Homeworld Remastered Collection

Homeworld Remastered Collection

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Flag Commander 2.0 - REMASTERED - Open Beta
 
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Apr 6, 2015 @ 2:42pm
Dec 29, 2016 @ 2:32pm
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Flag Commander 2.0 - REMASTERED - Open Beta

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Description
A total conversion mod for the Wing Commander universe taking place in the timeframe of Wing Commander III and IV. The mod is, as the original games, heavily centered around fighter and bomber warfare, while keeping a healthy importance to capital ships. Play as the Terran Confederation, the Union of Border Worlds or the Kilrathi Empire (another faction is being remastered to HWRM 2.0/2.1 and will come soon).

This is the Beta version of the mod for Homeworld Remastered compatible with the 2.1 version of the game. I am currently rebuilding the mod since that big update, so right now two of the four factions (Terran Confederation and Kilrathi Empire) are playable in addition to the vanilla ones. You can play both against the AI (of the vanilla factions only) in local or in multiplayer. If possible, please use the command -luatrace (with the dash) in the small box at the bottom of the mod selection window when you start the game. If you experience a crash to desktop, go to your Homeworld folder, and find the file called HWRM.log in \Homeworld\HomeworldRM\Bin\Release\ and post in the comments the last few lines of that file (you can open it with Notepad), it will help me locate the issue.

Unit guide available here: https://www.pdf-archive.com/2017/01/29/a-player-guide-1/a-player-guide.pdf

Latest update:

-- automated convoy system spawning transport ships from a randomly-placed Jump Buoy (always 35 to 40 km away), bringing extra resources to your base. Defend your transports and raid enemy transports! Bounties highly recommended for the games.


Features:

- three factions from Wing Commander 3: Heart of the Tiger and Wing Commander IV: The Price of Freedom. The Terran Confederation, the Kilrathi Empire and the Union of Border Worlds, all of them with their units and research.

- compatible with the vanilla factions of Homeworld: Remastered, which were slightly tinkered in order to be survivable in the new type of carrier warfare offered in the mod.

- emphasis on carrier warfare, with powerful fighters yet unable to damage capital ships and bombers (corvettes) equipped with devastating anti-ship torpedoes

- balance between offence and defence as torpedoes can be intercepted making a properly escorted fleet a very tough nut to crack

- fuel management for strikecrafts (fighters and bombers). This feature, as far as I know, implemented for the first time ever in a Total Conversion for HW2/HWR, makes carriers critical to bombing ops, as all strikecrafts will have a limited range beyond which they will lose most of their speed and will go back to their carrier automatically. Now, hitting the enemy carrier is a very good tactic to neutralize an overwhelming strike force!

- carrier battle mode, with starting fleets limited to a single carrier and its battlegroup, forcing you to hunt the other one and try to break its defences before it does the same to you. Midway in space!

- hero fighters, unique upgraded fighters and bombers with named pilots from the original game, giving you the extra edge you need

- Ammunition management system.

Highlights of the new feature: bombers have a limited amount of anti-ship torpedoes which will be indicated in an additional bar when you zoom in on the craft, and as soon as they fired it, they automatically head back to a place where they can land to reload. To make sure the reload takes place correctly, select the option to keep the craft landed, as it might take a few seconds to reload. Launch the crafter after, with a shiny new torpedo. When the torpedo is reloaded, you can attack again.
Each bomber class has a different number of torpedoes, which is indicated in its description. The RTB (Return To Base) system is initially automatic, sending your bombers either to a close carrier if there is one or to a random one.

Thanks to goldfish_boy for reporting the bug which allowed me to achieve that very important milestone.

Thanks to Krnt and PulsarMagic for the improved fuel script

In the future:

- more high definition models, to take full advantage of the Remastered game and offer models as good as, or even better-looking than the vanilla Remastered factions. Possibly new factions.

- More single-player missions.

- Improvement in the game mechanics.

- Return of all the features from the HWRM 1.x versions of the mod

Credits given to:

- czacen, for making the initial mod several years ago,

- the Wing Commander community, for being so supportive and making new models of the fighters and capital ships,

- the Blue Planet mod team and the Ancient-Shivan War team at www.hard-light.net(campaign) for the hyperspace animation used in this mod.

- the Wing Commander Saga team for their awesome models and textures of the Kilrathi fleet.

- the Phoenix Interactive mod team, for their support and advices on the art of HW2/HWRM modding. Merci, les gars !

- Krnt for his coding help.

- Klavs81 for some of his incredibly detailed models of old Wing Commander ships, now present in the game.

Mod initially created by Aaron 'czacen' Thomas who vanished half a dozen years ago after publishing this mod and allowing me to tinker with it and improve its gameplay and balance features. This is the definitive version, hosted by the Wing Commander CIC fansite www.wcnews.com, and uploaded to the workshop with their authorization.

Integration of the hyperspace animation used with authorization from the Blue Planet FreeSpace mod, hyperspace/subspace animation created by the Ancient-Shivan War team[www.hard-light.net]

Kilrathi Empire ships' models and textures by the Wing Commander Saga Team[www.wcsaga.com], integrated with their authorization.

Additional models/textures by Klavs81 and DefianceIndustries.
Popular Discussions View All (8)
167
Jan 12 @ 4:50am
Questions / Ideas / Bugs
AmberGoldPL
51
Jun 4, 2015 @ 12:03pm
The Work In Progress thread
Rufus Shinra
26
Feb 19 @ 3:37pm
PINNED: General Failure at start-up? Here's the fix!
Rufus Shinra
< >
1,344 Comments
Rufus Shinra  [author] 13 hours ago 
I'll check that code once I have finished creating the new ship icons for the UI (screenshots available on my profile's screenshot page).
Rufus Shinra  [author] 13 hours ago 
Normally, all maps and all Wing Commander factions. I still have to check whether there is an issue if the same faction is present for different players, but at the very least, if you play against a different faction, both of you should have the convoy system. Keep in mind that the buoy will appear several dozen km away from your starbase.
Shepard1707 Feb 21 @ 12:18pm 
What would be the setting or map necessary for the automated convoys?
Rufus Shinra  [author] Feb 18 @ 3:17pm 
Currently updating the User Interface with brand new unit icons. Sneak peek there:

http://images.akamai.steamusercontent.com/ugc/92724928163365830/4A63C50B8D612E13697AC871A5BFE1A6AFB94BA2/

http://images.akamai.steamusercontent.com/ugc/92724928163277814/4C159B57CB5229EC807E1EF3FF8FE0215C797DFA/

Eleven done out of seventy-seven icons for the usual gameplay. Then there's the two dozen or so new ships to port in the mod just for the new campaign I am working on at the moment. X_X
Rufus Shinra  [author] Feb 17 @ 12:13pm 
Uhh, decent-ish game design? :-P

BTW, the updated version of the unit guide for the mod: https://www.pdf-archive.com/2017/01/29/a-player-guide-1/a-player-guide.pdf
The Mighty Goldfish Feb 17 @ 9:06am 
The only way to foil my completely fair fighter/bomber zerg rushes!!! How could you defeat such a perfect plan!
Rufus Shinra  [author] Feb 12 @ 4:29am 
Well, they are OP if you don't face counters. A handful of frigates in anti-missile stance plus interceptors and suddenly you cry over your slaughtered bombers.
-Helios- Primarch Daejahn Feb 12 @ 1:46am 
just how i like them
-Helios- Primarch Daejahn Feb 12 @ 1:46am 
Bombers are AWSOME and bloody op
ShadowDragon_79 Jan 19 @ 12:27pm 
1) I said it was likely expecting too much... if it can be done in 2018 or 19 or whatever, that'd still be fine with me.
2) I know. I was just explaining where I got the idea.
As for the Strakha - that was just a question...
3) Okok, I get it. :)
If stations are in at all (which they seemingly are) , that's fine with me, too.