Homeworld Remastered Collection

Homeworld Remastered Collection

Flag Commander 2.5 - REMASTERED - Single Player Campaign
AmberGoldPL Apr 25, 2015 @ 2:58am
Questions / Ideas / Bugs
A few questions:
Q1 - how to turn on the fighters fuel? Can't see any option in skirmish menu.

Q2 - is it correct that building the jump lab create hyperspace inhibition zone aroud your station? This prevent your ships from jumping from near the station. In HW2 inhibitors worked only on hostile ships.

Q3 - What plays a role of a bomber for Black Lance? that 1k credits Fighter?

Q4 - why some standard issue fighters come in pack of 2, some in pack of 3 and some of 4? could it e somehow standarized so than normal fighters come in squads of 4, heavy fighters squads of 2 and hero/super units as single?
We could spice this a bit like light Kilrathi fighters and Black Lance pirates fighter could come in packs of 6.



Balance and new ideas:
N1 - If I remeber correctly there was Confereration Corvette in WC:Saga, any chance for port for Confederation and/or Border worlds?

N2 - the scout transport and jump engine labs say something about depoyment of nav buyos - would it be possible to use Vaygr hyperspace gates as these nav buyos? That way we could switch off hyperspace and make creating and holding the net of buoys to control the large map.

N3 - Could you port the WC:Saga Jutland Heavy Carrier for COnfederation?
http://www.wcsaga.com/database/confederation-capital-ships/jutland.html
That way we could restore Tahallase back to combat role (no production ability, but back with anti-ship torpedos)


N4 - It would be nice to have Kilrathi and Confederation Dreadnouts from WC:Saga?
Kilrathi Dreadnout:
http://www.wcsaga.com/database/kilrathi-capital-ships/hvarkann.html

Confederation dreadnout:
http://www.wcsaga.com/images/stories/20111107/2011110706.jpg
http://imagizer-cv.imageshack.us/a/img411/1998/screen0002fd.jpg

N5 - There was also a spec ops Prowler (special forces stealth Corvette) in WC:Saga that could be ideal as Black Lance stealth corvette.
http://www.wcsaga.com/database/confederation-capital-ships/prowler.html

N6 - It would be nice if the stations would have these light laser turrets as defence.
Plus two extensions of defence upgrades (one for Plasma/anti-matter cannons, and second one for anti-ship torpedos) - right now they are defenceless and it would be nice to be able to put money for their upgrades.

N7 - it would be nice to have more bomber types:
Light bombers - heavy fighters armed with missile capable of doing light dammage to warships - they would be designated for anti-corvette and anti-frigate duty, but still would be vulnerable as normal heavy fighters
bombers - current bombers with short range heavy dammage torpedos
Long range bombers - bombers refitted with long range torpedos that can be launched from safe distance, but can be shot down.



Some bugs on Kilhrati side:
B1 - Kilrathi bombers are unable to dock to their main space station (they stick in font of docking bay)

B2 - Kilrathi Light Carrier production menu show a few fighters (e.g. stealth and asteroid fighters) that cannot be build from it - can you remove these entries to avoid confusion?

B3 - Kilrathi Destroyer and Cruiser are listed as builder ship in production menu, but their build menu is empty - can we remove them so that we can scroll only between production capable ships?
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Rufus Shinra  [developer] Apr 25, 2015 @ 5:07am 
Q1: Huh, the fuel option should be in the menu for skirmishes. Just checked, it is, alongside the hyperspace restriction option.
Q2: Jump labs are a placeholder for further dev along the line, like jump buoys to replace tactical hyper altogether.
Q3: Yep, the Dragon/Lance fighter is the BL bomber unit. Ultra-expensive, but camo-capable, excellent fighter and has torpedoes.

N1: The integration of WCSaga Confederation assets will be the main feature of the 3.0 version.
N2: As for the Jump Labs, they will be part of the next development with jump buoys for everyone instead of tactical hyper.
N3: See N1.
N4: See N1, plus a current problem which is that the large Saga ships, including the Kilrathi Dread and most Confed carriers, are too large for the CFHod ship editor to handle. I will try to see if I can find a workaround.
N5: See N1.
N6: Defensive upgrades could be possible indeed, I'll take a look into that.
N7: Right now, all torpedoes and long-range missiles can be shot down. Several Kilrathi ships have long-range missiles, and the "long range bomber" you think about would be the Kamrani-class corvette. As for light bombers, I think the Confed Thunderbolt fits the bill.

B1: Huh, I'll check on this, thanks.
B2: Removing those entries would actually be a bit difficult because of the way build classes are managed in the game.
B3: I'll see that, good point.
Winter Apr 25, 2015 @ 8:10am 
Okay, the Kilrathi Fralath class Light Cruiser has appeared and I got to use it in my last game, but the Fralthi II Heavy Cruiser has become unavailable, as the research for Fralthi II deployment has vanished
Rufus Shinra  [developer] Apr 25, 2015 @ 9:10am 
Ah, crap. I'll take a look. Don't really have the time to play the mod itself. X_X
AmberGoldPL Apr 25, 2015 @ 9:30am 
A few more bugs:
- Border Worlds starts without mining ships
- Border Worlds destroyer cannot dock fighters despite description (but is displayed in lauch screen).
- Border World cruiser capship missile launch very rarely and from very short range.
- Border Worlds outpost cannot build frigates despite all prequisite modules build.
- Black lance transport cannot ferry fighters despite the description - I think that description is wrong as there is no visible hangar on ship model.

Ballance idea:
- maybe it would be good to give carriers a resource drop off. The current refinery ships have only one docking port and I saw very long minning ship queues when AI tried to pull 10 miners to a single refinery ship. Also I think that with resource drop off AI will move their carriers a bit more (currently they stick next to starting base).
Rufus Shinra  [developer] Apr 25, 2015 @ 10:19am 
OK, solved the Fralthi II research problem, the Kilrathi bombers unable to land on the starbase, their destroyers and cruisers being builders, the BW mining ships, the destroyer dock, the cruiser capship missile and the BW outpost frigate problem.

As for the fighter ferrying of the BL transport, it refers to the original Wing Commander IV game, where you intercept and neutralize such a transport, to see it carries fighters in its hold. Unable to launch them, but carried them, like planes can be carried inside a tanker's hold.

Thanks for the feedback!
AmberGoldPL Apr 25, 2015 @ 11:33am 
Great! There is one more thing, but it's hard to pin down. Sometimes when I see a few squads of fighters engaging capship my FPS drop down dramatically, while some other times I can see even bigger groups of fighters doing the same with no FPS drop.
I guess it might me something with hit particles effect and their bad level of details scalling, but I yet have to pind down which weapons/fighters cause them.
Rufus Shinra  [developer] Apr 25, 2015 @ 11:44am 
Originally posted by AmberGoldPL:
Great! There is one more thing, but it's hard to pin down. Sometimes when I see a few squads of fighters engaging capship my FPS drop down dramatically, while some other times I can see even bigger groups of fighters doing the same with no FPS drop.
I guess it might me something with hit particles effect and their bad level of details scalling, but I yet have to pind down which weapons/fighters cause them.
OK, if you get a clearer source, I'll get a look. I probably won't be able to reproduce it though, since my computer is classified by NASA as "♥♥♥♥, this guy must have regular contact with the Time Lords to have this kind of hardware!".
AmberGoldPL Apr 30, 2015 @ 2:42am 
I think you should nerf a bit the heavy fighters torpedos. To my taste they are as strong as the normal bomber torpedos, making bombers not so useful.

Maybe extend a torpedo firing range of bombers too?
Rufus Shinra  [developer] Apr 30, 2015 @ 10:37am 
Good point, I'll check, but normally, there's a light torpedo weapon already (used for the Thunderbolt), I'll check which craft uses it.
AmberGoldPL May 3, 2015 @ 1:04pm 
I'd also either inrease the sensor range of light fighters, or create the separate "recon" version with better sensor & fuel range, so they could be used like HW2 scouts.
i have a general failure message that pops up when i try to start the multiplayer
Rufus Shinra  [developer] May 6, 2015 @ 2:06am 
Huh... Check the shortcut to be sure you had the right text added to the "Target". Then, if it happens again, add -luatrace to the various elements. After it crashes, go to HomeworldRM\Bin\Release\ and look for the file called HwRM.log

If you can copy-paste its contents to me, I will be able to see what caused the crash and try to fix it. :-)
AmberGoldPL May 11, 2015 @ 12:48pm 
One more idea, depending if abusing WC:Saga is not a bad taste beyond some point :)

What if you could use Confed and Kilrathi voices/speech from that mod and use it for Confed, Black Lance and Kilrathi speeches? The current ones would remain for Border Worlds.
Rufus Shinra  [developer] May 11, 2015 @ 1:59pm 
Voices and sounds are one thing I'm not familiar with in HW2, so they might come in later. Though I have one nice surprise awaiting you people for the next update. :-)
JediBear Jun 4, 2015 @ 7:08am 
The Dukara appears to be ludicrously tough at the moment. I've seen them take dozens of torpedo hits and they seem to survive indefinately against heavy turret fire.
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