This is certainly beyond the alpha mod idea I had. Though good things can come from what seems to be chaos.

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It is certainly evolving very quickly. I have to wonder how this is all going to jive with the official balancing mod that is supposed to be released.

Imo if it’s keeping people entertained and interested and honing testing skills it’s a good thing.

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I completely agree. Personally, I am just glad people are having so much fun with it. I am pretty glad we live in the Age of the Mod.

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It’s a nice mod with a lot of work put into it, however I feel that it is heavily HW1 sided.

Example: 5000 RUs worth of hiig interceptors shouldn’t be torn to pieces by a handful of defenders and a hw1 carrier, see our game yesterday. If that were vanilla, the interceptors would have come out on top.

Anyways, if you want something different, I’d recommend checking it out.

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Is there a possibility to play it online instead of skirmish?

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Only if you are playing with other people that have it installed and activated. If you are looking to play some good games with good people, a dedicated bunch play together in the Teamspeak server.

TS Address: Binarypioneer.Noip.Me

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If you select the mod in the mod selction menu, type -mpbeta in the launch option section and it will launch Multiplayer with the mod applied.

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im only now finding out about this forum/post.
lol…

@bitvenom
the only 4 things ive done that aren’t 100% kosher in-regards to how hw1 & hw2 worked and played in the past is:
1: buff the Platforum HP back to 10K (the value it had in the demo for hw2), and increase its damage abit, because the consensus in the community is that they were kinda useless.
2: increased the HW2 collectors HP and harvesting amount to make it a-little more balanced with its hw1 counterparts.
3: lowered the insane damage of battlecruiser and heavy cruiser main guns, so the other ships in the game aren’t useless, and the game isn’t over as soon as someone pops out an ā€œi win cruiserā€ (this is more inline with how hw1 played its true, but honestly i, and a good chunk in the community feel it was a good change) their is a discussion that you can vote on, in the mods steam page.
4:buffed base hw2 corvette HP by 50% to even out the gap caused by restoring hw1 corvettes and strike craft to their original HP values.

this is more than has been done for ā€œRemasteredā€ so far… no offense. the state of the game, the official patches, and the speed of their release have been very very slow, and disappointing.

Getting races that were never meant to see each-other, let alone fight/play to-gather in a relatively balanced manor, WHILE stile retaining their old functions and abilities. Is no small task and creates its own challenges, some things need to either be sacrificed (formations), or more work put into and exotic was of balancing behind the scenes need to be explored.
BELIEVE ME, i understand that. It can be done though!

in fact this is the very reason for the Homeworld 2 units in my mod doing some exotic things with damage and accuracy to combat the (on paper ā€œtougher hw1 strike craftā€), hw1 vs hw1 needs to play as it use to.
Not the current mess in remastered, but doing that would make them slaughter HW2 units.
So to counter this, ive made some interesting changes like accuracy/damage vs very specific targets, to make it feel like HW2 players are fighting other HW2 units, to preserve balance, while also preserving the old feel and game-play for each of the races.

im not trying to smear anything, so please don’t take offense. i may come across as mean and impolite, but i believe in using Negative and Positive reinforcement, punish the bad, reward the good. its my way of pointing out defects with the game/units, using semi mean spirited jokes and passes at the games current state, is my way of keeping myself from foaming at the mouth and going into a complete rage…(i don’t have good social skills, they just keep me locked in a dark room all day looking at code)
homeworld is my baby, so take GOOD CARE OF IT, or else >=)

By all means PLEASE keep working on this game… it needs it.

On a related note, i have no idea who made the repair beam, but you might want to have a look at the one im using in my mod… ive cleaned it up and fixed it for you.

idk why it was using ā€œfixedā€ for corvettes ā€œanimated turret codeā€ for the support frigs. instead of using ā€œgimbalā€ for all of them, or why a ā€œBEAM weaponā€ had machine gun style burst fire code in it, or why it lingered miles behind the target, or why their were massive delays between the repair cycles…
or why the unit can fire -180 degrease out the side of the repair ship… that looks very strange…
…or why the repair corvettes are firing their main guns at the ships they are repairing lol (i still haven’t fixed that last one) but ill stop now.
jesus thats a mouthful, you see how bad that 1 thing is? now imagine a whole game full of stuff like that…

@scole as for the damage thing… i noticed that code in some of the other weapons and thought i could use it. It looked like it would do what i wanted it to for specific tuning. How ever i just tested it, and gave a scout a 5,000% damage increase in the accuracy thing, and it did nothing to the carrier.
so now im slightly annoyed, ill have to figure out a different way to critique damage vs specific targets.

i guess previous test that i ā€œthoughtā€ were successful were just the games RNG throwing the HW2 side a victory, and sleep deprived/drunken hallucinations. so thanks for bringing this to my attention =P

perhaps the penetration values can be tweaked to do bonus damage to certain targets. idk ill quickly find or make a work-around when i sit down later…


also not forum banned anymore yay don’t know what changed.


@ynvaser about interceptors vs defenders… defenders are an anti-fighter unit, that will never change. they are an extremely strong anti-fighter counter… gunships or advanced frigates will help you out ALOT vs hw1 fighters. also swarming strike craft in hw1 was my bread and butter back in the day, so im a tough fight in that department.

THAT SAID, what will change is how much damage your hw2 fighters do to hw1 fighters. it appears that the changes i made either no longer work, or never worked. changing that will have the affect you desire, and make hw2 fighters more effective against the more heavily armored homeworld 1 strike-craft.

so now i need to address strike craft AGAIN =/ , joy (was really hoping i was done with those, 1st 25 patches were nothing but), oh well.
((silver lining, i only need to work on hw2 vs hw1 strike craft tuning instead of the whole shebang))
thank you for bringing this to my attention though.

Everyone is also free to use the mod’s steam page to get ahold of me faster, for current/future issues with the mod.


@chimas i believe their are some misunderstandings, ill try to clear them up later. lots on my plate atm.


@ everyone else… the pictures on this page are HILARIOUS!!!
this made my day, and gave me new energy XD, thank you for this!

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Relic’s hw2 1.1 patch nerfed plats for a reason: the general consensus was they were very over-powered back in 2003. Hw2 1.1 plats strike a good balance on small maps. They are a strong and viable tactic in close quarters, but not unbeatable.

That said, obvously they’re pretty silly on a map like Crimsons Bond. Not sure how to make them useful on bigs maps, without ruining small map balance. Also plats prolly feel different in your mod, given all the changes. I just wanted to point out some plat history.

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thanks for the history on plats, these things will happen when you have ships doing fractions of their normal damage to ā€œplatforum armorā€ as relic had it even in the old HW2 original.

i did make changes to the weapons of some of the obvious hard counters to platforms, like certain frigates, bombers ect, to change their penetration in accordance with the HP changes to the platforums, to try to keep the early game balance.

they are still a far cry from being over powered. especially against people who know what they are doing. ive tested it against a few different skilled people, and simply trying plats with strike-craft support on shield resulted in my death at-least half to 2/3 of the time. others results may vary. but they don’t really feel like a waste of time anymore either. the speed change back to 200 helped too.

if additional testing reveals that i have over buffed them, then i can roll back some of my accuracy or damage changes.

my current focus is on the pesky hw1&hw2 strike craft interaction.

Can I ask/request whats the Ion Frigate buffs/nerfs…

imo it should have alot more firepower

i haven’t touched it… what do you suggesting/have in mind?

and they are pretty strong, except the HW2 ions.

I think Hw2 ion frigates could have a buff vs battlecruisers.

Why not nerf bcs instead?

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i already did that, they have a 30% nerf to just their main gun damage, which is roughly -2000 DPS/120,000 DPM, they STILL do 4000 DPS/240,000 DPM.

the next most powerful ship in the fleet is HW2 destroyers at only 1100 DPS/66,000 DPM. they haven’t been touched.

in HW2 and HWR battlecruisers are stupidly over powered doing almost 6K!!! dps or 348,000 DPM, in combination with MASSIVE HP, and their ease of access for HW2 players… 1 ship will wipe out an entire fleet in seconds. making building frigates/destroyers mostly pointless, and a complete waste of time to build, or even tech into, especially in team games or when people are rushing battlecruisers. BC rushing then spamming is the golden tactic now, 1 rushes BCs the other 2 defend him.

myself and a few others honestly feel that battlecruisers (in their default state) are the cancer that is killing homeworld, as it takes any strategy and diversity out of the game, seeing as the winning 3 units are, resource collector, shipyard, and battlecruiser.

@ynvaser i fixed that issue now, HW2 interceptors will now do much more damage to the tankier HW1 fighters. if we had a repeat of that game i would of needed 2 extra carriers + their defender production to fight you and your ally’s interceptor army’s off. the way that game played out shouldn’t of happened, that was my bad, thanks for letting me know about it so i could fix it.

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Interesting work that you’ve done here; opposite direction I took with regard to armor system and accuracy, not as far as I did with cap ship changes, farther than I did with HW1 rebalance. You’ve clearly put a lot of work into this, can’t wait to see what’ll come of it. I might have to borrow your scuttle code. :smile:

@Stuart98 Maybe you can both team up and work together on thes same mod… :stuck_out_tongue:

I threw out both armor and accuracy systems completely so a merge is unlikely.

Look here at those changes

So let’s say that destroyer should have around 600 firepower and a battlecruiser around 1200 :slight_smile: look also at hp changes. With only decreasing it’s firepower to 4k-ish they are still too deadly. Hw1 had them so weak for a reason.