Homeworld Remastered Collection

Homeworld Remastered Collection

[EN]FX:Galaxy v1.3.9 - Last Stand
WildHeart|GENESIS|  [developer] Jun 4, 2018 @ 8:10am
FXmod Q&A #1
Hello everyone,

Although things have been pretty quiet the last few months we have continued to work on the FXmod. The comments you leave on this page and ModDB are in fact read by us, but most of the guys behind the FXmod are no longer able to see or interact with the community on Steam without a workaround for reasons. But now that we have gotten the chance, we have collected some of your comments you left for us over these last few months, and decided to answer them all in one go: https://i.imgur.com/cK82Mey.png

And the replies (courtesy of Hw_Lover):

  1. One of the most important ideas of FX:Galaxy's Skirmish mode is balance, for that we've unified all races' resource collectors. In this case, the size of two HW1 resource collectors became inappropriate, and due to collision issues, the harvesting efficiency will be different. So these unused repair corvettes took the place of resource collectors, to make sure every race has a same harvesting efficiency.
  2. RPG mode is a biiiig project, patience required.
  3. All remastered models except TUR HeavyGun cruiser have been put into the mod, and we have remastering plans for all other old models, but we currently are in short of good model makers, so no guarantees here. As you see, we continue to work on upgrading the models/textures, as we for instance did with the Progenitor Corvettes in v1.25
  4. Our e-mail address is homeworld_9ccn@163.com
  5. A few more balanced 1v1 maps are currently making, but that's all. Though, we can try to make the mod compatible with workshop map packs in the next version.
  6. We've included some contents of V2.3 player patch in the upcoming 1.30 update, and we will try to include more later.
  7. I know higher RU injections were choices in FX:C's Homeworld mode, so yes, we can put them back in the next version of FX:G.
  8. If you saw the trailer of our previous FX:Commander mod v2.0 (for HW2) you may have noticed that such project exists since then, but the information about this are currently classified by the Taiidani, so no comment here:
Last edited by WildHeart|GENESIS|; Jun 4, 2018 @ 3:53pm
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Showing 1-7 of 7 comments
Hero Crafter 1987 Jun 9, 2018 @ 11:39am 
May use some of your ship models for a mod that I am making? If yes, then I promise to give full credit for them. The reason that I am asking this is because I am trying to make my own Homeworld Universe mod. I have been a fan of your work for a months now and I'm just trying to become a great modder like you.
HW_Lover  [developer] Jun 9, 2018 @ 4:54pm 
Which models do you want?
Here is the list:

Turanic Vulcan Frigate
Turanic Outpost
Turanic Carrier
Turanic Garbage Dump Ship
Kadeshi Mothership
Progenitor Super Carrier

Also, Can I have the subsystems and weapons for these ships too?
And one more thing, can I have the icons for the listed ships and the Progenitor Phase Prism lightning beam effect thing or whatever that thing is?
Last edited by Hero Crafter 1987; Jun 9, 2018 @ 5:30pm
Hero Crafter 1987 Jun 13, 2018 @ 7:27pm 
I got your responce. Is there something they want?
SHADOW Jun 21, 2018 @ 12:58pm 
I have some a question about build requirements for some ships:
1. Hiigaran pulsar corvette. You can build these anytime as long as ONE Corvette facility (mostly on Mothership in early game) is present on the battlefield (doesn't require Corvette facility on-board any additional production ships).
2. Same as above goes for Turanic Ion and Drill frigates. As long as ONE Frigate facility is present you can build these from any capable ship, while Vulkan and Jamming frigates still require Frigate facility on-board.
Is all above intended because of balace reasons or just overlooked?

3. Why there is only one corvette unit for Hiigarans? I really like the changes to pulsar (double barrels rock!), but i really miss mah gunships.

Aaaaand Kushan brand new missle frigates are awesome! Keep up the good work!

Thank you for your time.
WildHeart|GENESIS|  [developer] Jun 21, 2018 @ 1:29pm 
@SHADOW:
1/2: Those are intended changes because of balance reasons. You can read more about it in our Races Guide on ModDB (Hiigaran/Vaygr sections): https://www.moddb.com/mods/fx-galaxy/features/fxmod-races-playing-styles.
3: Gunships and Minelayers were rarely used (if ever). With the Flak Frigates the Hiigarans have some of the best anti-fighter coverage in the game already, and even in vanilla HW2 most players deemed the regular Pulsars a lot more effective against fighters than the actual Gunships. So we merged the purpose of the obsolete Gunship with the Pulsar, giving it a double barrel and a small combat boost against fighters.
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