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Right at the moment it's more about polishing than adding new ships. But when I'm done I'll actually try do something useful for a change around the Cruiser category.
My point was it's much easier to adjust your fleet (atributes like ship unlocks throughout the campaign, or unitcaps), than redefine Vaygr forces for each mission.
Also it wouldn't be an option, rather just an override file that you would add and load with your mod.
Everything is described and uploaded for download in here:
Hello Fox. Well the thing is, the R.E.A.R.M. SP campaign was in fact made even more difficult than the normal one. It was an intentional act. The logic behind it is that once you've beaten the game, the starting levels are now way easier, so there's no warming up in here and it starts right away.
Maybe I'm just too familiar with the campaign I don't find it difficult anymore, so I needed to make it harder (-no bragging here, I did find it very difficult the first time around and I'm in fact a bad HW2 multiplayer player), but I believe to the most people the additional challange only makes it more interesting, what other reson would they have to replay it if it wasn't more challanging.
That said, there are things that can be done in order to make the campaign easier again with addons. I don't at all inted to change it back, what I mean is that there can be a file that overrides some campaing parameters, like a trainer, that you apply to the R.E.A.R.M. campaign in order to make it less stressful.
Rising up your unitcaps maybe, unlocking certain units one level or two sooner, things like that. Those are easy. Disabling the adaptive difficulty is not so much, those things aren't global attributes or defined in a single file, each level has that specified in itself for each wave of enemy force. It's not a good idea to clone those files when I haven't finished working on them yet.
I can think about more than just unlocking you destroyers when the enemy brings only frigates to play, or giving you 8 destroyers slots instead of 5. In fact all those solutions may even have a snowball effect on the dynamic difficulty, so maybe it isn't the best solution.
But I can't start tweaking campaign files for a single person, I hope you understand. Either you'll try some of the changes I proposed after I'll make them, or you'll make me believe it's really a wide-spread issue.
You mean vanilla unmodded Homeworld 2?
Yes, sadly that's a common one and as you pointed out, there's something in the original mission that doesn't quite play well with mods.
There are ways to deal with it, none of them is particularly smooth or pleasant, but you can try following:
-Restart the mission and make sure you follow each objectives exactly, try to kill all the probes.
-Play a normal Homeworld up to mission three and after the mission swap to the modded game.
-Get some other mission three/four savegame. Your old backups, or downloaded from the internet and simply start from the following mission.
You can't have one without other. You can't have beutiful clenots of a ships in a gameplay that is painfully empty and you can't fly untextured bricks in an interesting gameplay (...well unless you're Flotilla of course).
The perfect mod is composed of both.
You should focus on both and keep them both to a certain standard. When it comes to graphics, it doesn't have to look stunning (though let's not pretend it doesn't help), it just can't be god awful ugly. For many people (including me) ugly is a deal breaker.
And it goes the other way around. Haegemonia was a space RTS that looked beautiful, but you Homeworld people please promise me you won't play that game, you would be sad.
Just keep some ballance, that's all.
Hey, glad you like it.
It's missing the v1.1 patch: Moddb.com
This is in the release uploaded on Christmas.
Player vs CPU. What version of the mod you have? 0.0.3c doesn't have that.