Homeworld Remastered Collection

Homeworld Remastered Collection

[EN]FX:Galaxy v1.3.9 - Last Stand
WildHeart|GENESIS|  [developer] Aug 27, 2019 @ 9:55am
FX:Galaxy v1.35 (Full) - Balance Adjustments
Continued from Part 1.

5.3 Faction Adjustments
- The Mobile Refinery unit (or equivalent) becomes available faster for some races (HGN, KAD).
- The basic type PDS have been removed from units that still had them.
- Damage of fighters has been boosted.
- Movement speed and weapons range of frigates has been equalized.
**Capture units will move a bit faster, specialized (auxiliary) frigates a bit slower.
- The speed of most missiles has been equalized (at roughly 600).
- Taiidan can now rush Capital Ships.
- Kadeshi Corvettes+Utility vessels become available faster; Frigates+Capital Ships become available a bit later.
- Kadeshi Modules have been consolidated; production streamlined.

- [HGN] Scouts can now use the {Speed Burst} ability (like in HW1C).
- [HGN] Battlecruisers can no longer build Fire Control Towers.
- [VGR] Infiltrator Frigates can now cloak.
- [VGR] EW Frigates now have the Sensor Distortion effect (in addition to its existing abilities).
- [VGR] Battlecruiser weaponry expanded with 2 mini-cluster missile launchers (anti-fighter).
- [VGR] Carriers must now build an Adv. Production Module in order to enable Frigate production (requires a Capital Ship Facility).
- [KAD] Adv. Assault Swarmers now use Antimatter Missiles automatically when near an active Support Pod.
- [KAD] Support Pod’s weapon enhancement ability is now toggle + single-use (once per unit).
- [KAD] Support Pod's AA turret is now automatically activated when the unit is stationary.
- [KAD] After constructing the first Mothership Lv1 Module (on your default Nebula) you now choose to build either the Multi-Beam Module or the Super Swarmer Module next. The module that was not chosen will become available once the Mothership Lv2 Module has been built.
- [KAD] Docking and production functions for some units have been delegated to Fuel Pods and the Nebula.
- [KAD] Additional Bright Nebulas can now be build for 7500RUs (requires the player to have 1 Bright Nebula on the field). These take longer than regular Nebulas, but arrive with 3/3 weapon modules pre-installed.
- [KAD] Fuel Pods can now produce/dock fighters and certain microvessels.
- [KAD] Defense Guns are now one-shot movement.
- [KAD] Nagual Drones can no longer detect cloaked ships.
- [KPR] Guard's weapon type changed from single-target to AoE (splash damage). Increased anti-strikecraft role.
- [KPR] Pyramids no longer act as Hyperspace Inhibitors; this effect has been delegated to Balcora Gate (once Core-HS Force is built).
- [TAI] Defenders now detect cloaked ships.
- [TAI] Shipyard now has an additional construction bay (like KUS Mothership); dual construction enabled.
- [TUR] Azrael Attacker torpedo is now targetable and can be intercepted before impact.
- [TUR] Minelayer Corvettes now detect cloaked ships instead of Scouts.
- [TUR] Attack Carrier's Hyperspace Module now allows nearby friendly units to jump (range: 3500m)
- [KUS] Scout has been swapped out for the Probe.
- [KUS] Improved the attack style of the Multi-Gun Corvette.
- [KUS] Gravity Well Generators now have one-shot movement instead of unlimited movement.
- [BEN] Added a Trading Station to the starting fleet.

5.4 Ship/Tech Adjustments
The exact numerical adjustments + prerequisite changes for each unit can be viewed at this link:
https://pastebin.com/8tuyiR3s
Last edited by WildHeart|GENESIS|; Aug 28, 2019 @ 3:19am
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Showing 1-5 of 5 comments
Grey Reaper Nov 25, 2019 @ 5:43am 
I have no complaints about the new factions. Everything is done at the highest level, many thanks for such fruitful work. But I do not have an understanding that concerns the original fractions. Why spoil the collectors of Kushan and Taidan? Why did they remove light corvettes and replace scouts? I have a very positive attitude towards the squads of fighters near Kushan and Taidan. But why was it so much to change the original fractions? They already had their own peculiarity. Personally for me, they do not need any modifications, leave them original, but with squards of fighters and corvettes. This is my personal opinion. Thank you very much for this mod.
WildHeart|GENESIS|  [developer] Nov 27, 2019 @ 4:39am 
About the RU collectors, the default Kushan and the Taiidan RU Collectors have some collision issues. FX isn't the only mod where they were replaced with smaller variants for that reason. The Kushan are still being developed and experimented on as far as I'm aware.

One of the goals of FX was to create a model of 6 balanced races for Multiplayer, so some changes were due to vanilla HWRM races to that end.
Grey Reaper Nov 27, 2019 @ 6:12am 
Balancing is good. I support you in this. But, in order not to spoil the originality of Kushan and Taidan, for example, you can make their collectors (large and slow in comparison with others) deliver a little more units of RU. As a variant of the proposal.
Space Pirate May 28, 2022 @ 3:25am 
I think that the factions needs a shipyard nerf every faction can make a second mothership or shipyard exept for the progenitors and bentusi.

I know that progenitors are op but they don't last long in battle when you can build only one dreadnought at a time and other faction can make 2 cruisers during the same time.

I want to know how that is cunsiderd balanced?
bladevalant546 Jan 20, 2024 @ 5:49pm 
The Nagual super swarmers cannot be targeted. I wished there can be a balance patch with that.
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