showing 1-15 of 18 comments
Jon01 14 Sep, 2019 @ 3:12am 
I am currently trying to get this mod to run and failing horribly at it. How have you avoided the General Failure crash issue?
EMax 14 Sep, 2019 @ 3:44pm 
Originally posted by Jon01:
I am currently trying to get this mod to run and failing horribly at it. How have you avoided the General Failure crash issue?

Can't say for sure since I have not encountered this, but here is what I would try:

-Make sure your game files are in order by right-clicking homeworld in your library, then select 'Properties', followed by "local files", and lastly "verify integrity of files".

-Make sure that you are using the correct monitor resolution in the game's video settings. Reset every other graphic setting to its default on chance you have adjusted a few things.
Last edited by EMax; 14 Sep, 2019 @ 3:46pm
Jon01 14 Sep, 2019 @ 6:36pm 
Well, I have checked over my defaults and haven't found anything out of place.

Verifying the files is usually the first thing I do as well, but I am reluctant to do so as the first time Homeworld Remastered did anything out of the ordinary I verified the game files and ended up having to fully uninstall and reinstall due to it improperly fixing the issue in several instances.

I just find this to be downright weird as whenever I run the base game I have no issues, and I can run the Gundam mod without issue, as well as a few other mods I had installed at one point.
awakened 19 Sep, 2019 @ 2:55pm 
theres a bug with the machine guns on the fighters and any sort of craft when it fires the bullet spawns behind where it's supposed to and just kinda disappears. I think this is cause it's hitting the model or somthing but this leads to the zentradi having an extreme advantage over U.N.spacy
Camongrad 16 Oct, 2019 @ 11:10pm 
Originally posted by Jon01:
Well, I have checked over my defaults and haven't found anything out of place.

Verifying the files is usually the first thing I do as well, but I am reluctant to do so as the first time Homeworld Remastered did anything out of the ordinary I verified the game files and ended up having to fully uninstall and reinstall due to it improperly fixing the issue in several instances.

I just find this to be downright weird as whenever I run the base game I have no issues, and I can run the Gundam mod without issue, as well as a few other mods I had installed at one point.
Same Issue, showing a multi-language "general failure" box and crushed after launching the game.
Last edited by Camongrad; 16 Oct, 2019 @ 11:11pm
Skiman1994 22 Oct, 2019 @ 6:10am 
I love this mod..the images are beautiful...I like playing it but my issues are the A.I. still does not do much even on 3 and 4 player maps...the SDF 1 although awesome is still to exspensive ...and the zentradei capitial ships always seem to disappear and magically reappear as they move. Fix these issues and the game would be top notch.
B1-66ER 29 Oct, 2019 @ 11:13am 
@Skiman1994 That's strange, it works fine for me and Cooper with all maps designed for more than 2 players :/
The issue here is related to range, not the line of sight but more being aware of the enemy without seeing him (like when you launch an assault on an ennemy ship, then, he's aware that another entity is here to fight). With small maps, the "awareness range" defined is too big (due to huge size of certain ships, as the Nupetiet or the Zentrans' mothership) and, because the ennemy is already inside that range, the combat behavior couldn't trigger because he's considered as an object from the map itself. It is kinda more complicated than that but basically this is the problem here with small map...
Anyway, did you use another mod with this one ? And if yes, which one ? Did it happen with a custom map or vanilla ?
Last edited by B1-66ER; 29 Oct, 2019 @ 11:17am
Skiman1994 7 Nov, 2019 @ 12:36pm 
Sorry for the delay in.my reply...that could be the problem...I did notice even on the bigger maps withnenemy forces further away they still only collected resources and did not build any combat ships to fight. The mother ship and carrier were the only aggressors I faced even from the one enemy force on the other side of the 4 player map. All these maps were from the game. No custom maps
B1-66ER 7 Nov, 2019 @ 6:09pm 
No problem, there is no need to rush ;)
I sadly can't think about anything helpful about that AI issue for now... I'm going to alert Cooper about that matter and run another round of tests to try to find out what's going on.
Did you have any other mod running when this happened ? Like "instant building", "no limit cap" or something like that ?
Skiman1994 1 Dec, 2019 @ 1:36pm 
I had no other mods running. The capital ships still appear to disappear form time to time. In one game it statd my unit had achieved victory after attacking a capital ship.. I thought i had destroyed it. I then moved my ships over a little and there it was again . Just another issue to be aware of .
Leigh 3 Dec, 2019 @ 9:39am 
Originally posted by EMax:
-What you actually already have the makings of here, and am sincerely hoping for, is multiple versions of each faction, which can each have their own balance of technology. For example:

UN SPACY (SDF)
UN SPACY (DYRL)
UN SPACY (Megaroad)
Zentradi (Zentran)
Zentradi (Meltran)


Nailed that list, I feel very much the same.

I am very much into the "original saga" for Macross/Robotech, and am very much at home with those craft.

As cool as Megaroad is (I mean, the model is wonderfully reproduced in this mod) it isn't my "era". Didn't it only appear in a manga or a game too, right?

Separating the factions like this is my personal number one desired change, and would make this the perfect mod for me. I bought Homeworld just for this mod, I only play the game with this mod, I adore it. Alongside the PS2 Japan only title this is one of the best Macross games out there.
Combine overlord 3 Jan, 2020 @ 8:31am 
Originally posted by Lei:
Originally posted by EMax:
-What you actually already have the makings of here, and am sincerely hoping for, is multiple versions of each faction, which can each have their own balance of technology. For example:

UN SPACY (SDF)
UN SPACY (DYRL)
UN SPACY (Megaroad)
Zentradi (Zentran)
Zentradi (Meltran)


Nailed that list, I feel very much the same.

I am very much into the "original saga" for Macross/Robotech, and am very much at home with those craft.

As cool as Megaroad is (I mean, the model is wonderfully reproduced in this mod) it isn't my "era". Didn't it only appear in a manga or a game too, right?

Separating the factions like this is my personal number one desired change, and would make this the perfect mod for me. I bought Homeworld just for this mod, I only play the game with this mod, I adore it. Alongside the PS2 Japan only title this is one of the best Macross games out there.


Originally posted by Lei:
Originally posted by EMax:
-What you actually already have the makings of here, and am sincerely hoping for, is multiple versions of each faction, which can each have their own balance of technology. For example:

UN SPACY (SDF)
UN SPACY (DYRL)
UN SPACY (Megaroad)
Zentradi (Zentran)
Zentradi (Meltran)


Nailed that list, I feel very much the same.

I am very much into the "original saga" for Macross/Robotech, and am very much at home with those craft.

As cool as Megaroad is (I mean, the model is wonderfully reproduced in this mod) it isn't my "era". Didn't it only appear in a manga or a game too, right?

Separating the factions like this is my personal number one desired change, and would make this the perfect mod for me. I bought Homeworld just for this mod, I only play the game with this mod, I adore it. Alongside the PS2 Japan only title this is one of the best Macross games out there.
I agree with this post, also I guess the New United spacy will be split that way as well.
General Iffy 18 Mar, 2020 @ 3:07pm 
The Zentradi Mecha need to be nerfed asap.

The Nousjadeul, Glaug, and Queadluun are all way over powered.
Kerry 2 May, 2022 @ 6:15pm 
I loved it when the SDF-1 was able to actually use the two vessels it has for "arms" to launch fighters like in the show. That doesn't happen any more, instead fighters spawn off the Megaroad and just appear out of nowhere, which is immersion breaking.

Or they spawn off the ARMD carriers which is OK, but doesn't have the same feeling as it did when the SDF-1 served as a mothership and actually launched fighters off the deck of the carrier strapped to its' side.

Instead the SDF-1 is the last ship you can buy in the game. In fact it often gets to the point where the ship cannot be purchased, even if you have the required research. And forget about buying the DYRL version, that's greyed out!

Oh, and the big Reflex Cannon? Fire that thing and there's barely a scratch on any of the Zentraedi capitol vessels, even the weakest one.

So the only function the SDF-1 has in the game now, is to:
Look pretty.

Yeah, you heard me. "Looking pretty" is literally the only function that the SDF-1 Macross has, in a mod from an anime series that is solely about the SDF-1 Macross and her fighter crews. Nuts, isn't it?

The transformation sequence looks great, but it's only a very small part of what makes the battle fortress an integral part of SDF-1 Macross. Because of this, I wouldn't mind if the mod reverted to its' 2017 format, back when it wasn't able to transform and was still the Mothership, with the rest of the ship being fully functional.

Like many of us in this thread, I bought this game exclusively for this mod. With the current state of this mod, I can't, WON'T, play this game, because the SDF-1 is ruined.

Homeworld Remastered will remain sitting in my library, gathering virtual dust, until which point as the desperately needed changes are made to the mod and the SDF-1's functions are restored.

"But look, it transforms!" So what? It's still a nonfunctional piece of space junk that might as well be removed from the game in its' current state.

And what exactly did they replace it with? The "Megaroad", a vessel that can't defend itself and if it is so much as tapped by an enemy, it explodes causing a game over.

People say Macross was butchered to make Robotech. Well, the makers of this mod butchered it to make the SDF-1 transform. They removed all that was good from the SDF-1, and turned it into a piece of junk, then replaced it with something that was even less good, and more junk.

EDIT: I have news:

Originally posted by cooper:
Hi, unfortunately for now it will be impossible for me the SDF-1. Why, because I am limited by the capabilities of the game, I explain to you, in the game, I have to animate dummies called by the game (joint) and some joint can't be animated, such as turrets, weapons, SubSystem , Take-off and landing.
So you see the worry, if I completely transform the SDF-1 I have to deactivate all its functions of motherships. Because all parts of the SDF-1 must be animated to have a complete transformation.
For the Battle7, Macross Quarter Class, Macross Frontier and Macross Galaxy the worry will be resolved because the chest doesn't move during the transformation, I will focus the weapons and functionality on the chest.
See you soon.

Apparently in order to have all the things that made the SDF-1 Macross, the SDF-1 Macross; the developers have to disable the transformation.
Last edited by Kerry; 2 May, 2022 @ 6:52pm
Combine overlord 9 Jun, 2022 @ 7:53pm 
Originally posted by Kerry Freeman:
I loved it when the SDF-1 was able to actually use the two vessels it has for "arms" to launch fighters like in the show. That doesn't happen any more, instead fighters spawn off the Megaroad and just appear out of nowhere, which is immersion breaking.

Or they spawn off the ARMD carriers which is OK, but doesn't have the same feeling as it did when the SDF-1 served as a mothership and actually launched fighters off the deck of the carrier strapped to its' side.

Instead the SDF-1 is the last ship you can buy in the game. In fact it often gets to the point where the ship cannot be purchased, even if you have the required research. And forget about buying the DYRL version, that's greyed out!

Oh, and the big Reflex Cannon? Fire that thing and there's barely a scratch on any of the Zentraedi capitol vessels, even the weakest one.

So the only function the SDF-1 has in the game now, is to:
Look pretty.

Yeah, you heard me. "Looking pretty" is literally the only function that the SDF-1 Macross has, in a mod from an anime series that is solely about the SDF-1 Macross and her fighter crews. Nuts, isn't it?

The transformation sequence looks great, but it's only a very small part of what makes the battle fortress an integral part of SDF-1 Macross. Because of this, I wouldn't mind if the mod reverted to its' 2017 format, back when it wasn't able to transform and was still the Mothership, with the rest of the ship being fully functional.

Like many of us in this thread, I bought this game exclusively for this mod. With the current state of this mod, I can't, WON'T, play this game, because the SDF-1 is ruined.

Homeworld Remastered will remain sitting in my library, gathering virtual dust, until which point as the desperately needed changes are made to the mod and the SDF-1's functions are restored.

"But look, it transforms!" So what? It's still a nonfunctional piece of space junk that might as well be removed from the game in its' current state.

And what exactly did they replace it with? The "Megaroad", a vessel that can't defend itself and if it is so much as tapped by an enemy, it explodes causing a game over.

People say Macross was butchered to make Robotech. Well, the makers of this mod butchered it to make the SDF-1 transform. They removed all that was good from the SDF-1, and turned it into a piece of junk, then replaced it with something that was even less good, and more junk.

EDIT: I have news:

Originally posted by cooper:
Hi, unfortunately for now it will be impossible for me the SDF-1. Why, because I am limited by the capabilities of the game, I explain to you, in the game, I have to animate dummies called by the game (joint) and some joint can't be animated, such as turrets, weapons, SubSystem , Take-off and landing.
So you see the worry, if I completely transform the SDF-1 I have to deactivate all its functions of motherships. Because all parts of the SDF-1 must be animated to have a complete transformation.
For the Battle7, Macross Quarter Class, Macross Frontier and Macross Galaxy the worry will be resolved because the chest doesn't move during the transformation, I will focus the weapons and functionality on the chest.
See you soon.

Apparently in order to have all the things that made the SDF-1 Macross, the SDF-1 Macross; the developers have to disable the transformation.
and those same devs have been silent for YEARS now, not even a single peep, so it is very likely it is not getting fixed.
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