Homeworld Remastered Collection

Homeworld Remastered Collection

Star Trek: Chronicles - 2380
Just some feedback!
Hey guys, this mod is awesome! I had played it back when the only era was TNG and thought it was great, now with all the eras it is probably the best mod out for HW2 or HWR.

I do get the devide by zero crashes, but strangly enough only when playing with outposts selected as the starting fleet. Playing with flagships doesnt crash at all.

Anyways, I decided to play as every race in every era starting with ENT before I shared my thoughts. Now that ive finished that here is some constructive criticism:

1) Strike Craft. They seem way more powerful than they should be. Bombers seem to do nearly the same damage as the frigates/destroyers/non-capital ships, and cost way less. It doesnt seem right that 2-3 bombers can take a destroyer. Ive watched a small group of bombers merc an entire fleet of cruisers in just a few seconds by starting far away and focusing all of their torps on one ship at a time. Makes for lackluster battles. I want to see capital ships duking it out DS9 style, not my fleet instantly obliterated by a torp spewing swarm of gnats.

2) Why so many collisions? In seemingly every large fleet battle I lose half my ships immeaditialy to collisions. Why is there komikaze, and why does the AI seem to love using it? I just played a game where the Feds kept ramming my Predators with smaller ships like Saladins. Full health captial ships one shotted by suicidal Archer classes and Mirandas repeatedly.

3) Why are the Klingons so cool? Every era their ships look the coolest. D-series Crusiers all look fearsome.

Seriously though, the first two are my only real complaints. I think it would be cool to have an option of disabling Strike craft, or lowering their weapon damage. If you do add some options, I would also like to suggest adding the option of increasing the hit points of all ships by varing amounts while leaving the weapon damage the same. It would make the fleet battles last longer so you can really take in the amazing visuals.

There was a small mod for HW2 that just added a zero (multiplied them all by 10) to the hit points of all ships, while leaving the weapon damage alone. I really enjoyed how much longer the battles were. I had time to maneuver ships and watch the fight. If I needed reenforcements I could get them there before the fight had ended. It just made the ships feel more.... sturdy.

Just my thoughts. Thank you for all the work youve put in to this!
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Showing 1-15 of 32 comments
Nathanius  [developer] 4 Nov, 2016 @ 4:08pm 
Originally posted by Revenant_Duck:
instantly obliterated by a torp spewing swarm of gnats.

I laughed out loud when I read this, and was reminded that the "micro-torpedoes" really do need to be done >_<

I remember someone asking for a unit cap with no strike craft allowed, that's on a list somewhere too (and is a valid option of course considering the show barely had any strike craft)

Collisions are something that we wanted to keep in as an option to allow kamakazie, expecially for the Klingons. We have however spent no time in massaging the maneouvers to make sure that's something that the AI tries to avoid. Rest assured it's on the list :)

Can't help you with the Klingons there... I'm afraid you'll have to deal with that yourself!

Thank you for the feedback :D
Revenant_Duck 4 Nov, 2016 @ 6:00pm 
The Klingons are so cool I have a hard time playing the other races!

Anyways, thanks for taking the time not only to read what I wrote, but to respond! You guys are awesome.
rambo2525 4 Nov, 2016 @ 7:25pm 
Originally posted by Revenant_Duck:
The Klingons are so cool I have a hard time playing the other races!

Anyways, thanks for taking the time not only to read what I wrote, but to respond! You guys are awesome.
One thing you can do is put your strike craft to aggressive and frig/cap ships to defensive and enemy AI to normal instead of aggressive, you can put the AI to expert to make up for the loss of enemy aggressiveness. The enemies cap ships will go for your strike craft more and less likely to hit your cap ships. When you use aggressive that ship will MMA the enemy and get real close, too close for avoiding a collision and thus the kamakize like effect. This has saved many of my cap ships. Ill tell them to back off one at a time if I see them headlonging into a enemy cap ship; Can't wait for the Gorn!
Arvenski 5 Nov, 2016 @ 10:40am 
Originally posted by Revenant_Duck:
If you do add some options, I would also like to suggest adding the option of increasing the hit points of all ships by varing amounts while leaving the weapon damage the same. It would make the fleet battles last longer so you can really take in the amazing visuals.

There was a small mod for HW2 that just added a zero (multiplied them all by 10) to the hit points of all ships, while leaving the weapon damage alone. I really enjoyed how much longer the battles were. I had time to maneuver ships and watch the fight. If I needed reenforcements I could get them there before the fight had ended. It just made the ships feel more.... sturdy.
That sounds really interesting. It would be cool to try it, at least, and see what people thought. What do you think of the idea, Nathanius?
Revenant_Duck 5 Nov, 2016 @ 3:35pm 
Originally posted by rambo2525:
Originally posted by Revenant_Duck:
The Klingons are so cool I have a hard time playing the other races!

Anyways, thanks for taking the time not only to read what I wrote, but to respond! You guys are awesome.
One thing you can do is put your strike craft to aggressive and frig/cap ships to defensive and enemy AI to normal instead of aggressive, you can put the AI to expert to make up for the loss of enemy aggressiveness. The enemies cap ships will go for your strike craft more and less likely to hit your cap ships. When you use aggressive that ship will MMA the enemy and get real close, too close for avoiding a collision and thus the kamakize like effect. This has saved many of my cap ships. Ill tell them to back off one at a time if I see them headlonging into a enemy cap ship; Can't wait for the Gorn!

Thanks, I will do this.
Revenant_Duck 5 Nov, 2016 @ 3:46pm 
Originally posted by Arvenski:
Originally posted by Revenant_Duck:
If you do add some options, I would also like to suggest adding the option of increasing the hit points of all ships by varing amounts while leaving the weapon damage the same. It would make the fleet battles last longer so you can really take in the amazing visuals.

There was a small mod for HW2 that just added a zero (multiplied them all by 10) to the hit points of all ships, while leaving the weapon damage alone. I really enjoyed how much longer the battles were. I had time to maneuver ships and watch the fight. If I needed reenforcements I could get them there before the fight had ended. It just made the ships feel more.... sturdy.
That sounds really interesting. It would be cool to try it, at least, and see what people thought. What do you think of the idea, Nathanius?

I was afriad this suggestion might seem to come out of left field, Im glad someone else agrees.

I was in the middle of a quite large battle agaisnt the Romulans as the Klingons. Lots of ships. I was struck by how very close this looked to the battles portrayed in DS9, with ships slowly maneuvering and firing phaseres and torps, shields lighting up with hits, smaller ships dogfighting around the bigger ones, ect. The only thing that could make it better, I thought, was if the battle lasted a bit longer.

So, I had the idea to double the hit points of all ships.

It took awhile, but I quite like the way battles play out now. I do understand its not for everyone, so I thought it would be intresting as an option for a diffrent gamemode.
Nathanius  [developer] 5 Nov, 2016 @ 4:16pm 
It would be a variable in the game setup, "ship health booster" or something like that. You can actually do some basic maths in the ship files now apparently (there's some examples in stuff GBX has done for the vanilla game). So it shouldn't be too hard to have a 1.0, 1.5 and 2.0 multiplier option?
Revenant_Duck 5 Nov, 2016 @ 7:07pm 
Or add a setting to reduce weapon damage by half. That would be functionally the same wouldnt it?

I know the game allows damage multipliers, Im just not sure if that can be made a permanant game option.
Arvenski 5 Nov, 2016 @ 9:00pm 
Originally posted by Nathanius:
It would be a variable in the game setup, "ship health booster" or something like that. You can actually do some basic maths in the ship files now apparently (there's some examples in stuff GBX has done for the vanilla game). So it shouldn't be too hard to have a 1.0, 1.5 and 2.0 multiplier option?
I really like this idea. That way, you could choose whether you wanted fights that are over comparatively quickly, or ones that play out more slowly and might encourage more micromanagement.
Last edited by Arvenski; 5 Nov, 2016 @ 9:03pm
Quoniam15 6 Nov, 2016 @ 5:36pm 
Originally posted by Nathanius:
It would be a variable in the game setup, "ship health booster" or something like that. You can actually do some basic maths in the ship files now apparently (there's some examples in stuff GBX has done for the vanilla game). So it shouldn't be too hard to have a 1.0, 1.5 and 2.0 multiplier option?
The Complex mod has an option to make the time go slower "battle duration", so you can react easier but on max settings, the battles are so much longer and it also affects the rest of the gameplay, everything is slower, building and moving ships but you can adjust the building speed parameter to compensate...
Last edited by Quoniam15; 6 Nov, 2016 @ 5:37pm
Revenant_Duck 6 Nov, 2016 @ 6:11pm 
Originally posted by Quoniam15:
Originally posted by Nathanius:
It would be a variable in the game setup, "ship health booster" or something like that. You can actually do some basic maths in the ship files now apparently (there's some examples in stuff GBX has done for the vanilla game). So it shouldn't be too hard to have a 1.0, 1.5 and 2.0 multiplier option?
The Complex mod has an option to make the time go slower "battle duration", so you can react easier but on max settings, the battles are so much longer and it also affects the rest of the gameplay, everything is slower, building and moving ships but you can adjust the building speed parameter to compensate...
I dont necessarily want everyting to be slower, just the ships to survive longer. There is a mod called "Engagments" (Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=500022516) that is more or less what I was suggesting as an option. Only diffrence is that as an option you could probably have a ship health multiplier settings such as 1.5x, 2.0x, 5.0x, 10.0x. Similar to the Resourse multiplier setting.
Nathanius  [developer] 7 Nov, 2016 @ 1:13am 
I'm going to try this out when I finish the ship I'm remastering at the moment... It's the Nebula so it's a complicated one :steamfacepalm:

If you're lucky it'll make it into the next monthly upload :hiigarans:
Arvenski 7 Nov, 2016 @ 8:53am 
Thanks! Also, remastered Nebula! Good to hear! I look forward to seeing it.
Revenant_Duck 7 Nov, 2016 @ 4:13pm 
Originally posted by Nathanius:
I'm going to try this out when I finish the ship I'm remastering at the moment... It's the Nebula so it's a complicated one :steamfacepalm:

If you're lucky it'll make it into the next monthly upload :hiigarans:
The fact youre even listening to what a fan says makes you one of the better modders out there. Let alone that the mod itself is one of the best around.

The HMR modding scene is lucky to have you.
Nathanius  [developer] 8 Nov, 2016 @ 12:21am 
Thanks :)
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