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dsergei
Posts: 4059
Location: Moscow, Russia
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Posted: Sat, 14th Mar 2015 10:45 Post subject: |
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fuck shit ass dick
I mean the balance of H1 is a bit fucked up in the remaster. There is no point in fighters/bombers and even corvettes after a certain point. Just build max capital ships + support frigates. Destroyers and Heavy Cruisers are not threatened even by huge bomber wings. In the old game the AI sometimes would use bombers for system attacks but they are easily repaired.
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Posted: Sat, 14th Mar 2015 11:18 Post subject: |
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Only build two different kind of ships? What the fuck that would look shit and be boring. Or another option: use a super cheat program and build tons of fuckers to build an army. At least it would look fucking good.
But so far I will just keep on fucking and see what happens.
For example in the very first fucker mission there was this carrier. Of course I thought I had to destroy it.....lost all them fucking ships cause the carrier was unfuckable with what I got. Then I found out I just had to fuck the incoming small ones....its all a bit questionable but ok lets fuck I mean roll.
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Posted: Wed, 25th Mar 2015 00:14 Post subject: |
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Homeworld Remastered Collection Update 20150323-RELOADED
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Posted: Wed, 25th Mar 2015 15:32 Post subject: |
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OfF3nSiV3 wrote: | Homeworld Remastered Collection Update 20150323-RELOADED |
This update does not work on the Codex release
at least here
it locks out the remastered versions
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Posted: Sat, 28th Mar 2015 12:41 Post subject: |
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release notes:
https://gearboxsoftware.zendesk.com/entries/63026914-Update-Information
Quote: |
Updates
March 23, 2015 General
Fixed an issue where the game would crash for Russian players when receiving a chat message.
Localization of message source tags in chat messages for Russian players.
Localization of text for UI options menu.
March 19, 2015 General
Fixed getting stuck trying to skip NISs during fade to black
Turned off auto update for lobby screen. (Need to click refresh to get an updated list).
Dust clouds updated with new improved graphics in HW1 Mission 10. Should be easier to understand safe areas.
Kushan mothership badge fixed.
Kushan mothership bridge glows are properly glowing.
Fixed objectives being unavailable when loading an autosave.
Friend invites should be a bit more smooth
Vaygr Corvettes are now included in list of ships affected by gravwell.
Salvage no longer dies out when being transported back to ship.
Badges can now be pulled from bin:badges. Helps with issues with Steam saving unwanted badges in your profile to the cloud.
HW1 Classic modders: /ignorebigfiles and /logfileloads parameters added to help with HW1 classic mods.
Various stability improvements.
Fixed an issue where the scroll bar could fail to appear in the Multiplayer “Select Badge” menu.
Multiplayer invites will now work when region settings are not the same between players.
Fixed an issue where the player may be unable to scroll through “Game Options” in the multiplayer lobby.
Fixed an issue where the player may be unable to scroll through “Research Options” menu in-game.
Restored mod support for Homeworld 1 Classic.
Command line arguments are now reported properly in the .log file when running the game.
Addressed a potential crash in Homeworld 1 Remastered Mission 14 when capturing destroyers.
Fixed an issue where the Multiplayer distance filter could not be set back to ‘Local’ once it had been set to ‘Worldwide’.
Mission 08 of Homeworld 1 Remastered will now reinforce the correct ship types.
Fixed custom emblems displaying upside-down in Multiplayer.
Addressed some issues where the credits could display incorrectly.
The game now supports native display resolution windowed mode.
Fixed an issue where the number of SFX channels is not affected by ‘Restore Defaults’ or ‘Cancel’ buttons.
HUD can be universally scaled through the in-game options menu with a scrollbar.
Fixed missing research type colors that were missing.
Properly skinned and updated to scale at various odd resolutions.
Taskbar - Fixed issue where command icon container would not shrink properly when scaled up then down.
Listbox scroll bar will scale properly when anchors in involved with their layout.
Menu Specific
Build Menu
Build Facility Category Buttons now scale to fit the max number to allow for drag stretching of menu.
Layout optimized for performance.
Items that are unable to be built yet are now more obvious.
Research
Fixed missing research type colors that where missing.
Elements scale better at various resolutions.
Launch Menu
List of ships docked now tiles in a grid
Size of ship icons docked increased. (They scale with the scale of the launch menu)
User Profile Screen
Badge select screen now displays as a tiled grid instead of a vertical column
Badge select screen made significantly larger to allow for more badges on screen
Kushan preset now properly sets the Kushan badge
Diplomacy screen
Properly skinned and updated to scale at various odd resolutions.
Misc
Taskbar - Fixed issue where command icon container would not shrink properly when scaled up then down.
Option Menu - Removed non-functional SFX Channels option.
Fixed some missing names in credits videos.
Webm videos can now be translucent (modder feature).
Animatics will no longer scale or clip at super wide resolutions.
Scrollbars can now be set to any arbitrary range (modder feature).
Listboxes can now be laid out in grids (modder feature).
Removed misleading icon in the top right corner of dialog boxes that looked like close buttons.
Draghandles now properly work and extended to allow for future drag-able windows (modder feature).
Listbox scroll bar will scale properly when anchors in involved with their layout.
Added -forceResolution command line to force the game to use the resolution set on the command line. (unsupported feature that modders can use to test various resolutions).
March 6, 2015 General
Fixes an issue that caused some missions in Homeworld 1 Remastered to have an incorrect amount of resources.
March 5, 2015 General
NOTE: All in-game audio was mastered and intended to be heard at 100% volume – for optimal experience, we recommend setting all in-game volume sliders to 100%.
Fixed an issue where Windows DPI scaling could cause the game to display in an unusable resolution.
Increased size of anomaly pings to make them more readily visible.
Restored disabled button states to campaign games.
Added launcher text to indicate DLC content download state.
Addressed improper UV maps on some units.
Various audio fixes.
Fixed weapon audio in Remastered versions to be faithful to classic versions.
Added “reset video settings to default” function to the launcher.
Addressed an issue where the screen could go black if an in-engine cut-scene is interrupted.
Game now allows windowed resolution at full desktop size.
Added OpenGL version check to launcher.
Added more detailed error messaging.
Homeworld 1 Remastered
Mission 07 – Addressed an issue where the Kadeshi mothership could disappear.
Mission 10 - Addressed an issue where the objective “Destroy All Enemy Forces” fails to complete.
Fixed an issue where attempting to load an incompatible save would cause a loading screen to appear during gameplay.
Fixed improper letterboxing in Mission 03 cinematic.
Addressed an issue where dust clouds and nebulae were not auto-collected by resource collectors.
Mission 02 – Fixed an issue where the objective “Salvage the Khar-Selim” might not complete.
Mission 06 – Adjusted asteroid field visuals and functionality to improve mission balance.
Homeworld 2 Remastered:
Disabled resource collector research during tutorials.
Multiplayer BETA
Taiidan sensor array ping now functions in multiplayer matches.
Increased multiplayer lobby limit to 8 players.
Addressed an issue where multiplayer lobbies could get stuck in the “Connecting” dialog .
Fixed an issue where multiple checkboxes could appear in certain dialogs.
Addressed an issue where a player disconnecting from the game while in the lobby could cause the host to crash.
Addressed an issue where clients could become stuck in the lobby when host gets disconnected.
The game now checks for Beta opt-in status when inviting a friend
Added password icon to password-locked games in the server browser .
Reduced kamikaze damage on the Vaygr Interceptor to be in-line with other fighters.
Addressed a crash which could occur under certain circumstances when launching the game from a friend invite.
Added new loading screens
Various stability improvements.
Addressed a rare issue where games could become stuck on an infinite loading screen.
Added server distance filter.
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Posted: Thu, 16th Apr 2015 00:38 Post subject: |
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stupid fucking games man.. i wait a month or whatever for the obvious bugs to be fixed just to find some in my first 5 minutes in the game
nevermind msi afterburner is not working, screw that. i remap R for panning the camera up and the moment i press the friking button the camera gets stuck and permanently pans up. seriously
ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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Posted: Sat, 9th May 2015 00:21 Post subject: |
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Code: | Homeworld Remastered Collection Update 20150508-RELOADED |
Maybe it contains these recent updates:
http://steamcommunity.com/games/244160/announcements/
Code: |
Resolved UI display lag issue seen most severely in Research menu.
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Code: |
Campaign
[Homeworld 1 Remastered] Fixed an issue where Mission 09 could not be completed due to an autosaving issue.
[Homeworld 1 Remastered] Fixed Russian text issue seen in Mission02
[Homeworld 1 Remastered] Fixed sensors disk issue in Mission 15
[Homeworld 1 Remastered] Cryotrays can be healed during Mission 03
[Homeworld 2 Remastered] Resource containers no longer float near the mothership when it disembarks during Mission 01
[Homeworld 2 Remastered] Homeworld Music will now play properly during Mission 12 and 14 cinematics
Fixed engine glows on Kadesh Multibeam Frigate and Mothership
General
Playing animatics from main menu will now have proper subtitles
Vaygr laser corvette and minelayer icons fixed
Background pinching fixed in various maps. (Was much more visible depending on windows gamma settings.)
Fixed issue where if you cleared your progress, mission 01 wouldn’t be selected which would cause a crash when trying to launch.
Research and Build menus are not toggled unless units are available
Alt-T and Alt-W are appropriately ignored as menu shortcuts for Kushan
Top left UI no longer blocks mouse clicks
Key bindings no longer accumulate/double up when applied to the main menu and in-game menu
Key bindings no longer infinitely accumulate in the settings file due to edits
No longer display the custom command energy bar if usage is not greater than zero
A certain asteroid no longer blows up resource collectors unexpectedly
Game will no longer crash when the player repeatedly changes any in-game settings via the Options menu
Fixed nav lights on the Kushan Support Frigate
Users will no longer get stuck “Downloading Content” when playing custom maps
Fixed tiny menu button text at 4K resolutions
Steam button now disabled if not connected to Steam
Fixed more out of sync issues
HW1 Classic - Credits scale to all resolutions available in Classic resolution menu
Additions
Ship icons updated to have colors similar to the original HW2 icons to help quickly identify which ships you have selected
Message appears in chat when player is defeated or surrenders and chat icon on left flashes to notify of messaging
Message appears in chat after a player leaves a game
Shift-Clicking ships in the build menu will now queue up 5 ships. (HW1 feature)
Drag resizing of build and launch menu improved
Optimized UI text rendering
Balance
Vaygr resourcing paths moved closer to ship
Resource collectors can now be captured while they are harvesting an asteroid in multiplayer
Carriers and motherships have additional entry and docking paths to more efficiently build/dock units, greatly reducing the giant escalator queue
Removed Repair Corvette regen times and reduced health from HW1 standard 1200 to 600 to be more in line with other corvettes
Added the healing beam to HW1 repair ships
Gravwell Generators now destroy themselves after their power bar is depleted
Added support for armor class multipliers for kamikaze damage
Missiles no longer miss and do double damage
Circle strafe attack style with target facing added
Mods
Added support for locale-only mods in Classic and Remastered. Locale mods are mulitplayer safe.
Badge-only mods are now supported. (Multiplayer safe)
Old Badge mods should be converted to this new type of mod to work properly.
Added support for “cursors” mods
Added minShrink property to text to allow for better scaling at various resolutions
Removed some log spam
Added OnItemSelect lua hooks for NewDropDownListBox
UI script can now ask for a control’s custom values to store and retrieve vars
Added ability for LUA to get the name of the current map that is loaded (getCurrentLevelName())
Added concept of “healing” damage
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Posted: Tue, 9th Jun 2015 21:03 Post subject: |
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Homeworld Remastered Collection Update v20150609-RELOADED
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ixigia
[Moderator] Consigliere
Posts: 65085
Location: Italy
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Posted: Wed, 25th May 2016 02:42 Post subject: |
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KamamuraCZ wrote: | vaifan1986 wrote: | KamamuraCZ wrote: |
Yeah, good catch, fighter formations seem kinda broken. |
All formations are broken. No unit will stay in formation if given an attack order.
My favourite tactic from the original Homeworld is to have a wall formation of Corvettes concentrate fire on single targets, with a couple of repair ships behind them. Now, as soon as you give the attack order they start behaving like fighters. Evading shit instead of holding the formation.
And that's just one example. Using the sphere formation + guard order doesn't do shit. They create a sphere just not around the guard target, making it useless. |
Gearbox  |
There's a news about this, the timing leaves to be desired but with Gearbox it's not that schedules matter.
*it's something*, though:
Quote: | An in-depth Fists of Heaven report says a team at the studio has spent the past six months working on a major update, which is now close to completion.
The update will address one of the biggest player complaints by completely reworking formations to allow them to be more “intelligent,” especially in large groups. Different mixes of ships will form up in different ways based on a number of factors, including race: The ion cannons on Kushan destroyers require line-of-sight while the missiles fired by their Vaygr counterparts do not, and their formations will reflect that difference. Some existing formations are being changed to improve their firing arcs, and modders will be able to create their own unique formations for different ship classes, races, and tactics.
Projectile weapons are also being changed to use “true ballistic behavior” rather than relying on the vagaries of RNG. Weapons will sometimes (presumably very rarely) misfire, and missed shots will continue along their path and could even strike other ships, both enemy and friendly: One way or another, as the man said, if you pull the trigger, you are ruining someone's day. Targeting behavior is being overhauled and will better prioritize targets, and tactics settings will have a much more visible impact on combat.
Beyond that, there will be plenty of bug fixes and tweaks, major changes to gameplay balance, and even some graphical improvements. There's no indication of a release date, but the Fists of Heaven report says it appears to be “just about there.” |
http://www.pcgamer.com/a-major-homeworld-remastered-update-is-on-the-way/
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Sat, 4th Jun 2016 00:25 Post subject: |
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Kaltern
Posts: 5859
Location: Lockerbie, Scotland
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Posted: Tue, 7th Jun 2016 17:09 Post subject: |
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Patch 2.0 out now.
Spoiler: | • Note: All prior in-game saves are no longer valid. Campaign progression is still valid; you just have to restart any missions you are currently on.
Gameplay
• Entire game rebalanced. (Singleplayer and MP!)
• Formations have been completely rewritten to better support HW1 formations
• Formations will break on combat into combat groups based on the ships that are part of the formation. This is to more closely emulate HW1 and to make sure that ships perform as optimally as you would expect.
• Formations have a unit cap depending on the ships and formation used. This is to ensure formations are as effective in combat as possible and so that the game performs at a reasonable speed.
• All ships have been rebalanced to work with formations
• All ships have had a pass to improve flight dynamics and engagement behaviors.
• Weapons will now use ballistics when set to do so. (Many ships are set to this by default now.)
• Tactics have been split into "Rules of Engagement" and "Stances" to better emulate HW1 and HW2 gameplay at the same time. (Hot keys updated accordingly.)
Rules of Engagement:
• Offensive. Ships will attack all enemy ships that enter range.
• Defensive. Ships will retaliate against attackers of allies and themselves.
• Passive. Ships will not retaliate, even when fired upon.
Stances:
• Aggressive. Aggressive strike craft receive bonuses to weapon damage but penalties to speed. Aggressive ships will fight at closer ranges and will fight and stay in formation during combat.
• Evasive. Evasive strike craft receive bonuses to speed, acceleration, and take reduced damage. Evasive ships will break formation as soon as they enter combat and attempt to dodge incoming fire. Evasive strike craft fight at longer range. This stance is intended as a delaying or harassing action.
• Neutral. Normal power shunting, ships receive no bonuses or penalties. (Default)
• Ships will now automatically try and fly away from large ships that are about to explode. (Splash damage is much more meaningful now.)
• Ship Dock Holds and UnitCaps have been reworked to account for HW1 and HW2 ships being traded/salcapped and to allow a more flexible system for modders.
• 2p_Shields start locations tweaked for more balanced gameplay.
• 4p_ironcurtain, 4p_lostfalls start locations fixed to not cause rush protection damage
• 5p_treeoflife, 8p_hyerspacearena, 8p_scattered, 6p_radialsymmetry – RU locations and amounts better balanced
• Swarmers now refuel much more effectively.
• Waypoints can now be closed, creating a patrol loop. Ships can leave their patrol to attack enemy units encountered while on patrol and return to the patrol based on their Rule of Engagement or even ignore enemies altogether.
• HW2 Mission 2 – Elite Bombers are granted correctly now.
• Lagging is much less likely to cause a desync now.
• General MP game desyncs are much much rarer now.
• Drones no longer count as ships when calculating relic value
• Relic game mode balance/behaviors tweaked.
• New Magnetic field used for Tai_DefenseFighter, Tai_FieldFrigate
• Carriers Only game mode rebalanced
• Races can now have race specific formation variations.
• Various research requirements tweaked to better balance game.
• Dockpaths for Capital Ships, Motherships reworked to be quicker/more efficient.
• The salvage capture command can now be issued to multiple targets.
• Salvage capture corvettes will now stop chasing a target if it becomes obscured by fog of war.
• Added a selection modifier to select all ships not in any strike group. (Mapped to the "-" key by default).
• Fixed various drone frigate issues including some targetting issues, removing command "response" audio from drones, an issue with CPU players spamming activation, and drones sometimes not being properly destroyed.
• Cleaned up some issues with changing targets when the kamikaze command is running.
• Fixed a possible crash when cancelling a waypoint move command with no waypoints set, then issuing a move command.
• Fixed some docking issues with ships carrying back large salvage chunks (and fixed an issue with Homeworld 1 resource collectors not being able to return salvage to carriers).
• Ships running a capture or salvage capture command will break out of it if the target hyperspaces.
• Hyperspace inhibitor and defense fields will now stay active if salvage capture corvettes are latched on, but they aren't at the "returning with capture" stage.
• Fixed an issue where the Homeworld 1 scout speed boost could stay on permanently.
• The magnetic field is no longer visible through fog of war.
• Fixed the GravWell Generator so the hyperspace command is more reliably disabled when the gravity well is active.
UI
• UI is now contextually aware of what the ships are doing. The Move Icon highlights when the ship is executing a Move Order, cooldowns are represented on the icon, and available formations/active formation highlights.
• Formations are now represented as single icons in UI. (Option to use previous flat view is in the options.)
• Launch menu performance optimized. (Also uses grouped icons. Same option to use flat view affects this as well.)
• Marine Frigate capture button is now properly displayed.
• Timer moved over to allow for better layout of subtitles and other items.
• Subtitles are forced on in tutorials. This fixes a lot of odd issues with tutorial progression we were seeing.
• Chat screens cleaned up to layout and display “Left the game” messages better.
• Game saved text is displayed when a game is quick saved now.
• Cursor is more contextually aware of the player’s commands
• Stances/Rules of Engagement icons changed to match TO icons and to be more consistent in general
• Invalid save games are not displayed to user or are greyed out depending on reason.
• Population Cap screen optimized
• MP Lobby views now auto-refresh, unless disabled.
• Fixed an issue where chat messages sent to CPU players would be sent to the host of the game.
Visual/Rendering
• Dust clouds, veins, and Nebula are much easier to see.
• Various ships have had visual tweaks to improve appearance. (Geometry, texture, animations)
• Sensors screen visual fidelity updated. (Rounder shapes, clearer tactical dots). Red tactical docs are now scalable in options screen for really high rez monitors.
• Game will no longer crash on load when primary screen is in portrait mode.
• Lens flares: fixed to be occluded as intended by designers.
• Engine Glow/Burn/Trail visuals improved slightly and performance optimized.
• Merged all Goblins into ship meshes to improve performance. (Goblins no longer supported)
• Command Line: Added -fakeFullscreen option. Allows use of a fullscreen window that does not capture the device. Use this option at your own risk as it is not officially supported.
• Command Line: Added -facetCount=XX option. Draws screen in vertical slices to prevent distortion, 'bends' the view. Can allow for 360 degree rendering, etc.
• Fixed a few mismatched portrait icons.
• M02 sun and flare now align correctly.
• EZ13 mission performance greatly improved.
• Game will try and use a discrete GPU rather than integrated GPU when available. This applies to Windows Vista and Windows 7 only. Windows 8 and Windows 10 users are advised to ensure a profile exists in the vendor's control panel to ensure optimal performance.
• OpenGL initialization improved to compensate for legacy overlay rendering performed by 3rd party software. While 3rd party overlays are not officially supported, overlays should no longer cause inappropriate translucency ordering or difficulty streaming.
• Added DOK badge.
• Capture/Latch points refined.
Misc
• Various Localization fixes.
• Executable load time improved by removing most DLLs.
• Removed DirectX 9 dependency check on startup.
• Russian save games now work properly.
• Keybindings in Russian and other languages are now consistent with English.
• Handfull of new keybindings/adjustments. See keybindings menu for details.
• Plus key bound to selecting ships not in a Formation.
• NumPad now works correctly.
• Removed necessity to sign up for SHiFT to play MP.
• Selections using mouse input should feel a lot better in general.
• Improved level load times.
Modders
• Added Scenario system to allow saving and playing back of starting fleet arrangements. (-loadScenario/-saveScenario)
• Added dropdown menu control.
• Buttons now have the ability to have different behaviors based on if the alt/shift/ctrl keys are being held down. Tooltips react to inform players of changed functionality.
• Ship turrets are instanced, allowing the base game assets to be easily modded via the new mod patching system that allows base assets to be nondestructively altered.
• .HOD format has been updated. HODOR/RODOH updates to come in the near future.
• Ship performance and behaviors can now be modified depending on what stance they are in. Formations also share these modifiers and can stack on top. Bullet speed, firing rates, weapon damage are just some of the things that can be changed. A formation of Laser Corvettes can turn incrementally slower as more ships are added to the formation or accelerate faster as the formation gets smaller due to losses.
• New flight maneuver abilities allow for more intuitive behavior- for instance it is now possible for fighters to slow down during their attack run to maximize time on target and speed up when coming back around. This behavior feeds into the ballistics system-ships caught going slower during a strafing run are easier to hit.
The original, Homeworld 2 classic requirement for a ship to be mine-laying capable before it will consider firing at missiles/torpedoes/mines has been removed. Additionally, all missiles/torpedoes/mines have been separated from the generic attack class “projectile” to provide ease-of-use for mod authors wishing to create ballistic anti-missile/torpedo defense systems. |
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
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