Homeworld Remastered Collection

Homeworld Remastered Collection

GOLIATH - Make Battlecruisers Great Again
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Update: 23 May, 2024 @ 7:12am

oops

Update: 1 Mar, 2023 @ 12:43am

Update 5.4:

1. The problem with the AI needing a Hiigaran player is fixed! Man, that was a serious pain in the butt to find ‘cuz it was more than one problem causing it, but got it! You can play games without the Hiigarans now, so random races are back, baby! The AI seems to run better in big games now that the problem is fixed too.

2. The slot-specific RU grants are increased from 2k, 4k and 6k to 3k, 6k and 12k.

3. There’s a second version of Radial Symmetry where only humans get the static defenses. That way you can set the CPUs to a higher difficulty without getting your head kicked in before you can get your fleet ready.

4. The Imperial Legion costs a little bit more, but therefore you can build them really quickly in case of emergencies like the defenders.

5. The mine cannon reduces the health of the heavy corvettes more because they were a little too butch. The health reduction was 20% and now it’s 30%.

6. The lifespan of the mines from the mine cannon has been reduced, because sometimes they would fly all over the map after a fight. You could even use them to find enemy carrier groups that were hiding somewhere because the mine would float across the whole map. LOL

7. The cost of the static defense hardpoints has been reduced by 15% because if you tried to mount a defense with some allies, you could ALMOST get all four types set up before you really get attacked the first time while using the default game settings. They also go faster on their one-shot move so you can reposition your defenses in time if you or an ally get attacked from a different direction.

8. There’s a unit cap on heavy destroyers now, but it’s still pretty high. The Kushan would get to be unstoppable if you spent the whole game stockpiling them and then upgraded them to the max armor.

9. I think I fixed the problem where the Ai would go bananas trying to take over a resource point that was too far away.

10. The gravwells stop the new strike craft now.

11. The range of the cyclone ionizer has been reduced a little bit on the multi-beam dreadnaught because it would always hang back in big battles and shred the enemy frigates from behind the main line of capital ships. Which is actually what it should be doing, but now it has to get a little bit closer so that they at least have a slight chance of rushing it, or the enemy cap ships can close in on it as well.

12. Fire control towers can stack up to a 40% bonus to damage and accuracy instead of 20% so that they’re more useful.

13. Crates can give you up to 3k space bucks now! (Used to be up to 1k)

14. Makaan’s Revenge has a top speed of 105 down from 120. So it can still catch battlecruisers, but you have more time to react to it approaching. (it still can’t jump)

15. Fixed the bug where the AI could build stealth minelayers with the boss fight research grants.

Have fun, friends!

Update: 20 Nov, 2022 @ 8:50am

Update 5.3:

1. You can set additional RU injections based on the map slot in the Research Bonus settings! That way you can fine-tune the difficulty even more!

My favorite go-to game is GOLIATH - Return to Sarum Light with me and two allies at one end and then the remaining five slots all together on a second team. If my two CPU allies are set to difficulty level Data, and if everything goes fracking crackerjack, we can usually beat 3 Datas and 2 Bishops on the other team. I wanted to make it more difficult, but trying to beat 4 Datas and a Bishop was completely impossible. So, now I’m gonna try to give the last two enemy CPUs some extra RU injections and I’ll see how it goes!

A lot of people gripe that the mod is too hard, so now you can use this setting to give yourself an advantage too. (ya big babies)

2. The Vaygr kinda sucked compared to the other races, so I took a good look at why, and the capital ships were a little too weak.

So, the Trinity Cannon of the Vaygr Battlecruiser does 20% more damage, and the accuracy against frigates has been raised from 40% to 75%.

I tested this a lot, and a Vaygr BC against a Hiigaran BC will destroy each other in a one-on-one fight. The Hiigaran BC should still be able to win by outflanking it.

3. The Missiles of the Vaygr Destroyer do 35% more damage. Same thing, I tested it to get it right, and now a Hiigaran vs. a Vaygr destroyer will kill each other dead! :D

4. The cost of the Taiidan Imperial legion is down from 1400 to 900 space bucks.

I haven’t really play tested this, but the Taiidan already have so many good corvettes that I don’t think it will change too much because the corvette unit cap always gets filled up with the Taiidan anyway. I think the best ones are the Heavy Corvettes with the Mine Cannon upgrade, but I was playing a game with the Imperial Legion just to see if they were useful, and they were too expensive. They’re fast with lots of firepower, but even though there are 9 ships in the squadron, they seem to get blown up before they can dock a lot of times, and it was too expensive to keep replacing them. I kinda want them to be a cheaper alternative to the upgraded Heavy Corvettes in case you need anti-frigate and cap ship firepower fast.

Crud, I should’ve lowered their build times too. That would’ve been cool. Kinda like the defenders, so you could build a crap load of them in an emergency as long as you have the money. Oh well, I’ll try it out and then maybe I’ll put it in the next update.

5. I fixed the bug that the Kushan would die even if they had Missile Destroyer or a Heavy Destroyer left.

I was taking a Kushan enemy apart with a bunch of little stuff and I killed all of his build ships. Then I was totally looking forward to taking out a group of Heavy Destroyers who were busy with one of my allies next, but they all disappeared instead. I was robbed of all that delicious salvage!! But at least then I noticed the bug.

Have fun, friends!

Update: 12 Jun, 2022 @ 9:11am

Update 5.2:

1. New mothership variants in the starting units!

‘Battlestations’ is a normal mothership that can’t move.

‘Heavy Battlestations’ is a mothership with weapons out the tail pipe that can’t move.

‘Heavy Motherships’ is a mothership that can move and has all the weapons upgrades. Transform your mothership into a lumbering death machine!

2. The starting units with dreadnaughts are race-specific so that they can all be upgraded to make it fair.

3. The map GOLIATH – Radial Symmetry has some other resource points in between the starting points so that the whole game doesn’t boil down to the middle. Try it with the 'Battlestations' starting units so that the CPUs don’t leave their static defenses!

Update: 20 Dec, 2021 @ 8:11pm

Update 5.1:

1. Stealth Minelayers added. They can lay mines after cloaking for 1.5 minutes. So they can survive short battles or escape long ones before getting clobbered.

2. New map: (6P) Goliath – Radial Symmetry It's the same map from the game, but you get starting defenses and a Sajuuk! The resources usually run out at your starting point pretty soon, but you can still use that location to survive for a while if you want to let the other players duke it out for a while or if you need to regroup. It's pretty fun!

3. Sajuuk fits in with the other ships as far as targeting and range goes now.

4. SDHs start in aggressive mode now so you can't rush them at the very beginning of the game anymore.

Merry Christmas and Pew! Pew! Pew!

Update: 10 Oct, 2021 @ 4:59am

Update 5.0:

1. New Map: Goliath – For Those Who Defend the Land! You've got to check this thing out. There are two defending teams in the middle, who both have a crap load of non-movable starting defenses. Then there are two 3-man attacking forces on either side of the defenders. So you have to wear down the defenders and breach the resource-rich middle before the attackers run out of space-bucks! Might want to save every once in a while though, because I've had games that take 3.5 hours on this map! And it crashed a couple times just because the memory wasn't getting cleaned out right or something like that.

2. It took forever to figure out how to do it, but ships can have individual voices now! If you pay attention, the Battlecruisers say a bunch of lines that were actually in the game, but never got used. Also, Makaan's Revenge and the Heavy Destroyer have new voice acting! MR is a creepy undead Makaan, and I did all the voices for the Heavy Destroyer South Park style. But now I'm getting sick of my own voice, so if anybody wants to do some voice acting, just let me know! Check out the new ambient sounds for MR too. He's grumbling about how much he wants to kill everybody while the ship BREATHES! (because now he's undead and is part of the ship with a whole bunch of gross veins and stuff in the hallways and over the control panels. or something like that) =D

3. Target acquisition has been greatly improved.

4. Sub-Space Fighter Bombers have armor upgrades now and are better against sub-systems and Static Defense Hardpoints. They're also tougher and a little bit cheaper, so I think they're really an alternative to fighters or defenders now. Before they were fun, but you wouldn't want to build them if the game was close. With the armor upgrades, you can disengage from the fight, automatically recloak, and get the whole squadron back after docking sometimes.

5. The Static Defense Hardpoints are cheaper and are more effective against different ship classes (so it's not straight rock-paper-scissors). The unit caps aren't restricted by type anymore, so you can build all of them of the same type if you want to tailor the defenses to your fleet's capabilities.

6. Fixed some description mistakes and little bugs in the research trees.

7. Insurrection Frigates have more health and are less expensive.

8. Changed some other voice stuff and got rid of some annoying messages. My old crappy ship sighted voices have been replaced by good ones :b

9. Lance Fighters are better against sub-systems and fighters.

10. Asteroids are now indestructible (Did you know you could blow them up to completely screw somebody over? Haha - Probably shouldn't have even mentioned that!)

11. The camera can zoom out a little bit further.

12. I think I might have fixed that problem where the CPU players will pick some completely stupid set of resources to start mining instead of one that makes sense.

Update: 5 Dec, 2020 @ 1:45am

Update 4.9:

Crud, I probably should have written this right after the update. Now it's like 7 months later and I have to check my notes to remember everything. But I'm writing this because 5.0 is on the way!

1. Boss Fight Settings! Check the bottom of the list in the 'Research Boost' settings ,now you can set up map slots to be either a Boss Fight or even a JUMBO SHRIMP BOSS!!! =D They get all researches at the start of the game, more money and really high build speeds. You can even set them for human players if you want to crack some heads or fight a whole bunch CPU players at once, but the game is gonna make fun of you a little bit for doing that. (Try it out and you'll see what I mean :b )

2. Cloaking devices suck, right? Why would you EVER build one? Fixed 'em! Now the cloaking bubble is a lot bigger, they last longer, and they don't use money. That was the main problem, right? You'd cloak something but then you forgot to slow down building and POW! Uncloaked! You still have to watch out for cloaked detection stuff, but at least now they're useable without concentrating on them the whole time.

3. The SDHs leave a big chunk of salvage now. This seems fair to the defender because they're so expensive anyway.

4. The Research Boosts don't mess up the AI difficulty build times anymore.

5. The Hiigaran and Vaygr AI plan their upgrades better now.

6. Makaan's Revenge has some TOTALLY cool effects when it shoots now! The game drops them once they're too much stuff in the game though, so if you can't see them, maybe try them out in a small game just to look – it's neato!

7. The Torpedo Frigate has the improved torpedoes form the Star Trek vs. Homeworld mod. They're a lot more effective against large groups of corvettes now. I noticed that they would all attack the same one and then the missiles would drop off after he was dead. Now the missiles try to track other targets and they can really clean house. This is closer to how I remember things in the original game. If you were Vaygr pushing Laser Corvettes, then you always had to make sure that you avoided those things at all costs, or at least wait until they were distracted by fighting something else before you swooped in and sent them to go fight evil in the next dimension.

8. Oh yeah, right – the icons in the lower left are changed so that they actually make sense now! That blue thing is supposed to be a rabbit. Get it? faster? Whatever, I like them! ;-D

9. Sajuuk is in the Goliath - Return to Sarum map now. It used to be a dreadnaught, but those are in the game now, so the map wasn't that cool. The ships in Goliath - Return to Sarum – Heavy have also been updated so that all races have some in the starting units to upgrade.

I think that was everything – have fun!

Update: 1 Apr, 2020 @ 3:58am

Update 4.8:

So, the Magneto-Cannon is fixed and it seems to be working really well.

NOW I think it's done =D

I'm gonna start having a look at doing some easy modeling next, like adding the badges and team colors to the Sub-Space Scout. That shouldn't be too hard.

Have fun, Homeworld friends!

Update: 29 Mar, 2020 @ 6:12am

Update 4.7:

1. We noticed that the Microwave Static Defense Hardpoint couldn’t kill defenders! We tried to fix it, but alas, it was no use. So, the Microwave SDH has been replaced by the mighty Magneto-Cannon SDH!

“The electrical pulses of the Magneto-Cannon overload the powerplants of strike craft. Although catastrophic failure of the target is inevitable, there is still enough time for the pilots to explode into a cloud of black dust and bone.” HAHA!

The research tree has been adjusted so you don’t need the Microwave Beam Emitter to make them. They’re also a lot more effective at shredding fighters, so watch out! =D

2. The build time has been reduced on the Defenders so that they’re a little bit faster to build than an Interceptor, but it really adds up after a while so that you can really crank them out if you need anti-fighter support fast.

There was still really no reason to build Defenders over upgraded Interceptors, and you needed the Microwave Beam Emitter to build the anti-fighter SDH, so hopefully these two changes will even the Defenders up with the Interceptors.

3. Fixed the bug that the Taiidan Interceptors were cheaper than the Kushan ones.


30.03.2020 - CRAP! The Magneto-Cannon SDH still isn't cleaning house fast enough :( The problem is the speed of damage assessment though. He keeps shooting fighters that are already super-dead, but the game hasn't let them know that yet, and the problem gets worse if there are a lot more units in the game. I'll have a look at how to fix this. I saw a timer for damage assessment, I'll see how the game works if I make that go faster. If not, then maybe the mighty Magneto-Cannon SDH will have to be cheaper so you can buy more of them. They don't completely suck, but they can get overwhelmed by groups of upgraded bombers.

31.03.2020 - found the problem, it was a stupid mistake and the Magneto-Cannon SDH blows up all fighters except for bombers just fine. I'll upload the fix in a little bit.

Update: 9 Mar, 2020 @ 4:12pm

Update 4.6:

1. The HW1 guys choose upgrades based on which ships they’re building and how many of them they have now, so they shouldn’t slow down like they were before when they started going ape-poop with buying upgrades that they couldn’t afford or didn’t need

2. The CPU doesn’t choose which Defense Hardpoints to build and how to group them very well, so the default options is Defense Hardpoints for humans only. You can still have them build them by setting the CPU to anything except ‘aggressive’ and turning the DHPs back on for everybody. I’ll think about how to get them to deploy them better, but that might be pretty hard and take a while.

3. The resourcing strategy for the HW1 guys is the same as the HW2 guys now to even things up.

4. The Defender damage is up a little bit more to make them more competitive against the upgraded Interceptors, but I think they still need something to make them an even decision to build. We’re thinking about reducing the build time really low so you can crank out a whole bunch of them really fast if you need them. Or a weapons upgrade, but I think the fast build thing is better otherwise they might get too OP.

But we’ve been playing this update for a little bit, and I think this thing is just about finished! Gonna start working on some models and maps and stuff like that, but the gameplay is just how we want it. (within the confines of what the game can do anyway) I’ll try something easy first like making some new models for the Stealth Corvettes: I’m thinking like cool camouflage patterns in the player’s color and maybe some kind of rotating stealth thingy like on the Cloaked Fighters.