Couldn’t there be a special command entered into the script so sal corvettes are either lowest priority or make it so the accuracy vs sal corvs is nerfed so sal corvs can last better vs this particular unit?

IMO tho they need to make sure repair support and sal ships have tough armor due to their design as non combat roles so they can gave a chance of doing what they need to without fear of been blown up too quickly. IMO anyhow. Sal corvs at this time IMO are too weak vs say capping a battle cruiser they need a buff enough to be able to survive the latching on at the very least. Trying to cap a vaygr BC with say 8 during a fight is very hard as it stands to me even with support of distraction etc.

Salcap and capture targeting priority is only useful in SP campaigns. For MP the better option is to lower their priority to normal corvette/frigate status. Reducing their priority across the board to corvette for salcaps and frigate for capture frigates would make them more of a viable strategy. @ratamaq is right. Capturing is not very desirable or wise in MP unless it’s a large battle where things can go undetected. It’s also a trade off, where HW1 vettes can take the ship out of the battle area but then it must make it back to a carrier (are carriers usable now?) or mothership. Valuable time is lost. As opposed to capturing in the field where time is saved but increases the odds of being discovered.

@Scole, are salvage corvettes properly dragging things to motherships and carriers now?


I really, really hate to say this because I LOVE salvage corvettes. I like stealing ships. But. . . maybe some ships are designed to be defensive, not offensive. So maybe just like platforms, salvage corvettes aren’t meant to be thrown at the enemy, but to be kept at the base as a last line of defense.

Which leads me to a very important question.

IS THIS HOW WE WANT the salvage corvettes to be? Defensive?

No. I would like to see ‘all’ the units have a place. I love this game (HW, HW2, HWRM). I’ve played it since 1999. I love stealing things also :smile:

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Hey, got a question or two for peeps here (tagging @scole and @BitVenom)

  1. Will later balance patches fix the horrible AI scaler in HW1 Remastered so that it acts like the original, and not like HW2? The thing I liked about HW1 is that the enemy didn’t scale to your own fleets, creating a balanced and fair environment, as it was all about your own fleet and whether you were planning ahead. But with HW2’s scaler, you are always at a disadvantage, which doesn’t make sense to HW1 since the Kushan always have a disadvantage due to knowing nothing about their enemy.

  2. Can you fix the issue with HW1 launching? In classic, Karan would only announce “Interceptor complete” when the queue was cleared (aka, the last ship in the queue was built), but the fact she says it after… Every. Single. Ship. is annoying as heck. That should really be sorted.

  3. The VA for announcing the completion of an Ion Cannon Frigate in HW1 is incorrect. She says “Ion Frigate complete” in classic, not “Ion Cannon Frigate complete” and you can tell it sounds totally off when she says it in Remastered. When will this be fixed?

Wrong, as has been said multiple times on these forums (and confirmed by looking at the HW1 source code), HW1 did have enemy scaling.

But not to the ridiculous levels of HW2. Big difference. Also, I’ve played through HW1 Classic plenty of times and noticed only a couple of times that the enemy scaled (Mission 3 and Mission 4, nothing more) and it was hardly “scaling”.

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Homeworld has always been a hard game. It becomes easy only when you master it. So if it’s hard, you’ve clearly still got learning to do.

Scaling existed before. It exists now. The only broken link is your ability to deal with the enemies you’re fighting. YOU need to fix that, not Gearbox.

I feel like Im here every other day telling people to stop getting personal.

So, stop making things personal. There are always nicer ways to say things.

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I’ll ignore the personal attack and just tell you that, in HW1 Classic, there was no scaler. Anyone telling you there was one present is lying, as all levels were preset: otherwise, the game would be unplayable.

There was scaling. If you want I can dig through the available HW1 sourcecode again and point you to where it is implemented.

i have been getting access violation crash alot in MP, most of us in our MP group are after the patch.
not sure if they are getting the exact same error, but are getting a AccessViolation crash

here is the error from the log.
“Read from location c2bfb2b6 caused an access violation.”
another one is
“Read from location bf800014 caused an access violation.”

what does it mean?
how do i fix this?

270s actually… MINIMUM, you forgot the 70 sec time to make a research ship. vs the 40 sec or w/e it is to make a cap facility…

For some levels it was very subtle but it did happen on all levels after level 1 (mission 11 had no scaling of enemy ships).

Scaling for HW levels. Baseline.
BaseFleetStrengthForLevel 1 0.0 0.0
BaseFleetStrengthForLevel 2 2385.0 4000.0
BaseFleetStrengthForLevel 3 2180.0 5900.0
BaseFleetStrengthForLevel 4 4200.0 7575.0
BaseFleetStrengthForLevel 5 5380.0 11500.0
BaseFleetStrengthForLevel 6 100.0 9500.0
BaseFleetStrengthForLevel 7 10000.0 24000.0
BaseFleetStrengthForLevel 8 10603.0 25950.0
BaseFleetStrengthForLevel 9 10000.0 27000.0
BaseFleetStrengthForLevel 10 15000.0 31000.0
BaseFleetStrengthForLevel 11 19000.0 38000.0
BaseFleetStrengthForLevel 12 29000.0 55500.0
BaseFleetStrengthForLevel 13 30000.0 45000.0
BaseFleetStrengthForLevel 14 30000.0 55000.0
BaseFleetStrengthForLevel 15 30000.0 60000.0
BaseFleetStrengthForLevel 16 30500.0 64000.0

Level 2: Notice the numbers at the end of each line below. The first number is the base the 4th number is the max number. In this scenario you can have 3, 4, or 5 frigates show up depending on where you are in relation to the values above.

Ships EnemyFrig01,-31897.9,-14674.4,0.0,-135.0,R2,StandardFrigate,1,BROAD_FORMATION|?|1,0,?,2
Ships EnemyFrig02,-33426.1,-14001.3,0.0,-135.0,R2,StandardFrigate,0,BROAD_FORMATION|?|1,0,?,2
Ships ImNotDeadYet,-32954.6,-16780.7,0.0,-135.0,R2,StandardFrigate,1,WALL_FORMATION|?|1,0,?,1

I’m off topic, I know… Sorry.

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The Homeworld 1 scaling is not nearly as aggressive as it is in Homeworld 2 and Remastered, though. Try capturing all the Ion Frigates in Bridge of Sighs and then look at the enemy fleet in Chapel Perilous in Classic, then do the same in Remastered.

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I know. I had over 600 ships going into the last level. Could not win. MS died 5 minutes in. 100 ions came up from below and I couldn’t kill them fast enough.

It was not a personal attack.

I’m just saying scaling exists and that Gearbox won’t take it out, nor will they tone it down. Please read the forums more thoroughly before you make claims about scaling not existing. Like someone else said, it’s been mentioned many times before. As for the level of scaling, I have to disagree with you. I think it’s fair as it is.

Sometimes its not what youre saying, but how you say it.

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Theoretically if the salvage mechanic isn’t abused, the scaling would naturally cap at player max fleet size. Thus if you have a maxed out fleet, the scaling for the last mission would be capped at a certain size and that size would be challenging but not impossible to beat.

However, because the salvage mechanic is abused (or I should rather say ‘gamed’) as much as it is, especially because of the ion frigates you can cap in the 3rd last mission, a situation can occur where the last mission becomes very difficult to complete. This is easily fixed by scrapping all the excess ships prior to entering the last mission.

It’s basically a case of where the player breaks the system in an unintended way. It’s cool that the player can break it in this way, but it should not be without its consequences. I can make the argument that if the scaling mechanic was capped at what the player’s fleet would be maxed the the game would quickly and early on become boring and easy, thus sacrificing narrative and challenge and reducing the overall experience to be non-memorable yawn fest.

In fact you already have this where the scaling is/was not working correctly for the Garden of Kadesh missions. A lot of people complained that these missions were boring and easy because the scaling was not working correctly. Now imagine how anti-climatic the last mission would be if the same happened there? This is a ‘problem’ very few players will run into on their first play through (I most certainly didn’t back in 1999 nor did I run into it in either of my playthroughs in HWR) Vets who do run into this issue know what the cause is and know what the solution is as well. I believe the mechanic should stay in place as the experience of new players going through the game for the first time is more important for the health of the series in the long run than the few vets that spend the dozens of hours to game an admittedly gamey and broken mechanic.

Just my 2c

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