The goal of this mod is to bring back the units from the original Homeworld into the Homeworld 2 engine, with high quality texture and polycount detail. The campaign and animatics from the original game will also be included.

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Media RSS Feed Report media Formations using Strikegroups (view original)
Formations using Strikegroups
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Hell_Diguner Mar 22 2014, 2:44am says:

Except for the defensive sphere formation, your ships had a better chance of surviving and dealing maximum damage when they were not in any formation. In semi-competitive play, I remember disbanding formations whenever they happened to form. HW1 liked to place strikecraft in X formation if they finished an attack and weren't already in a formation.

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Pouk Mar 22 2014, 4:45am says:

Funny thing I forgot strikegroups even exist...

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radar33 Creator
radar33 Mar 22 2014, 5:47am says:

That's a beautiful ss. ^_^

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formoia Mar 25 2014, 5:43pm says:

I loved strike group formations and creating sub formations as i would create micro formations of three scouts set to break formation backed up by 2 squads of 3 interceptors set to hold formation so that using the boost ability the scouts could outrun the missiles based on missile destroyers and tangle up enemy fighters and corvettes that engage and pursue them and allows the 2 squads of interceptors set to defend them to fall in behind there pursuers and cause significant damage whilst minimizing my casualties which was useful when playing with limited resources.

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Since HW2 engine doesn't manage formations in the same way than HW1, and the HW2 formations are exclusive for squadrons, we were in the need to use Strikegroups, they aren't as good as the classic formations and they aren't kept during combat, but at least they give some advantages while attacking and the AI can make some beautiful symmetries with them.

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Mar 21st, 2014
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