Homeworld Remastered Collection

Homeworld Remastered Collection

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Liondrome Feb 26, 2015 @ 11:56am
Homeworld 2 Campaing unit hard cap
Hi there,

So I just played the third mission of the campaing and unfortunately noticed that there is still a hard cap for ships in the campaing atleast.

Is there a way to modify it, or increase it. Since sure I understand that it might not be very lore friendly if I go and capture a vaygr shipyard (Altough carrier should be capturable) and have it transport with me to places. Granted that can be implemented long as certain techs are locked like battlecruisers.

And for say frigates or destroyers? No reason to have an unit cap. This is 2015, our computers can easily handle the amount of ships and the action, and isn't the point of your current ships jumping with you to the next mission being that the more you build the more you have in your coming missions. So it seems rather counter inuitive to block us from capturing/building many ships as we want. (Altough say a battlecruiser spam could be locked to something like 10, still very OP but honestly we should be allowed to play the game as we want.)

Also when the capture crews say. "Our fleet is strong, leave it for salvage" does the ship actually get salvaged at the end of my mission, and the amount goes to my RU pool?
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Showing 1-8 of 8 comments
the thing is, in every mission the AI will match your strength, so if you were to build a huge fleet in preparation for the next mission, you'll just have to fight more
Liondrome Feb 26, 2015 @ 12:22pm 
Bump
Old Man Feb 27, 2015 @ 11:27am 
There used to be a way with the original HW2, but the file you edited is missing in the Remastered version (well, not missing just moved into another file and I can't find it). As for the AI matching you, thats not entirly true. The Vaygr have a seperate cap to the Hiigaran's which is just larger in the Campaign, by quite a lot if I remember.
Last edited by Old Man; Feb 27, 2015 @ 11:28am
xxjjnn Feb 28, 2015 @ 8:37am 
Heartily seconded!

HW1 had the option in multiplayer to turn off the unit cap. I think that should be an option.

Ideally unit caps in multiplayer should be customisable... if I want to have a battle with my friend, and we want to e.g. have a battle with no battlecruisers and no flak frigates, we should be able to limit those ships to 0 for the battle, and have no limits on any other ships if we so want to. We *can* agree to just not build those, but we cannot get around the hard limits.

Some people claim the limits are not there for performance, but for balance. Who are you to tell us how to play? If some friends and I want to have a hilarious battle royale with platforms only, why should we not? If someone is hosting a game, they choose the defaults. It should be a choice.

Even just adding a 'no limits' option would be great.
tacet_Abbadon Apr 6, 2015 @ 2:51pm 
Originally posted by LAMB:
There used to be a way with the original HW2, but the file you edited is missing in the Remastered version (well, not missing just moved into another file and I can't find it). As for the AI matching you, thats not entirly true. The Vaygr have a seperate cap to the Hiigaran's which is just larger in the Campaign, by quite a lot if I remember.

There is indeed fleet matching in Homeworld 2 (in the original at least) I had a mod running that removed the unit cap so by late in the game I had a massive fleet. One of the last levels called for you to destroy the Vaygr who were attacking 3 control structures on the huge Progenitor space gate.

Because of my huge fleet there were so many Vaygr attacking that the thing would be destroyed before any frigates could travel in to firing range.

Had to reload the previous level and scuttle most of my fleet before finishing the level to be able to reduce the number of Vaygr to a beatable amount.
Spacemonkey Apr 6, 2015 @ 3:30pm 
Originally posted by Liondrome:
And for say frigates or destroyers? No reason to have an unit cap. This is 2015, our computers can easily handle the amount of ships and the action, and isn't the point of your current ships jumping with you to the next mission being that the more you build the more you have in your coming missions.

The unit cap is for gameplay reasons, nothing to do with what your computer can 'handle'.
Level design would be too hard if you can't predict what the player will start with.

Part of the challenge of the game is to take on a superior enemy force. If there was no unit limit the game would become too easy and be boring.




Jeckenn Apr 6, 2015 @ 7:07pm 
So does the enemy match as the mission progresses? Like say I start out a mission with 20 ships total and it matches me with 20 of its own. Then I build 10 more ships does it then build 10 more too?
Last edited by Jeckenn; Apr 6, 2015 @ 7:08pm
dbrower Apr 7, 2015 @ 5:02pm 
Originally posted by Jeckenn:
So does the enemy match as the mission progresses? Like say I start out a mission with 20 ships total and it matches me with 20 of its own. Then I build 10 more ships does it then build 10 more too?

It will build more if you give it time to do so, but less aggressively than in the classic HW2. In the old version, it really paid to attack early, before the opponent built up, since he had more production capacity than you. Now it doesn't seem to build as much, so it matters a lot less.

Particularly relevant in the missions with Stations and shipyards.
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Date Posted: Feb 26, 2015 @ 11:56am
Posts: 8