• Homeworld - Back from the Dead: The game
    858 replies, posted
[QUOTE=I am Error;47294651]Why do most maps in the Skirmish have fuck all resources? Like 30 per asteroid, 60 if you set the multiplier High. It makes most maps impossible to play.[/QUOTE] I remember when I played the HW1 maps in HW2R or HW Multiplayer, those maps worked fine. It has something to do with the game modes I think. Try changing between Homeworld Remastered, HW1 Deathmatch and HW2 Deathmatch for the modes in skirmish.
Skirmish multiplayer maps have so little recourses. A 2v2 match we had to move our flagships and carriers to the middle to fight for the last bit of recourses in the map.
I actually like the scarce resources. Really makes every decision matter.
Being bored and having nothing to do at work, I started working on a ship. I took the Prison Ship, made it 50% bigger, moved a few parts around, and slapped guns on it. [t]http://cloud-4.steamusercontent.com/ugc/711906002244901760/612994A01FB927717708BCDF9240301F84CE85BB/[/t] [t]http://cloud-4.steamusercontent.com/ugc/711906002244901566/4CB6DEB3D3CE4CC163A3CE58AAA5AA0797A451F0/[/t] [t]http://cloud-4.steamusercontent.com/ugc/711906002244901882/23F2EFEDFC4A7C8A412369D3702CDCB5082C406C/[/t] The turrets are floating, but I fixed that since the pictures were taken. It has 12 turrets, 7 point defense guns, and two missile launchers. Going to add more missiles to the front, and perhaps 4 more turrets on the bottom.
[url=http://forums.gearboxsoftware.com/t/future-mp-beta-patches/137564]Interesting,[/url] looks like the next big patch is gonna have a big gameplay focus and is gonna get a "beta version" in the form of a mod. Also, possibly HW1 formations, woo.
Well, both patches have fixed and improved a lot of stuff, so we can be optimistic about it.
[IMG]http://i.imgur.com/rdTR50e.png[/IMG] Build bar is much much tighter now. You can also fine tune the HUD size in 0.1 decimal intervals.
[QUOTE=Squad1993;47294577] I really hope HW gets like a Starcraft 2-esque arcade where people can make a bunch of gamemodes to just have fun with and not be super serious about the multiplayer. [/QUOTE] Check the FX Legendary Fleet mod, has a survival mode. Too bad is SP only. [QUOTE=Gunner th;47338768]Being bored and having nothing to do at work, I started working on a ship. I took the Prison Ship, made it 50% bigger, moved a few parts around, and slapped guns on it. [t]http://cloud-4.steamusercontent.com/ugc/711906002244901760/612994A01FB927717708BCDF9240301F84CE85BB/[/t] [t]http://cloud-4.steamusercontent.com/ugc/711906002244901566/4CB6DEB3D3CE4CC163A3CE58AAA5AA0797A451F0/[/t] [t]http://cloud-4.steamusercontent.com/ugc/711906002244901882/23F2EFEDFC4A7C8A412369D3702CDCB5082C406C/[/t] The turrets are floating, but I fixed that since the pictures were taken. It has 12 turrets, 7 point defense guns, and two missile launchers. Going to add more missiles to the front, and perhaps 4 more turrets on the bottom.[/QUOTE] Looks nice enough. Is it hard to make a ship? I want to make one capship with lots of those swarmer missile pods the Vaygr assault frig's have.
So I was replaying the campaign for HWR with a mod that changes damages a bit, to make ships less frail. The end result was me having more ships. I was reminded scaling difficulty is a thing. [t]http://cloud-4.steamusercontent.com/ugc/709654652731109856/F546F7CDEF147F0BE706F487F8683BC4D69F65B4/[/t] That's a fuckton of Multibeam frigates. This is after I salvaged 7 already There was a total of 57. Yes, 57 Multibeam frigates. I didn't salvage all of them though. I couldn't due to everything shooting them.
Paul Ruskay talks on Kotaku about his work on Remastered with the voices and music: [url]http://kotaku.com/how-we-overhauled-the-homeworld-soundtrack-for-a-new-au-1692665327[/url]
[url]http://www.spacegamejunkie.com/featured/sjg-podcast-95-cataclysmic-homeworld-coming/[/url] might interest some HW guys, related to Cataclysm devs
[QUOTE=~Kiwi~v2;47387925]HW Cataclysm remastered please make it happen[/QUOTE] With working formations pls
[QUOTE=~Kiwi~v2;47387925]HW Cataclysm remastered please make it happen[/QUOTE] Considering the sales of HW Remastered, and the fact that with each patch the game is being fixed and improved (some of us can consider they should have done that before launching the game), being the next patch focused on stuff like formations, we can expect it.
I wouldn't want them to redo the ship voices though. The beast worked amazingly well with the death screams your units let out
I took the BSG Fleet Commander mod from the Steam workshop for a test run, it works fully and its stable on HW2 classic, which is a miracle, because previously it was an impossible to get working broken piece of shit. Just make sure you download the language patch in the mod description. [img]http://cloud-2.steamusercontent.com/ugc/706277591692991895/6A46EC6FD2938AD6A0EA1EE58887539FF3ACCF2D/[/img] [img]http://cloud-4.steamusercontent.com/ugc/706277591692991640/1A6B08E867853650D2B1BD924E1BAF124B18A3D0/[/img] [img]http://cloud-2.steamusercontent.com/ugc/706277591693001675/8EF4417CC104EACE4D9137F3B5B19F7E32CCCCAD/[/img] The mod features a pretty big campaign that stretches from S01 EP1 to the end of season 4, with some particularly interesting missions that take the spirit of the show to heart. Missions with Basestars in are pretty difficult, and in order to win you need to carefully use Galactica's flak batteries to avoid getting massacred. Some missions (fans of the show will be able to hazard a guess at what battles) work entirely around defending Galactica and using the flak batteries effectively such that you survive long enough. I can't emphasize enough how different the gameplay is to traditional HW2 - you can't just RMB click Basestars and watch Battlestars munch through them. Every Battlestar has flak batteries that kill torpedoes and raiders on the port and starboard sides, with main anti-ship batteries on the bottom, on top and at the front of the ship. You have to constantly move Battlestars to balance out shooting and absorbing fire if you want them to last. If the topside of Galactica is open to fire from directly above, it'll die in seconds to 2-3 Baseships. It's a mod that actually requires practice, which is interesting. There's independent scenarios like "what if's" and an arcadey survival mission with choice of Battlestars. iirc from the last time I played there's also a bizarre mission as the Cylons where you have to figure out the answers to maths questions to figure out where the Colonials are and FTL jump to them. There's skirmish where you can set up long games, short games, massive fleet engagements and small battles, etc. They're releasing a remastered version to go with remastered later, but for now you need to subscribe to the file in the workshop, spend a minute installing the language patch, go to the HW2 launcher and select it under the "mods" option.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=405438285&searchtext=[/url] Holy shit. Somebody is making a mod for simulated ballistics like HW1 and a mod that incorporates it [url]http://steamcommunity.com/sharedfiles/filedetails/?id=402223886&searchtext=[/url] Here's a vid for the ballistic mod, though can't say I know what I'm looking at [video=youtube;6hOuATwhfMw]http://www.youtube.com/watch?v=6hOuATwhfMw[/video] [QUOTE]Currently the project is focused on creating simulated weapons fire rather than using the HomewroldRM system of random number generation and hit chance. Initially we expect this to have odd effects on gameplay balance but we will endeavor to improve balance and attempt to maintain a close aproxamation to the balancing decisions of GearBox. Further versions of this mod are likely to be made in order to adjust balance away from the GearBox standard but the goal of this core release is to maintain GearBox's balance choices. List of changes -All ballisitc weapon systems replaced with missiles that have no turning ability that simulate projectiles with little to no increase in hardware stress. -Strike craft now perform evasive manuvers -Squadrens break up into groups never less than two -Kushan and Taiidan corvettes now use a modified circle strafe attack style. Special thanks to Giggily for allowing us to use his work. -Kadesh Multi-beam frigates will now rotate while firing as seen in Homeworld Classic. Thank you again Giggily. -Kushand and Taiidan assault frigates will now face corvets and fighters to engage as per Homeworld Classic [/QUOTE]
I'm stuck on the darn supernova level, Not sure if it was a bug or not, But I decided to go outside the veins at the risk of some damage to get rid of the strike craft, they didn't take any damage though?
[QUOTE=Pigbear;47430515]I'm stuck on the darn supernova level, Not sure if it was a bug or not, But I decided to go outside the veins at the risk of some damage to get rid of the strike craft, they didn't take any damage though?[/QUOTE] They does.
[url=http://forums.gearboxsoftware.com/t/hw1-hw2-code-engine-changes-discussion/216250]Gearbox team on bringing back formations[/url] Sounds like a bandaid solution to me honestly (if I understood everything correctly): - without squad heal but with squad building in HW1, it's gonna be pretty tedious to restore your formations. Say you always want to keep 14 interceptors around, divided into 2 deltas with 7 units each. If you lose 2 units but can only build a pack of 5, you've got to build that pack of five, break it up into individual units, reassign your groups, and then recycle the leftover 3 fighters. By that point you might as well just implement HW2 squads for HW1 races (which can't be the point of this exercise) - While bigger homogeneous groups sound nice, obviously it stops working once you're trying stuff like Defender wings moving with Destroyers or an Ion frigate wall with a Defense frigate in the center or fun stuff like that. - doesn't fix sphere formation not interacting correctly with guard order (which you'd expect to project a sphere around the guard target, but actually just creates a sphere of bodyguards that dangles around the VIP)
[QUOTE=Maestro Fenix;47431244]They does.[/QUOTE] probably a bug then
It's essentially the solution I was expecting and hoping for given that Gearbox are adverse to re-writing large swaths of low level Homeworld 2 code for perfectly understandable reasons. There's just so many fundamentally incompatible concepts between the two games and their codebases that I don't think they'll ever find a great solution, just a good compromise. That they're completely removing squadron healing is going to take some getting used to. Homeworld 2's everything was practically built around that, so restoring your lost fighters is going to start to feel like reinforcing your squadrons in Homeworld 1, which isn't necessarily a good thing. This is the part I'm most skeptical about. I don't know if Homeworld 2 races will work anymore, Vaygr in particular, without having the squadron reinforce mechanic. Honestly the squadron building and dynamic assignment is good enough for me. It kills two birds with one stone: the ineffectiveness of HW1 fighters and the horrendously spammy nature of individual HW1 build in a HW2 environment. The real problem after this is fixing the flight profiles. The most egregious example being corvettes, which fly in a way that's completely counter-productive to the way they're designed. Mods have already done this, so I'm hoping it's just a matter of time before that gets addressed too.
[QUOTE=Marik Bentusi;47435688][url=http://forums.gearboxsoftware.com/t/hw1-hw2-code-engine-changes-discussion/216250]Gearbox team on bringing back formations[/url] Sounds like a bandaid solution to me honestly (if I understood everything correctly): - without squad heal but with squad building in HW1, it's gonna be pretty tedious to restore your formations. Say you always want to keep 14 interceptors around, divided into 2 deltas with 7 units each. If you lose 2 units but can only build a pack of 5, you've got to build that pack of five, break it up into individual units, reassign your groups, and then recycle the leftover 3 fighters. By that point you might as well just implement HW2 squads for HW1 races (which can't be the point of this exercise) - While bigger homogeneous groups sound nice, obviously it stops working once you're trying stuff like Defender wings moving with Destroyers or an Ion frigate wall with a Defense frigate in the center or fun stuff like that. - doesn't fix sphere formation not interacting correctly with guard order (which you'd expect to project a sphere around the guard target, but actually just creates a sphere of bodyguards that dangles around the VIP)[/QUOTE] [QUOTE] [QUOTE]Sphere formation[/QUOTE] We're not talking about other mechanics/behaviors - which isn't to say we aren't also going to address those. This is just the current topic and set of changes we want to gauge the impact of.[/QUOTE] [QUOTE] [QUOTE]However I don't like the idea of having enforced multi-ship building[/QUOTE] Clearly you're not alone in that - we'll have to get started before we find ways to modify/massage the results. But message received[/QUOTE] idk they are actually acknowledging issues people have with the idea so hopefully this is really just a starting point to get more HW1-like gameplay in
[url="https://twitter.com/HomeworldGame/status/583355020151672832"]ayy[/url]
[QUOTE=Marik Bentusi;47440213][url="https://twitter.com/HomeworldGame/status/583355020151672832"]ayy[/url][/QUOTE] I was actually going to do that when I got a good banana model
I think most people that like Homeworld do so because of the campaign and last time I checked, Multiplayer still wasn't balanced properly and didn't have any modern multiplayer infrastructure like matchmaking, ladder, leaderboards, spectator/tourney modes, etc. Dunno if Gearbox even has the resources to bring it up to date and keep it balanced, seems like a lot of corners had to be cut to focus on making the Remaster as shiny as possible. Maybe there'll be a resurgence once MP leaves Beta, but as somebody that's never been one bit interested in HW's multiplayer, I doubt it. I saw an ad flying around announcing a physical version of HWR published by UbiSoft scheduled for May 7th, maybe they're gonna release a patch for that time?
The problem is that Homeworld's gameplay suffers what I think of as the Tropico effect You play the skirmish/MP once, build all the units once, watch a couple of battles break out over the match, and endure the tedium that goes with waiting for the interesting stuff to happen. You win the match after a slog, or if MP you might lose due to inexperience. Maybe you play another game or two, but ultimately the experience is very samey and you see no reason to try it again. You build small craft, you build frigates, you start building capitals, a battle of fleets breaks out, once or maybe a few times, production ship fleet dies and you lose or they lose. It doesn't make for a very replayable game, especially if you've played the campaigns. The most interesting ships in any game involving fleets are the long ones with lots of firepower. In Homeworld, you get 2-3 carbon copies per faction (disregarding HW1-HW2 differences), and their aesthetic isn't great. The main problem with Homeworld as a game is that it lacks depth, tactically in the battles that break out by HW2 and in terms of fleet variation across both games. The fact the campaign consistently presents interesting new challenges is what makes HW something I keep playing. MP and skirmish just get stale fast. Even when I installed Homeworld 2 Complex, I got through about 7-8 games before I got tired of playing. It is basically like the way I play the next Tropico installment every year once for about 5-8 hours and build everything, accomplish everything in one run on one island and stop, never to play it again.
Apparently on the next update we will get Raider Retreat (I hope not as a DLC): [url]http://steamcommunity.com/stats/244160/achievements/[/url] [IMG]http://i.imgur.com/NKbKxvE.png[/IMG]
We'll have to see. Might be interesting. I could never play the misison in classic. The game always crashed at the start of the mission. Hopefully it isn't added straight to the campaign though. Relic cut the mission because it didn't fit with the flow of the story by the time the game was done. I'm also working on a faction mod for no reason other then to. Building a faction that uses mostly old, derelict, or cobbled together ships. Anyone interested in helping with it? I could use some extra model work, or ideas, or input. I can get some screenshots later.
Another reason given was being too difficult for mission 5 (I never managed to beat it as a kid, we will see now).
Update is out, with Raider Retreat: [url]http://steamcommunity.com/games/244160/announcements/detail/164726075948814884[/url]
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