Homeworld Remastered Collection

Homeworld Remastered Collection

[EN]FX:Galaxy v1.3.9 - Last Stand
Is it just me or are the singleplayer campaigns impossible?
Seriously... They need to be toned down a lot.
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Showing 1-12 of 12 comments
WildHeart|GENESIS|  [developer] Oct 6, 2019 @ 1:41pm 
There is a small bug in the TUR mini-campaign where captured ships may follow you further than intended if you attack them or don't pull out in time (can be avoided by leaving strikecraft back or putting your carrier to movement+/attack-) You can also grab the latest BETA version we released yesterday, which fixes this issue.

The campaigns themselves are do-able, it's just some trial-and-error as you used to do in HW1 too. You can also find some tips here: https://www.moddb.com/mods/fx-galaxy/forum/thread/mini-campaigns-tips-tricks

Good luck!
Last edited by WildHeart|GENESIS|; Oct 6, 2019 @ 1:42pm
Firestorm🗿 Oct 9, 2019 @ 7:05am 
The thing is, I honestly think they are orders of magnitude harder than the toughest missions of both vanilla campaigns. Still though, I shall read that doc next time I intend to have a go.
Gogmagog Jan 20, 2020 @ 10:28pm 
Yeah I just downloaded this to try and get into it. Tried two different missions and got destroyed. Even tried to save scum in. This is really overtuned, the difficulty insane.
WildHeart|GENESIS|  [developer] Jan 21, 2020 @ 5:31am 
What two missions were this, and at what points were you unable to proceed? Was the result the same after you consulted the SP tips in the above link?
Gogmagog Jan 21, 2020 @ 11:28am 
At some point as a game designer, you have to ask yourself "Is this fun?" Is reloading saves and reading obscure specialized tips on a page no one knows about fun? I like my games challenging, but this is on a whole nother level.
WildHeart|GENESIS|  [developer] Jan 21, 2020 @ 12:11pm 
The reason I asked for specifics is because the mini-campaigns actually do have a pretty high clear rate among players. Without an answer as to what parts you get stuck on there is not much for us to go by. Regardless, I will try to help to the best of my ability.

The mini-campaigns are designed to be closer to the (original) HW1 experience than HW2 in terms of difficulty. It is not about spamming ships with infinite RUs, but rather about utilizing the (limited) options you do have available (i.e. research, units) and discovering the catch or 'gimmick' to each mission through some trial and error.

For example, in the "Eden" mission you will see that the [repair] ability is among the Research options. This is the key to keeping the transport alive, and one of the two catches to that mission.

The link with the tips is by no means required read; it a "cheat sheet" that was posted here just in case others besides OP find themselves truly stuck and would like some tips.

"What is fun" is a subjective question. Some prefer their missions to be purely combat-oriented, others prefer a more tactical or puzzle-type approach. We are continuously weighing both options and continue to make improvements to the mod and its content based on player feedback. But without specific feedback we are just making guesses; what one may consider too easy might be considered too hard by the other.
Chaotic Entropy Mar 15, 2020 @ 6:03am 
The Kadeshi mini-campaign was pretty well balanced for me, I only had to reload once and that was due to some squiffy attack priorities that made all my fighters chase a minelayer corvette while they got shot to pieces.

Edit: The Higaran one was also reasonably fun for me, a load due to bad target prioritisation and failing to heed the mission prompts like destroying the production slot on the carrier. Though the slot on the carrier is a Frigate slot rather than a corvette one which threw me off.
Last edited by Chaotic Entropy; Mar 15, 2020 @ 7:36am
mustaxo Jan 29, 2021 @ 7:33pm 
OK, let me tell you that there must be something wrong with the Vaygr campaign.
After figuring out how to cripple the HC while keeping my bombers alive, I managed to destroy the third wave with only the HC to finish. While I was happily whittling down its armour with some good ol' plasma bombs, lo and behold... An entire destroyer force pops up on top of me!
What gives?! I managed to keep some of my bombers away from the Missile Destroyers and hang in there long enough to trigger the Makaan cutscene... Only for my carrier to die off screen and get the dreaded "Mission Failed" message...
Not cool guys, not cool.

tl;dr Vaygr mini-campaign has some serious balancing/scripting to work on.
WildHeart|GENESIS|  [developer] Jan 30, 2021 @ 2:03am 
Originally posted by mustaxo:
OK, let me tell you that there must be something wrong with the Vaygr campaign.
Correct. This mini-campaign was ported over from an older modding project of one of the developers, and then made compatible with FX. It can be cleared, but in its present form there still are some things that would need to be adjusted (Carrier health, some camera actions etc).

For now I recommend not attacking the Destroyer force that hyperspaces in. Usually they will just sit there, and the Makaan cutscene will automatically trigger (after which they change target). But if you attack them with your fighters they tend to go for your carrier.
mustaxo Jan 30, 2021 @ 8:50am 
Figures. With a mod of this scope, it is to expect some issues to pop up... Thanks for the advice, and keep up the great work! ;-)
Smooth-Kahuna Mar 4, 2021 @ 2:49pm 
Mission 12 of 33 makes no since as the Vayger units get to cloak and fire with no cool down. The Vayger Anti Corvette-corvettes can go toe to toe with a your frigates and wipe out your strike craft, how is that a thing? I build anti cloaking units- which are automatically targeted and wiped out the vayger dmg buff is way to high as the rock/paper/sissors it moot for this mission. Then the map runs out of resources after about 45 minutes. I built every unit possible went after the vayger fleet and it was wiped out in about a minute. 2 hvy cruisers 3 attack carriers, 30 ion, 5 anti cloak, 12 corvetts mix, 7/7 fig bombers
WildHeart|GENESIS|  [developer] Mar 4, 2021 @ 4:18pm 
Originally posted by Smooth-Kahuna:
Then the map runs out of resources after about 45 minutes. I built every unit possible went after the vayger fleet and it was wiped out in about a minute. 2 hvy cruisers 3 attack carriers, 30 ion, 5 anti cloak, 12 corvetts mix, 7/7 fig bombers
The Shimmering Path missions are not SP missions, so it's really down to how you decide to tackle an AI ) The Turanic Raiders are one of the harder factions to master in the mod, so in that sense Stage 12 is the first jump up in difficulty. You'll need to think outside of the conventional 'build and win' box to properly use the Turanic Raiders.

My suggestion for Stage 12 is to play offensive - the longer you wait as a TUR player, the stronger your enemies get. Focus on the Vaygr first (Bombers with weapon upgrades research really shine here), then the Taiidan after.

There's a playthrough series by Captain Soban on Youtube, which may help you with this stage and others here: https://www.youtube.com/watch?v=nIBtwjpZKu8
You can also find a guide on the factions here, or drop by our Discord[discord.gg] for tips from fellow FX players. Good luck!
Last edited by WildHeart|GENESIS|; Mar 4, 2021 @ 4:21pm
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