Homeworld Remastered Collection

Homeworld Remastered Collection

HomeworldRM Community Patch
Showing 101-110 of 200 entries
< 1 ... 9  10  11  12  13 ... 20 >
Update: 9 Jun, 2015 @ 9:38am

-Classic hw1 cruiser and destroyer "slow self repair rate" feature added back into HWR. repair ships are still your BEST friends guys...

(HotFix)
-IDK how i messed this up, but new hw1 corvette attack ai added back for all units.. again..

-Homeworld 1 corvettes Light&Heavy effectiveness slightly increased vs frigates aka capitals and super-caps.

-Updated hw1 campaign units with the proper attack and weapon settings for the new changes to hw1 units.

Update: 5 Jun, 2015 @ 8:24pm

micro fix
-Vgr missile and gun platforum icons fixed.
-all mines have had a 1k (1/5) damage reduction
-VGR hull degense guns damage cut in half.
-VGR corvette cap limits fixed. changed back to 14 for default hw2 settings.
-firing arcs on hgn plats increased
-40k HP removed from hw1 MS.

Update: 5 Jun, 2015 @ 2:58am

hw1 corvettes given their own accuracy and weapon table to help balance tuning in the future.

destroyers and cruisers for all races Damage Reworked to a style similar to HW1 original.
destroyers are now 2.625x more powerful than ion frigs. and cruisers are now 2x more powerful than destroyers.

collision box offsets on all kush/tai ships frigate size and up fixed, shots should of hit will no longer fly in-front of the ship, get wasted and pass by it harmlessly.
(shots that would of missed will still miss)

30 seconds added to research of hw2 battle-cruiser and hw1 grav-well tech.

research for hw1 capitals changed around abit. i added back the time i took off.

Hgn BC/DD and vgr DD 2ndair cannon firing arcs adjusted.

Pulsar Corvette firing arc adjusted.

Reduced hw1 grav-well strike-craft disable field from 7km to 6km (same as in hw1)

hw1 fighters and corvettes vs hw1 units, tuned closer to what you expected in hw1. THIS IS FINALLY done, now all that's left is hw1 vs hw2 tuning.

bentusi ion cannon changed to what it was in HW1... roughly.




Special thanks to |JEZ| CthePredatorG {USA} for help testing, and EatThePath for very important info on helping make this update possible.

Update: 29 May, 2015 @ 10:40am

-Found and added the kamakazi damage reduction changes, but ive changed the values to something alittle more useful and not totally useless like in HWRv.
looking at Vanilla HWR they WAY WAY WAY WAAAAAAYYYYYYYY over nerfed the kamakazi tactic.
Ships with Medium armor now take 15% less damage from ramming.
Ships with Heavy armor now take 25% less damage from ramming.
Resource armor now takes 40% less damage from ramming.

-i also changed the collision damage multiplier from 7 to 6. roughly a 14.3% global reduction in damage with just this 1 change, not counting the above..
over all kamakazi has been heavily toned down from the previous version of the mod, but again its not totally useless like in HWRv.

-lowered HW1 MS hull defense gun damage and accuracy to near HW2 standard, for some reason they were crazy high.

-worked on hw1 corvettes dogfight/attack pathing to make it a little better and cease to devolve into an ever rotating ball of stupid.
its now acting closer to how fighters do.

-my healing beam on the support frigate has been nerfed slightly.. well the value change was only -2 but it equates to 20 HP/s that has been removed.

-VGR DD/BC hull defense gun accuracy cut in half for all targets, firing arc increased to 75.

-adjusted repair corvette linger range (moved it closer to the target).

Update: 28 May, 2015 @ 11:17am

-Research ship exponent changed from .75 to .85 was .5 in HWR. this makes multiple research ships more useful, and sense i reverted the research times back to HWR it needs this badly.

-VGR DD&BC hull defense guns firing arc incresed to 65 from 30. and its ability to fire on non strikecraft sized ships has been removed.

-cleaned up some of my sloppy work from yesterday, i messed a couple things up with research UI while in a rush.

-Missile destroyer drag-select attack priorities reworked, will now go after fighters, than corvettes, before going after capitals.

-HW1 Destroyers DPS increased to 921 from 840, the HW2 destroyers still have more.

Update: 27 May, 2015 @ 6:40pm

-defenders new attack family added to ship behavior.. oops.. idk how i forgot to do that..

-Increased mine field density by 25%, (reduced spacing between mines) by request of some in the community.

-Fixed another Gearbox bug (this totally wasnt me, swearsies.. no but seriously it wasn't.) Taiidan Heavy corvettes can now burst attack like the kushan heavys and like they do in HW1.

-damage of Tai Corvette bust attack havled compaired to Kushan one, to balance Tai Heavys having double guns.

-Lowered all cursier damage again, now hw1 cruisers do 3k dmg and hw2 3.2k dmg.

Update: 27 May, 2015 @ 9:55am

-defenders given their own attack family to solve the problem of corvettes and anti
fighter units not hitting them they way they should.

-defenders accuracy vs hw2 fighters lowered slightly, and damage vs corvettes cut in half..

-Accuracy of non anti fighter capital guns vs fighters halved.

-Mines no longer seek out subsystems on ships. (this caused issues where the mines would attack subsystems and not the ship itself.) mines can still hit subsystems and do damage, but they will not lock onto and to it intentionally now.

-Hw1 Research time and Cost changed back to default HWR values. now that i have the multiple research ships giving bonus speed figured out.
this made them alittle OP, so the change has been undone..

Update: 22 May, 2015 @ 7:20am

scuttle time reduced on Motherships, Carriers, shipyards and Heavy/battlecrisers, for all races. on average they have been halved.

and more strike craft tuning.. yay..... kill me.

Update: 20 May, 2015 @ 8:34pm

added a small delay between the slaves of the multigun corvettes to make the firing animation look better.

further experiments with Scuttle times.

halved Taiidan Light and Heavy corvette damage (idk why i didn't notice this sooner, or why it wasn't addressed by the devs)
the taiidan corvettes while having different weapon files than the orignal game still work in the same way, in that the damage needs to be half of what the kushan corvettes are, because they technically have double the guns.
they are now equal in DPS.

additional accuracy changes for light, heavy and multigun corvettes. mostly hw1 vs hw1 related. again, much more tuning is needed sadly. and i also still need people to help me work on the mod.

Update: 20 May, 2015 @ 2:18am

additional changes to hw1 vs hw2 and hw1 vs hw1 strike craft balance. trying to get em tuned just right. will need several more tests and micro patches.

idk how but that vgr interceptor kamikaze bug crept back into my mod, i just fixed that again.

Missile corvette description changed to more accurately describe what it does. hopefully it will confuse less people now.

tests added to HGN faction to speed up the process of scuttling.