It's exactly the same as Homeworld 2 from what I've read. There is zero difference or new commands to it. So anything you knew about Homeworld 2 modding still applies. The family list is different though, and some formats have changed.
Most of the engine changes are graphical really. The scripting, the lua, the sound format, the hod format, all the same as before apparently.
The major change is that the game doesn't use DDS anymore (because it's open GL). So all DDS need to be changed into TGA.
Okay, the HOD aren't quite the same. There's a different model format in use for the newer ships, so the HOD tool will need to be updated to support them. However, you can add in any existing HW2 HoDs, and edit some of the existing remastered ones.
Seriously though. Two captured frigates. One is the right colour, the other one... Well.
[t]http://cloud-4.steamusercontent.com/ugc/708527114459640372/CD780C411EF2CCC2B1941414FED2EACB5330DB9D/[/t]
IT WAS NEVER EVEN THAT COLOUR TO BEGIN WITH, along with the emblem. What the fuck. And no, I haven't even done this Bee Popsicle scheme anyway. Why the fuck does it look like a cheap Finnish popsicle.
[t]http://4.bp.blogspot.com/-bH_GLd65MTY/UWRYgsV894I/AAAAAAAAArs/Q16rwVEYVuc/s1600/6410400033104.jpg[/t]
The fuck
The colours on my captured ships seemed to alternate between Kushan blue and the [sp]Taiidan rebel[/sp] black (that's actually what I attributed it to), I got that design you're showing on one large ship only once
Its weird because even when a ship started as Kushan blue, next mission it would be in Taiidan colours
Homeworld Remastered: Tumblr Edition
Is it even worth keeping the Ion Array frigates? They just seem inferior to regular Ion Cannon frigates in everyway.
Ion array have the same damage, less range, less health, but make up for it in pure style.
Plus it's just one more Ion frigate, except this one doesn't count towards your cap. At least in classic anyway, you weren't punished in having an extra Ion frigate so there's no downside to having one even if they aren't the best.
I honestly feel really good about this release. It looks amazing and it's clear a lot of love went into it, and I have a feeling one way or another we are gonna get those HW1R formations in.
I just wish some people were more positive. A quarter of the comments on reddit/steam/gbx forums seem like "YOU FUCKED UP MY GAME GEARBOX WHAT A SHAM GEARBOX STRIKES AGAIN".
While i consider the discrepancies between HWC and HWR valid issues I hardly see how it's such a fuck up.
[QUOTE=the_killer24;47244069]gravwells.[/QUOTE]
I actually lucked the fuck out on that mission. I only played HW Classic up to right before that mission so i had no idea what to expect.
I was flying my frigates through killing stuff and the [sp]Junkyard dog[/sp] shows up and glitches out so it sits there, and not knowing what it was I was just like "that's cute" and moved on
[QUOTE=Why485;47244640]Plus it's just one more Ion frigate, except this one doesn't count towards your cap. At least in classic anyway, you weren't punished in having an extra Ion frigate so there's no downside to having one even if they aren't the best.[/QUOTE]
In HW1RM, they share the unit cap, but you can still infinitely salvage. However, 10 Turanic Ion Arrays will still count as having 10 built frigates in terms of unit pop.
[QUOTE=Gunner th;47244600]Ion array have the same damage, less range, less health, but make up for it in pure style.[/QUOTE]
Regular Ion Frigates have a damage of 337 while Ion Arrays have something like 130 or something. Do they just fire more rapidly then?
[QUOTE=I am Error;47244722]Regular Ion Frigates have a damage of 337 while Ion Arrays have something like 130 or something. Do they just fire more rapidly then?[/QUOTE]
DPS display is kind of wonky, so it's not usually worth trusting. Can't say exactily for The remastered version, but in Homeworld, Ion array fire twice as often but half as long as regular ion cannon frigates. Which means their DPS is the same.
[QUOTE=Dr.Critic;47244044]Also, [sp]the junkyard dogs can burn in hell. I lost 2 Carriers and a Heavy Cruiser to them and there's jack you can do about it because they're near invulnerable, twice as fast as your capital ships, instantly deactivate any ship larger than a frigate on touch and just generally a pain
I can't believe I lost a sizeable chunk of my fleet to a trash cleaning robot[/sp][/QUOTE]
You can deactivate him with a gravity well generator then kill him, there is only one as far as I am aware.
[QUOTE=Dr.Critic;47244389]The colours on my captured ships seemed to alternate between Kushan blue and the [sp]Taiidan rebel[/sp] black (that's actually what I attributed it to), I got that design you're showing on one large ship only once
Its weird because even when a ship started as Kushan blue, next mission it would be in Taiidan colours[/QUOTE]
I'm under the impression that crews are drawn from the cryotray population. wouldn't it make sense that individual crews paint their ships in their original tribal colors?
Very few people were taken from Cryo Sleep during transit. The Cryo pods were not made to be opened along the way, and it would be a bit much to catch up woken sleepers along the way.
The mothership did launch with a full flight and engineering crew. The ship was incomplete (The drives and some engineering sections), but they made sure she had plenty of crew for the hyperdrive test, in case there was an emergency.
The whole set up was to be the Mothership did its hyperdrive test, met up with the Khar-Selim, where they would tune the mothership's drives and ready her for standard flight, then the mothership was going to jump back to Kharak, load the cryo trays, and do any last minute adjustments before getting the journey under way. They didn't load the Cry trays with the test, since they weren't sure if it was going to work, and no sense in killing 600,000 people due to hyperdrive failure.
So she was more or less close to fully crewed at the time of launch. However, they had no reserves or extra crew. By the time they got to Hiigara, they'd more or less been throwing everyone available into other ships.
Homeworld 2 on the other hand, the Mothership was running a skeleton crew, as it was a secret project.
Made a sanic speed Carrier as a sanity test to make sure everything is working as I think it should.
This is going to be fun.
[img]http://i.imgur.com/0TN4xTR.png[/img]
[QUOTE=Why485;47247247]Made a sanic speed Carrier as a sanity test to make sure everything is working as I think it should.
This is going to be fun.
[img]http://i.imgur.com/0TN4xTR.png[/img][/QUOTE]
What have you done?
WHAT HAVE YOU [b]DONE[/b]
Claw formation!
[img]http://i.imgur.com/mhQvfcR.png[/img]
It's just the Interceptors in a regular HW2 style squadron but I much prefer this over the disorganized chaos we currently have.
So I don't know if this has been mentioned before, but I noticed in Remastered that if you tell corvettes (HW1's at least) to attack the subsystems on larger ships, they will switch to facing the target and sort of orbiting it while firing all their forward-facing weaponry instead of their usual questionably useful "fly-around" behavior. While it's hard to tell if this lets them do damage more quickly because only really large ships (that don't take much damage from corvettes) have subsystems, this behavior reminded me (a bit) of how corvettes and fighters attacked in HW1. I did some digging, and it seems like lines 130-135 of kus_heavycorvette.ship define these behaviors: [CODE]{Fighter="FlyRound_Corvette_vs_Fighter"},
{Corvette="FlyBy_Corvette_vs_Corvette"},
{SmallCapitalShip="FlyRound_Corvette_vs_CapShip"},
{BigCapitalShip="FlyRound_Corvette_vs_CapShip"},
{Mothership="flyround_Corvette_vs_Mothership"},
{SubSystem="FrontalVsSubSystem_Corvette"});[/CODE]
Note the differences in how the corvettes are configured to attack fighters and other ships versus subsystems.
Now, I haven't figured out how to recompile (or whatever) a modified file, and this might be wishful thinking, but it seems to me like it wouldn't be too hard to change the behavior for fighter attacks so that corvettes could use full frontal attacks against them too; ideally they would fly at the fighter as normal, then, after the fighters broke formation, would continue flying in the same direction, facing their targets head on and firing rather than flying [I]around[/I] their targets. Obviously they wouldn't stay in formation, but worth a try right?
Just an idea for someone who knows what they're doing to try, might be useful, might not. The corvettes do seem to get shot down a little more often when doing their slower "orbit" attack, but it was hard to tell if their speed was the reason why.
I tried making a sound fix thing for the Workshop. Test this thing out for me
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=401901071[/url]
Fixes a few of the ships using the wrong fire sound, changes the fighter shoot sound too.
I just finished the first pass of rebalancing and tweaking to make Remastered feel less like an awful mishmash of HW1 and HW2 and more like Homeworld 1's pacing, balance, and general gameplay mixed with the conveniences of HW2. So far it only applies to Kushan, because it would've been a pain to duplicate everything while I was working on it for Taiidan. Once I nail down the numbers I'll get Taiidan working.
There's a few special ships (drone frigate, cloak fighter, etc) that haven't had their damage/speeds adjusted, but the HP values are correct across the board.
Features:
- HW2 armor system removed, 10 damage is now 10 damage no matter what a ship is shooting
- Damage, HP, and rate of fire values lifted directly from HW1
- Ship speeds ported over from HW1 at 0.4 times to keep in the correct scale and feeling
- Weapon ranges ported over from HW1 at 0.5 times the range, again to keep with the correct scale and feeling
- Muzzle velocities ported over from HW1 at 0.5 times speed for same reasons as above
- Bullet effect for Corvettes beefed up so you can still see them at their high speeds
- Interceptors now built in squadrons of 4
- Scouts now built in squadrons of 3
- Corvettes built in squadrons of 2
- Accuracy of all weapons tuned to approximate their HW1 counterparts and situations
The effect of this all is that the game now just [I]feels[/I] so much more right. Destroyers now longer plow through walls of frigates. Frigates are no longer tissue paper cannon fodder. Capital ship battles have length to them and aren't over as soon as somebody pops out the designated counter. Destroyers and Heavy Cruisers now feel balanced with the rest of the ships. Interceptors aren't worthless garbage and actually have relatively high DPS in a fragile, but speedy platform. Corvettes are heavy tanks that have slow firing weapons, but they're very high velocity, hard hitting, and generally accurate.
It's so much better. Screenshots don't really do this justice. [del]I'm uploading a video on this now.[/del]
[t]http://i.imgur.com/jPKH0bm.jpg[/t]
Video's up:
[media]http://www.youtube.com/watch?v=vA4NcxyadJ4[/media]
Now excuse me while I pass out. It's 4AM and this is all I've done tonight.
I hope the next Homeworld game, be it Shipbreakers or Homeworld 3, goes back to how HW1 combat is with ballistics tracking and whatnot that made the original great.
Well it's still a fun game for when I can't be assed to play a longer game, but otherwise I play Sword of the Stars to get my fix.
Probably Shipbreakers.
After seeing their vehicles at HW1 and HW2 animatics, I wonder what it will be the setting. There is only one Khar-Toba, unless they wanna "retcon" the original first animatic by saying the other three ships are at the planet too, somewhere.
more than one ship made it to the planet, khar-toba was the one with the hyperspace core
and they built a city there from the wreckage before it was lost to the sands
they don't have to necessarily instantly find the khar-toba either
The Khar-toba has to be the first found for the story to not fall apart. It's the ship they found and completely changed the people's view of the world. It's what proved they weren't from Kharak. Four ships made it to Kharak, and the Khar-toba was the first discovered. It's likely others made it to the surface, and crash landed similarly to the Khar-toba. One likely exploded or broke apart on entry or in orbit, due to the fact the Kushan had been finding strange metal debris for years, ad this debris is what prompted them to launch the radar satellite in the first place, they were looking for the source of the metallic debris.
There wasn't a united Kharak until after the Guidestone was found either. There were many 'accidents' during the Khar-toba excavation, acts of sabatoge, and other mishaps. If the other ship wrecks were found on Kharak, it's more then possible that some would have fought over them.
I just hope Shipbreakers can keep the same technological aesthetic as the games set in space, but with land vehicles and troops. I want my men and vehicles to look Kushan, not like generic sci-fi greeble.
[QUOTE=Why485;47248358]~homeworld 1 classic rebalance~[/QUOTE]
Do you reckon you'll do a pass for all Homeworld 1 ships (so forth as to make the campaign playable with the new rebalance parameters)?
[QUOTE=Unib5;47250679]Do you reckon you'll do a pass for all Homeworld 1 ships (so forth as to make the campaign playable with the new rebalance parameters)?[/QUOTE]
I'd like to, but that's a hell of a lot of work. No guarantees beyond just Kushan/Taiidan.
Fuck, I've had an accident guys.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=402287704[/url]
[media]http://www.youtube.com/watch?v=TfClRbgJ0CY[/media]
So, these enemy ships just went round in a circle and let me just go right up to them with Salvage corvettes and they did nothing, they didn't care at all about the salvage corvettes suddenly taking away their carrier and frigates:
[t]http://cloud-2.steamusercontent.com/ugc/35239254033220283/9291DF2BA15B59D0158A62F1D0D6756A8705FF55/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/35239254033220482/9C20DBAAF3705BF959D28BFCC30789A13DABDF67/[/t]
All those except the salvage corvettes are enemy ships, some of ones i wasn't taking acted like the ships were perfectly fine and followed them all the way back to my mothership, despite salvage corvettes all over them carrying them away. The rest just kept going round in circles waiting for me to go and get them. They did nothing at all except follow, it was quite funny.
[t]http://cloud-4.steamusercontent.com/ugc/35239254033208170/4379F433F30363C87B25DFCA6CF5C78D0B8DBA0D/[/t]
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