Thanks, that worked 
Iāve been writing a campaign editor over the past few months. I got it to the point of being able to automatically deploy a campaign to HWRM and then run HWRM with a command line that loads it. Made it really easy to test things. The command line that worked was:
-moddatapath MyModDir -overridebigfile -dlccampaign HW2Campaign.big -campaign mymodcampid
This worked with just the addition of a custom defprofile.playercfg.lua. With the new release, this doesnāt work anymore. Can you briefly describe the new scheme to make it work again?
Thanks!
V
Oh i see what i did. Spelling - its a good thing. Nevermindā¦
Major update here guysā¦
I havenāt been around much because the work underway now requires absolute focus (so I wasnāt signed in at work for the forums) - but I am now, though Iāll be AWOL most of the time - this forum can be a huge distraction 
For those that didnāt see it - the update is in the main post 
Well, I think the STC team might die of happiness. 
Oh this is nice. This is very nice. 
dies of happiness 
AI updates too! This is too good! When you guys are silent I am learning that this is not cause for panic, just cause for mounting excitement 
Can the Game rule define/load a list of ship names and then the ships with the tags can use the random function to pull from that list by class to get custom names? (naming capital ships) specifically can the game rule provide a sync safe random number sequence to assign ids to ship attributes (currently it looks like ship scripts are type and unit specific)
can the game rules define what subsystems ships can build/spawn at construction? (Iām thinking of a armament limiter system where you could change out turrets and weapons based on the game rule)
are the AI changes limited to the build/attack timers or is there more control over ship behavior (IE strike group behavior) I was able to create ship level scripts that would use the sobgroup enable/ disable functions or scale, but not to get the AI to use it (for example when the AI determines it is losing a battle can it try to flee with a āall power to enginesā mode or hyperspace, or have a defensive mode that reduces movement rate but increases firepower)
is there any more direct access to ships in the AI without resorting to sobgroup manipulation. (would like to have have AI create ābasesā and generate defense forces for those bases with some basic logic on how to behave.)
I would assume each .ship file would have multiple tags listed at the top to participate in multiple game rules? or is this somewhere else.
Iām almost ready for this patch! I only have the Gorn ships to split out from our AUX race (it will remain as our ārace of the weekā bucket). 
I look forward to tearing apart the new file structure and getting into the next stage of getting the mod ready for Remastered! Any word on if the RODOH fixes are being rolled into the same update? About 1/3 of our ships werenāt being de-HODed and Iām keen to see if there will still be any stragglers or fringe cases
I was poking through your mod and noticed that the model for the Fed_Constitution was decent, but not comparable to some of the other models you are using⦠is there any way you could use Wicked Zombieās stuff?
would your team be able/willing to re-work a number of the Klingon models that have the Klingon emblem ābaked inā to the texture so we can have different badges?
it would be tricky to do, but have you considered implementing the āphaser stripā but having a āturretā w a zero elevation gun so you essentially have a firing disk w a
specified range of motion where the turret would be internal to the hull, the disk edge would lie along the arc of the phaser strip and the rotational range would be to either end of that strip?
Eh - can you take this sort of thing elsewhere? Iād rather not have this thread devolve into something else - there will be ongoing updates about new interfaces/APIsā¦
sure, my apologies.
Shoot me a PM if you want to discuss this sort of thing, or start another thread like BitVenom observed, happy to talk 
Update incoming!
I hope you mean the actual patch and not an update to the top post. I cannae take much more 'o dis!
Both?
Both is good!
Well the game released on my wedding anniversary and looks like āthe big patchā is on itās way for my birthday. Homeworld, it sings to me!!
I may be slightly obsessed⦠
Ah! Fantastic! I will have to ease up on my Ark schedule and bring Homeworld modding back into my evening hours 
I wonāt get to RODOH for a bit. That said, I may be able to do a handful of hours this weekend, and see if any major issues can be nuked. Weāre putting out a patch, but serious engineering remains for our overall feature plans. Canāt really say more until things are working solid and in the process of release!
Everything is appreciated mate, Iām just mentally planning out what I can tackle first depending on the order of whatās coming 