Homeworld Remastered Collection

Homeworld Remastered Collection

Cataclysm Remastered 2.0 beta
Version 1.0 Feedback
Glad to see v1.0 out, I really enjoy playing with this mod, so thanks for all your work on it.

Some issues I've noticed:

- Ore Processors are weapons of mass destruction o_o One of them can single handedly take down a destroyer in less than a minute, and a frigate in less than 10 seconds. They need to be massively nerfed.
- Texture issues with the Acolyte (around the cockpit and engine areas).
- Tech progression problem (?) There seems to be no tech path to advanced vessels, like super acolytes and dreadnaughts, nor does there seem to be a way to build the research addon modules to Kuun-Lan (armor module, etc.)
- Multi-Beam Frigate seems to be missing its weapon sounds. Hit sounds are still there, only the firing sound is missing.
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Showing 1-12 of 12 comments
Yellow 13  [developer] Apr 26, 2015 @ 8:34am 
Thanks, will look into this. v1.0.1 should fix the tech issue
HarbingerDawn Apr 26, 2015 @ 9:48am 
Originally posted by yelow13:
Thanks, will look into this. v1.0.1 should fix the tech issue
It doesn't seem to have, unfortunately. Engineering Module can be built now, but still nothing beyond that, and it doesn't give any more research options than before.

A few other issues I forgot to mention last time:

- Engine glow is missing for some ships, including Carrier and Processor. Not sure if this is a bug or not.
- Kuun-Lan starts with a hyperspace inhibitor, is that intentional?
- Capture tech research for Workers is named "Repair" in the research menu.
Yellow 13  [developer] Apr 26, 2015 @ 11:57am 
Ah thanks for the info. Yes it looks like the glow was lost in the HOD conversion. I'll probably end up replacing the HWU glow on all frigats/capital ships with the HW1RM capital ship glow (more detailed).

Yellow 13  [developer] Apr 26, 2015 @ 12:08pm 
I believe the Research / Engineering module allows Repair, capture, scout EMP, and (in the next update) hyperspace tech. The ship drive research is available by default (cataclysm only required the production bay), and most other research is split into the other modules.

Will take suggestions for moving prerequisites around
HarbingerDawn Apr 26, 2015 @ 1:59pm 
Are there any plans to make the drop off points on the secondary ore hold functional? It would be nice to see that, if possible, since it would give that system some practical use.

It's still impossible to build modules besides Engineering, thus impossible to research advanced ships. Also, what does Clee-San do? Accelerate research?

I did notice that 1.0.2 fixed the hyperspace inhibitor and capture tech name, nice work.
well done on the voicees and improvements, i have to say it feels much more like the original game now, and of course, it's been remastered!

i did notice however that ramming frigates don't tend to 'ram', more move towards the target ship, pass by closely, turn around, and fire a REALLY powerful ion cannon, more powerful than a destroyer per charge. it will then repeat the process while doing no contact damage.

it would be awesome if you could get it to work!
Yellow 13  [developer] Apr 26, 2015 @ 2:57pm 
No problem. I had them working earlier but I'll have to tweak it a little bit.

I'll check out the module issue. Clee-san is basically a standalone research module.
Yellow 13  [developer] Apr 26, 2015 @ 3:06pm 
1.0.3 uploading with a tested working fix to Kuun-Lan modules
HarbingerDawn Apr 26, 2015 @ 4:39pm 
Awesome, 1.0.3 fixed the module issue, the full tech tree is available now. Acolytes look great now too.

In the changelog, it says Processor firepower was adjusted in 1.0.1, but the in-game DPS stat hasn't changed, and in combat it's still massively OP, currently it can easily go head to head with a whole squadron of frigates. Really it should be able to deal with no more than a small group of fighters.

The beam cannon on the Ramming Frigate is insanely overpowered as well, it can pretty much destroy a frigate in one shot if the entire duration hits it.
Yellow 13  [developer] Apr 26, 2015 @ 5:18pm 
ok, will take a look. May have adjusted the wrong weapon...
it may not be an issue for 1.0, but 1.0.5 has a nasty bug where if you use a mimic, and change the ship (disguise), a massive texture spike will appear in the backround when focusing on certain ships, it got so bad, it took over the backround completely, and crashed the game since it was ever expanding, it's something you might want to patch ASAP.

Just a question of curiosity, are the ramming frigates working as they should be? they don't attach and push the ship away, they just fly about it really closely and occasionaly fire its rediculous ion cannon. sorry if you're working on it already!
Yellow 13  [developer] May 3, 2015 @ 11:42am 
Yup working on it. Right now they work better on larger cap ships
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