HHF v1.09B
Dec 26, 2012 Patch 58 commentsThis is version B of the 1.09 release. It includes final polishing fixes to the AI, as well as fixing team color errors in the last release.
Ever since Halo: Combat Evolved's iconic opening scene, featuring the descent of the Pillar of Autumn towards the alien ring world known as Halo, the vehicles and spacecraft of Halo have featured heavily in the plot, settings and cinematics of Bungie's masterpiece series. While the games follow the UNSCDF's fight from a ground-side perspective, there is always a back drop that the war is being waged on two fronts - While the infantry and vehicles of both factions clash on the ground, their monumental warships clash for supremacy in orbit, kilometer long vessels battling their counterparts in titanic, decisive conflicts that often decide the fate of the planet below them.
We bring you the chance to experience Halo from space, in orbit and the stars. Command warships that stretch for kilometers and field dozens of weapons, nimble frigates which dip and weave in combat against their counter parts and strafe larger ships, heavily specialised carriers able to dispatch dozens of fighters or drones, or explore more specialised, exotic weapons.
For those generous few who would like to see us set up with a new BLS site/forums and possibly more:
Follow us at Twitter: Twitter.com
Our forums: Z13.invisionfree.com
Our IRC: Webchat.quakenet.org
Halo © Microsoft Corporation. Homefront was created under Microsoft's "Game Content Usage Rules" using assets from Halo. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing Halo. As such, it does not contribute to the official narrative of the fictional universe, if applicable.
22 comments by 880Zero on Oct 31st, 2012
Excuse me if this update is more lackluster than other HHF updates as this is my first, and all my updates posted to HHF have been sad or depressing thus far. :(
That being said, I hope everyone is having/has had a wonderful Halloween. Or, if you're not celebrating (probably because you're too cool to suit up or not cool enough or whatever cool factor you are), I wish you a good day. Two things first, I picked Halloween because it gives me an excuse to go out partying on the night of, and so I could actually enjoy Forza Horizon (great racing game btw) before Halo 4 comes out. I'm a busy man you know, and spending about 16+ hours on textures is very taxing, especially on a mechanical engineering major. But I did it!
I want to apologize before we dive deeper, as I didn't have enough time to redo the Hermes, Orthrus, Scaffold and Gantry. Furthermore, the ships I did do major overhauls on (Anchor 12, Corvetteyard, Gyges) are not 100% complete in texture detail, and it will be somewhat obvious compared to other ships. Speaking of completed texture detail, remember those pictures of the Longswords where I said I was only going to do those for now? I lied. I know what you're thinking, "But Zero, lying is wrong! It can get you in to trouble!" I'll take my chances.

In case you missed it a while ago, we've also incorporated Star Trek: Continuum's explosion effects. They're really great and really cinematic.

That's not the only part of this update that's new, either! Last week, we had shown off our new UI for the mod. That was pretty tricky to get right, as it's more than just a simple re-skin of the traskbar, but we're happy with the way it turned out.

Don't worry, those old blue holographic icons have been replaced with white ones to fit the new UI theme better.
Now for some technical stuff. HW2 is an old engine after all, and just like old people, massive amounts of calculations and work tend to wear them both out. In the past, our weapons fired more realistically in terms of rate of fire and such. However, in an attempt to get the game to run a whole lot smoother, fire times have been drastically reduced to fit more with vanilla fire speeds. Not to worry though! Damage has been increased to compensate for lack of bullets. Larger guns will remain mostly the same, the smaller, more faster firing ones such as the frigate guns or the AA turrets have been reduced. Missiles also have their own missile mesh, so if you can catch one speeding down range towards its target, I would high suggest checking those out. You'll also be pleased to hear that all stock sounds have been replaced by the very talented Cas943. You can give him your thanks when you hear the boom of a Marathon's double MAC salvo, or the firing of the small frigate guns bearing down on an unlucky target.
Sadly, no Covenant this release, though we are testing them in private. So far we only have the one ship, and one ship doesn't make a very good fleet. If you ask about the Covenant, the force of a thousand suns will fall upon you. There is also no ODB as of yet, either. What's in the mod is what we have, and without a whole lot of content coming through the door, this is probably going to be it. If it is, not to worry as I plan on finishing up those ships listed above so everything looks the same in the mod: awesome.
Again, I hope you guys enjoy the new release. Have fun blowing stuff up, and have a great Halloween.
This is version B of the 1.09 release. It includes final polishing fixes to the AI, as well as fixing team color errors in the last release.
Version 1.09A fixes AI problems, re-implements the vanilla races and maps, streamlines research, re-balances weapons, and adds more resources to the maps...
Highest Rated (18 agree) 10/10
1.09 Release: As I said before, the HHF have done a superb job with the Ships, they are highly detailed (The Blast Windshield, the Marathon Hangar Animation, etc) and beautifuly textured (Seriously check the frigate textures are Awesome). New ships where included, the new model of the Prowler (Reminiscence of the Normandy from Mass Effect), the Marathon class cruiser, the Thanatos Destroyer, et al. Gameplay wise, it´s still a beta, however, playing with the UNSC has been so far smooth, and not buggy…
Jan 31 2011, 10:51pm by Kylialiel
Lowest Rated (3 agree) 5/10
As nice as the mod is looking, the ships are just to far from canon. While the ships are really nice looking, they strays to far from the halo universe to be named "Halo".
May 20 2011, 6:15pm by OctaviusBlack
Hey Zero, i wanted to know if it is possible to put your Halo Homefront into another mod. I just want it for personal use as when I'm fighting the Vaygr and the Hiigaran just get completely wiped out when I'm playing against them in a 1 vs 5 and even faster and harsher when I'm doing UNSC vs Vaygr/Hiigaran. And i believe they'll stand a better chance with the new upgrades they get in complex with the new ships and tech and all.
Only another note, the UNSC ships hammerhead and tigershark are almost impossible for the Vag/Hiig to even kill since they move faster than their missiles and because they move literally in a giant circle. I've sat for minutes watching 1 Hammerhead kill off an entire fleet because their missiles could not hit them.
I know this is suppose to be COVENANT vs UNSC but since they are not implemented yet I'm stuck with Vag/Hiig and they are getting massacred so fast and one sidedly that I'm literally putting my UNSC AI's on easy or standard just to give them a chance and they still get crushed unless i intervene and i do so regularly.
Any and all help with be grateful
Sorry for the wall of text
you can reply to this or message me at Tsunatus@gmail.com
On another note, Homefront keeps on crashing when I'm attacking an enemy fleet. My fleet usually consists of 5 marathon class cruisers, 10 orthrus destroyers for a screen and 50 longswords as a fighter screen. When it first crashed i thought it was that the game could not support that much so i decided to move my marathons, and destroyers with the longswords at separate times but it still crashes. I have multiple save files with my fleets and when i move them to attack an enemy fleet the game crashes completely.
"UNSC ships hammerhead and tigershark are almost impossible for the Vag/Hiig to even kill"
It's because they're supposed to be fast maneuverable ships and even though the Covenant aren't out, I don't think they'd change the unsc ships just for the default Homeworld 2 factions to be in a match when they are dealing with other models and the Covenant faction.
Maybe just...Give yourself Ai friends and vs 1 Unsc faction :3
I'm sure you could win then.
I've notices that sometimes the only things remaining unscathed in my fleet are the corvettes (not one of my favourite ships (not because of design but rather their function)) which is rediculous since I have 1 marathon and 2 halcyons.
They weren't produced until after the Human-Covenant war, as stated by their information plaque on Halo Waypoint.
Besides, it looks like **** and would be out of place in the fleet style we've developed.
When are you putting the newest fighter in?
Also as far as cannon goes its games before reading material.
I know what dictates canon. It won't be in the mod.
I'm not sure when the Rapier will be done. It's sitting on my computer 70% done, just haven't found time between juggling Covenant and UNSC stuff with school and work... and girls.
All very good reasons... Especially the last two.
Anyway hope everything's going well.
Continue waiting for a bone
That is true, however, isn't that within the simulation on board the Infinity? So is it possible they were put into use within the simulation even though they weren't in production at the time? I'm not saying they weren't being used, just saying it's possible.
They could have just used the models they have for the long sword if that was the case.
No to be honest those simulations are supposed to be exact to the last detail I would highly doubt they put in a fighter they know didn't exist at that point if it really didn't exist