Homeworld Remastered Collection

Homeworld Remastered Collection

HomeworldRM Community Patch
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Update: 2 Apr, 2018 @ 9:11am

Hmm, the campaign doesnt seem to be taking the updates. not sure why.. soooo the only way i know how to trouble shoot is to reupload here and then luanch through the luancher, it will be kinda annoying till i get it sorted/fixed, so sorry ahead of time.

Update: 2 Apr, 2018 @ 3:01am

sorry for all the updates, ive been hard at work burning the midnight oil.
all of the Hw1 Campaign should be restored to their oginal functionality, new easter eggs have been added, and it should
be finished unless i missed something. If anyone sees anything that isnt working the way it did in the OG homeworld 1, please let me know in the coments.

Update: 2 Apr, 2018 @ 12:48am

Lowered Blast Damage range (NOT to be confused with scuttle damage) of all capital ships that die by half and damage amount by half. They killed fighters TOO easily.

Changed the forced Hyperspace exit damage to 15% instead of 25%

Made HW1 Gravwells able to slowly recharge, but if you do not support them they still have a DOT (damage over time) while active and require frequent repair and baby sitting or they will die.
They will also still die if left on and not turned off before they deplete..

So turns out Vgr had weaker Resourcing for a reason... They are the fucking kings of spam and weaker RU was an intentional bottle neck to control the spam.
So i placed the bottle neck back in, they now do exactly the same as the HGN collectors.

Increased all Kamakazi damage by 50% from the previous version.

Ive also started on and implemented Several back end campaign compatibility updates.
Though the campaign component of the mod is still very much incomplete.

Update: 31 Mar, 2018 @ 5:35pm

Lance Fighter vs hw1 corvette penetration increased by 1 (i lowered it a tiny bit too much, so this should fix it)
Hgn Ion turret traverse rate increased by 2x, ion turrets are not as good as vaygr turrets because of the way they are designed and how many weapons are able to fire on 1 target. so i hope this helps them abit, without actually buffing the damage.
Hgn Gun Turret Traverse speed increased by 60%, and tracking vs fighters increased by 7%. again the reasoning behind this is the same as the HGN ion turrets.
Hgn turrets only normally have 2 guns in the fight, where as vgr have all 4, as a result the vgr are much more effective.

Hgn Defense field frigate research speed changed from 60 to 40 sec.

Hgn Research module build time lowered from 50 to 40 sec. Total build time for Hgn Research level 2 is now 100 sec, and Vgr is still 80 sec as of last patch.
Again this is something im exploring to help offset the vgr superiority over HGN in pretty much all things.

Update: 30 Mar, 2018 @ 10:56pm

Reduced Hgn Research module build time from 60 to 50 and Advanced Module build time from 90 to 60.

Increased Vgr Resarch module Build time from 45 to 80.

The Intention behind this was to help close the massive technological gap that vgr has over HGN, On top of their ability to out spam HGN.
It was proving abit too much for Hgn to deal with. This will also help Hw2 vs Hw1 games because the vgr wont wipe players as fast or as hard, and the HGN will beable to put up a better fight and wont get wiped as easily.

Update: 30 Mar, 2018 @ 9:08pm

Increased Vgr assault frigate accuracy vs Hw1 fighters and corvettes.

Reduced Vgr lance damage vs non corvette targets.

Reduced vgr Lance accuracy vs fighters. Lance fighters were Welping fleets of units.
Thx gearbox....

Increased Hw2 Resourcing from: 250 to 275 (Hgn) and 275 to 300 (vgr)
These numbers represent the ammount of Ru that each collector brings back per trip. the reason vgr harvest more is to help offset to huge delay caused by issues with pathfinding.
It was found that a mere 25 ru per trip difference fixes this almost perfectly. Hopefully they will beable to better compete with Hw1 factions and keep up with the massive cost of Hw2 technology and production.

Update: 7 Mar, 2018 @ 6:47pm

Increased the resourcing rate alittle more for HW2 to help it compete with HW1
Lowered defender damage vs hw2 fighters by 10%
probably fixed an issue with lance fighters nuking fighters.
increased turret traverse speed on vgr and HGN gun platforms.

Increased the firing arcs of fighters and bombers (due to changing them from gimbaled to turreted weapons a few days ago, i accidently lowered the arcs too much)

rolled back some of the changes that i made that cloaked mentioned cuz apparently i made more of those changes than i thought for good reason.

Update: 3 Mar, 2018 @ 12:10pm

Updated many firing arcs, Hitbox offsets, and several other tuning changes to address issues with the new backend fix that was applied to the 666 bug.

Update: 2 Mar, 2018 @ 10:15am

forgot to do a small armor fix and readded the turanics cuz someone cried...
ALOTTTT.

youre welcome..

Update: 2 Mar, 2018 @ 10:07am

666 bug should be fixed *knock on wood* idk how stable MP will be after this.

some other small tuning changes have been made but nothing to wright about. mostly tehnical bug cleanup stuff.