Cataclysm would demand an entire remake, because there is nothing left of the original source material. Everything from the game was lost when Barking Dog became Rockstar whatever. There might be bits floating around here and there, but for the most part, it's all lost (That's source code, concept art, original files, and so on.) Second, it's not even certain if Gearbox has the rights to it. So don't get your hopes up for Cataclysm having much of a future (But you never know.)
The old Barking dog teams probably aren't too hard to find. More or less half went over to found Ironclad games, and the other to Kerberos. The Cataclysm team went on to be pretty much even split between Sword of the Stars and Sins of Solar Empire.
Maybe someone will do a cataclysm remake as a mod for these remastered versions
Just four weeks and some hours to go. The longest month in history begins now.
I hope the new mod tools gearbox puts out are easy to use, or a proper SDK. I still have all my old tools, but some modern ones would be nice.
Oh, we have a HW thread. Is not easy to find something on FP.
The modding scene of HW1 and HW2 was too early for my time, but I'm feel ready to do stuff now.
Also I'm wondering, will the teams behind [url=http://www.moddb.com/mods/homeworld-2-complex]Complex Mod[/url], [url=http://www.moddb.com/mods/rearm]R.E.A.R.M[/url] and others port them to the new engine? I hope so.
[QUOTE=Maestro Fenix;47026663]Oh, we have a HW thread. Is not easy to find something on FP.
The modding scene of HW1 and HW2 was too early for my time, but I'm feel ready to do stuff now.
Also I'm wondering, will the teams behind [url=http://www.moddb.com/mods/homeworld-2-complex]Complex Mod[/url], [url=http://www.moddb.com/mods/rearm]R.E.A.R.M[/url] and others port them to the new engine? I hope so.[/QUOTE]
Complex and Halo Homefront probably will, since they're still in active development. Not sure about REARM though.
IIRC on the pax panel they've mentioned someone from the complex mod is working with Gearbox and they actually plan on implementing some of his stuff in the remastered version. No details on that tho.
The people who made the BSG mod, the Mass Effect mod, and the Stargate mod confirmed they're all going to be remade.
Gearbox mentioned Steam Workshop support at some point, so there will be modding tools with the game at some point after release. So not only will there be modding, but ease of access to mods and uploading mods. They're doing something right.
Another thing about Homeworld that some people don't know. The Art style was inspired by Peter Elson and Chris Foss, witch Peter Elson being the primary inspiration. Elson was originally slated to make the cover art for Homeworld, but unfortunately died before it was ever negotiated fully. Captain Elson is named in his honor.
Homeworld 1 was the first RTS I played, I loved it start to finish. The first time I saw [sp]"Kharak is burning"[/sp] was one of the powerful moments in any of my gaming memories.
Homeworld 2 sealed the deal on the gameplay though, I've played that game through a stupid number of times and I can't wait to play it again. It's a shame that I was awful online because it's a game I truly love, it was part of my childhood and it's stayed timeless for me.
I am violently hyped for the chance to experience it one more time.
[sp]"The subject did not survive interrogation"[/sp]
Speaking of Kharak, I just uploaded it.
[media]http://www.youtube.com/watch?v=AgW0oUmhNL0[/media]
[QUOTE=Marik Bentusi;47027565]IIRC on the pax panel they've mentioned someone from the complex mod is working with Gearbox and they actually plan on implementing some of his stuff in the remastered version. No details on that tho.[/QUOTE]
That actually makes me even more exited, complex mod is a insane amount of fun to play even though it is not even finished at the moment. I hope they bring over some of the ships and features.
A few mod authors from the originals have now said they will mod with the remastered version, except Star Wars Warlords. I'm scared :(
Only 24 and a half days to go now. The wait is murderous. A shame Homeworld 2 absolutely won't run on my computer, and I've just recently replayed Homeworld. I had Homeworld 2 working for a while, but then it just stopped and three hours of fucking with it did nothing.
One thing I hope is that they improve weapons a bit. In Homeworld, there was simulated projectiles and ships hit based on movement and their tracking ability. Homeworld 2 was just a static chance to hit hit/scan system. The damage didn't even sync up to the weapon animations (With exception of Ion cannons and missiles, which were physical projectiles).
Yeah there's a thread over at the Gearbox forums about HW1/HW2 combat. No devs have left a message tho. Wouldn't be surprised if they kept the HW2 system for the same reason as the non-spinning harvesters: easier to implement.
Quite amazing how advanced, too advanced even, some of HW1's tech still is over one and a half decades later.
[QUOTE=Marik Bentusi;47049190]Yeah there's a thread over at the Gearbox forums about HW1/HW2 combat. No devs have left a message tho. Wouldn't be surprised if they kept the HW2 system for the same reason as the non-spinning harvesters: easier to implement.
Quite amazing how advanced, too advanced even, some of HW1's tech still is over one and a half decades later.[/QUOTE]Speaking as someone who's never played the Homeworld games but is looking to get this remake (handy that it comes with the originals too), what in particular about HW2 combat is simplified over HW1?
The audio engine is what impressed me the most. Homeworld's game engine is one of those things that's both simple, and incredibly complicated.
The audio engine was actually cut down to facilitate hardware of the time. There's hundreds of unused lines for ships. Ships were able to identify types of ship they were engaging (Ion cannon frigate, resource collector, and so on). They would talk to their wingmen, report group losses, warn nearby ships of dangers, and would have death cries and interruptions over the radio. All of these are still in the game, but unused. They can be restored with a whole lot of modding though.
Homeworld one even includes such famous lines as "This is a cake walk." and "Breach in starboard fusion chamber." Yep, those lines were in Homeworld.
Cataclysm made use of some of the ship functions (Death cries and local reports) but still not to the full degree of the engine.
Nothing that advanced was seen again until Company of heroes.
[QUOTE=Sgt Doom;47049233]Speaking as someone who's never played the Homeworld games but is looking to get this remake (handy that it comes with the originals too), what in particular about HW2 combat is simplified over HW1?[/QUOTE]
Hmm, it's been a while, but here's the main points I recall:
HW1 ships actually fought with moving projectiles and tried to dodge them, with HW2 ships it's a random chance whether your shot will hit or go off in a weird angle. That made HW1 fights, especially those between lots of little ships, much more fun to watch since two opposing groups wouldn't just relatively straightfowardly fly into each other again and again, but you could actually see ships evading shots and trying to lead the enemy or, at your command, give up their formations and fight each other like angry bees.
In HW1 there was also more general flavor to them like a variety of animation for certain maneuvers or colleagues exploding causing neighbouring ships to get pushed away by the blast and taking damage.
HW1 also had more customization when it came to formations. Unlike in HW2 where smaller ships are always built as a squadron with a set amount of units, in HW1 you built individual ships and could split them up as you saw fit. HW1 came with 6 standard formations and a custom formation feature. HW2 had 3 standard ones, 1 context-sensitive one for protecting ships I think and 2 when telling squadrons to use aggressive/evasive tactics in combat. And as mentioned above, in HW2 it's RNG that decides whether shots hit, not formations.
HW2 also lacks some situational HW1 features like Kamikaze (telling your smaller ships to crash right into enemy ships) or Force Attack (allowing ships to attack friendly units). Came with some flavor audio lines as well of course.
Force fire is back in game, it can be heard in one of the demos.
Another thing i Homeworld 1 is Tactics set the ship behavior. Different tactics alter the ship's shooting and manouvering.
On Evasive, Fighters would keep their distance from their target, actively dodge shots, and focus on passing targets as opposed to flying towards them. It drained fuel faster, and ship would fly 10-15% faster. So more fuel usage, faster, less time on target, but would survive longer.
Neutral made ships try to dodge some fire, but keep their weapon on target as much as possible. Gave average fuel usage and weapons up time.
Agressive made ships ignore maneuvering and just fly straight at the target. Ships would maximize time on target by slowing down and not dodging. Still used fuel at a higher rate then neutral tactics though.
Formations also affected behavior. Delta gave a good mix of survival and target up time. Broad gave great target up time, but poor defense and survival.
Claw was the mainstay of fighter formations. It gave strong formation survival, and absolute target up time. (Nearly) Every ship would hit in a pass, and their spacing meant the squad wouldn't be wiped out by AoE weapons like missiles and heavy corvette burst.
Wall was the ultimate damage formation, but again left the ships in it vulnerable. And then sphere, the defensive, or highly aggressive formation. Ships would surround their target, giving full coverage in both defense and fire. Spacing meant it was hard to hit multiple ships, but close enough that you have overlapping fire. The biggest weakness for sphere was that fighters would make no defensive maneuvers (unless in evasive, where they would break the spear to dodge, then reform).
This meant formations played huge in tactical depth, and efficiency of ships.
Homeworld 2 on the other hand, just makes tactics set engagement range. Ships on neutral will only fire at things that come in range, and not chase it down. Evasive made them avoid combat or fly at longer range. And Aggressive made the ship automatically move towards targets in range, and give chase. This rather fucked up the guard command. Ships given a guard order would ignore targets not shooting at them or the guard target on neutral and evasive, but having them on aggressive made them leave their guard target.
Formations were largely cosmetic. Formations were there so the user could look at the squad and see what tactic the ship was set to, as opposed to actually affecting the behavior.
Formations were replaced with three simple grouping settings, which just made capital ships either line up (Two kinds of line) or brick up. Neither were very useful, because it just made frigates die faster and stopped some ships from using the weapons properly.
So Homeworld 2 lost the tactical depth behind both tactics and formations. There was no real point in using either. Aggressive just made ships fly off and do things you usually don't want them to do. Evasive made them do practically nothing.
I think the first person camera in cataclysm really showed off how dynamic fights felt. Watching from the cockpit it really felt like a space battle where troops were trying to survive and not just some sort of dice roll or something
[media]http://www.youtube.com/watch?v=v3HMCYLixvQ[/media]
Homeworld developer diary, cool shots of the Mothership's engines and how they are remastered.
I was thinking, they have said something about "fixing" the glitch with not having a capture limit in Homeworld 1? They probably have fixed it on the remastered version, but what about on the classic version?.
For example (there was another video with a bigger fleet size, but it seems it is gone):
[video=youtube;kITssjmmFZY]http://www.youtube.com/watch?v=kITssjmmFZY[/video]
I once salvaged every Ion cannon frigate on the hyperspace inhibitor mission. Every, single, one. That's 256 Ion cannon frigates.
This was in addition to my 5 stolen heavy cruisers, a handfull of destroyers, dozens of other frigates, strike craft and support ships. I had more then 500 ships in my fleet when I hit Hiigara. The Taiidan had no chance.
OP, just so you know we already have a thread for the Shipbreakers game.
[QUOTE=Viper123_SWE;47107708]OP, just so you know we already have a thread for the Shipbreakers game.[/QUOTE]
I know. I just figured that a consolidated thread would be better, seeing as remastered's coming out. Plus that thread's been dead for over a year. I'll add a link in the OP anyway though.
[editline]fdgkjh[/editline]
You should probably update it a bit though.
[QUOTE=Gunner th;47107284]I once salvaged every Ion cannon frigate on the hyperspace inhibitor mission. Every, single, one. That's 256 Ion cannon frigates.
This was in addition to my 5 stolen heavy cruisers, a handfull of destroyers, dozens of other frigates, strike craft and support ships. I had more then 500 ships in my fleet when I hit Hiigara. The Taiidan had no chance.[/QUOTE]
Aren't like a third or a fourth of the ion cannon frigates outside the map boundaries? I distinctly remember not being able to salvage them all since my ships couldn't reach them
Caint wait for this to release. I missed homeworld 1 but played the shit out of 2
[QUOTE=Zezibesh;47111246]Aren't like a third or a fourth of the ion cannon frigates outside the map boundaries? I distinctly remember not being able to salvage them all since my ships couldn't reach them[/QUOTE]
There's ways to lure them into the map, and ways to get ships out of bounds.
[QUOTE=Pilotguy97;47109278]I know. I just figured that a consolidated thread would be better, seeing as remastered's coming out. Plus that thread's been dead for over a year. I'll add a link in the OP anyway though.
[editline]fdgkjh[/editline]
You should probably update it a bit though.[/QUOTE]
I would but BBI haven't released any more updates on it since christmas... :(
[hd]http://www.youtube.com/watch?v=pA7FbYAmrX0[/hd]
Despite how critical I've been with HW1:R, I'm not going to lie, I teared up a little.
Easily my favorite trailer so far. It also seems to be the case that fighters and corvettes aren't squadroned in HW1:R, and I might have seen a wall formation.
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