One thing that’s always driven me up the wall with Homeworld 2 is the weird decision to force players into the next mission as fast as humanly possible. As soon as the last objective is complete, BLAM - “Resources Collected” and you’re off to the loading screen. No time to assess your fleet, rebuild lost ships, or just admire the scenery for a bit and catch a breather before the next big crisis. Sure, the benefit of quickly collecting all RU’s left in the map was nice, but it otherwise seriously screwed up the pacing of the game for me.
So now that the Remastered version is out, I was wondering how difficult would it be to port this functionality from the new HW1 campaign into HW2’s campaign?
Not hard, apparently:
I’ve never modded Homeworld 2 before, but this only took me an evening to figure out. I basically just shifted over a few of the HW1-specific lua scripts that had been written, then modified several things in the included Hyperspace jump script (as well as the M01 script) to make it happen in an HW2-friendly way.
Although as you can see, this is still a WIP - the ship counter doesn’t work correctly yet, and the mothership actually doesn’t jump when the last ship is finished launching (I still have to sort of mash the quick dock button to make it go at the end). I’d also like something to disable quick-docking if the player is being actively attacked to make it like the original game (or was that just Cataclysm?), but that can wait.
Just wanted to throw this up though as an example of some new, easier ways we can potentially improve the game - I’m not sure if anyone ever got a good mod for this working for the original HW2, but this is the very first kind of thing I wanted for the Remastered version. Sorry that I don’t have a download yet - there’s a lot of mission event tailoring that needs to happen to make this work correctly (in a way that makes sense). If I ever find the time to actually finish this though, I’ll be sure to put it up – assuming someone else doesn’t beat me to the punch.