Homeworld Remastered Collection

Homeworld Remastered Collection

26 ratings
Convoy Mod - Competitive Variant
   
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HomeworldRM: HomeworldRM, HWRM
File Size
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5.260 MB
Mar 3, 2017 @ 3:38pm
Mar 11, 2017 @ 10:11am
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Convoy Mod - Competitive Variant

Description
This is the competitive version of the Convoy gameplay mod for Homeworld Remastered. It adds a new gameplay feature to make the games a tad more active: convoys. When the game starts, there will be a randomly-positionned jump beacon 40 to 60 km from the middle of the map. From this beacon will warp in a transport ship that will automatically head to your mothership to drop two thousand RU before jumping away from the system.

Once the transport is in, the beacon will eventually self-destruct and respawn in another random position a bit outside the edge of the map, spawning another transport. These are slow, fragile and easily destroyed, making it much more important for everyone to fight for map control rather than just some mining spots.

You can now define the size and frequency of the convoys as well as the health of the transport ships. Icons have also been added for the transports and the jump beacons. Mines have now been modified to last two hours. *hint, hint, nudge, nudge*

Initial mod suggestion by Shepard1707. Competitive specifications by Singrana. Jump beacon model and textures by the Wing Commander Saga Team (www.wcsaga.com).
23 Comments
Lead_Injection Feb 13, 2018 @ 1:10pm 
Its odd no other mods active either thanks anyway
Rufus Shinra  [author] Feb 10, 2018 @ 2:47pm 
Strange, they should also appear for you, though quite far, and they are not capturable by design. Take them out. ;-)
Lead_Injection Feb 10, 2018 @ 12:57pm 
When I play this mod the convoys only appear to AI and I'm not sure whether it is intended but they are uncapturable
Rufus Shinra  [author] Mar 12, 2017 @ 4:57am 
Yes. It is a massive modification to the original game.
Law Mar 12, 2017 @ 3:23am 
Oh lol is it really that different? That's alright though ty for the reply.
Singrana Mar 11, 2017 @ 3:34pm 
sadly the reports of the desyncs being gone in MP were premature, i can play it vs Rufus just fine, but im getting desyncs vs some of my other friends
Rufus Shinra  [author] Mar 11, 2017 @ 2:30pm 
Complex, not so different from the base game? Oh God... No. Complex is extremely different from the base game, and only the most superficial of mods could hope to be compatible with the Convoy stuff. Sorry. :-(
Law Mar 11, 2017 @ 2:24pm 
Is this compatible with Complex? And if not would it be possible to make it compatible? Complex isn't that much different from the base game so I would've thought it would work but for some reason some module options on the mothership aren't accessible when this mods active.
Keltskiy Mar 9, 2017 @ 3:35pm 
I cant remember what map I was on it was one of the 4 player maps I think the first time was on a ma with points 1 and 2 close to eachother and points 3 and 4 on the other side of the map far away from eachother, second time was on an evenly spaced map. both times I sent scouts and probes all across the map to check if any of the other npcs had this bug and it seems to only affect friendly npcs.
Keltskiy Mar 9, 2017 @ 3:33pm 
umm im playing on mac so that might be useful to know and, I was playing with 4 players me and 3 npcs it happend twice once with 5 ship convoys at 30 seconds (ps the bugged team friendly npc was getting 10 ships per a convoy as well) and was launching a new one as soon as the previous beacon was destroyed iv got some screen shots I cant remember what difficulties they were on,



the second time was with 2 ship convoys at 30 second intervals same as last time it was only the friendly npc everyone else was spawning convoys as normal, the friendly npc was spawning 2 convoy ships per a convoy this time though.