Born of a dissatisfaction with Homeworld 2, the Homeworld:@ team is building upon the foundations of Homeworld and Homeworld:Cataclysm to create a faithful sequel in the Homeworld:2 engine, with new ships, storyline, and game mechanics.

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Blog RSS Feed Report abuse Latest News: Demo campaign announcement and call for testers.

0 comments by EatThePath on Jul 26th, 2014

I come to you with an announcement and a request. First first, we've been working on campaign missions, and it's proceeding well. Rather than focus on our 15+ mission main campaign outline, I created a small two mission outline as a tune-up. Think of them as a demo, a small story set in the same universe but not directly a part of the main campaign story.

The first mission of this pair, pictured above, is quite playable at this point, though there's a lot of tuning and content creation left for it. One other note about the mission, it makes use only of fully textured models, so no flat-colored rectangles distracting you from the experience, but many of the ships aren't perfectly matched with their use. For example, the Vaygr heavy harvester is being used as a Taiidani cargo ship, and corvettes are hyperspacing because we don’t have a proper support frigate to ferry them into the mission. As more proper ships become available in future releases these missions will be updated to use them, with some potential for changes in how the mission plays based on the different ships.

Now the request: To make sure the mission is both fun and stable I'd like some fresh eyes testing it. Testers will likely be asked to play multiple versions of the mod, will probably have to deal with annoying bugs, and will be expected to provide feedback on their experience even if they hit no bugs. Testers will also be given versions that lack all the finished content that surround the gameplay, so if you want to play it for the first time with all that stuff already there, don't apply for testing.

If you want to test the mission, please PM me directly. If response is strong enough I'll be limiting the number of testers for my own sanity. This post will be edited when testing is closed.

Thank you all for following the mod. Response to the last release was encouragingly strong, and I hope we'll have exciting new things for you to play soon.

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Homeworld:@ 0.2.21.2 .big release

Homeworld:@ 0.2.21.2 .big release

Aug 4, 2014 Full Version 4 comments

A bugfix release to actually fix the survival mode crash 0.2.21.1 should have fixed. Please report any crashes you encounter.

Homeworld:@ 0.2.21.2 files release

Homeworld:@ 0.2.21.2 files release

Aug 4, 2014 Full Version 0 comments

A bugfix release to actually fix the survival mode crash 0.2.21.1 should have fixed.

Homeworld:@ 0.2.21.1 files release

Homeworld:@ 0.2.21.1 files release

Mar 31, 2014 Full Version 3 comments

A bugfix release addressing a survival mode crash and accidental omissions from the credits. Moderate changes to the structure and naming of the download...

Homeworld:@ 0.2.21.1 .big release

Homeworld:@ 0.2.21.1 .big release

Mar 31, 2014 Full Version 16 comments

A bugfix release addressing a survival mode crash and accidental omissions from the credits. Moderate changes to the structure and naming of the download...

Homeworld:@ 0.2.21.0 .big release

Homeworld:@ 0.2.21.0 .big release

Mar 22, 2014 Full Version 16 comments

A new version of HW:@, featuring fifteen new models, including ships from two new factions. Packed .big version, see included installation instructions...

Homeworld:@ 0.2.21.0 files release

Homeworld:@ 0.2.21.0 files release

Mar 22, 2014 Full Version 0 comments

A new version of HW:@, featuring fifteen new models, including ships from two new factions. Archived files version. -Note: There is currently a bug where...

Post comment Comments  (130 - 140 of 191)
Hadespwr
Hadespwr Mar 3 2011, 12:51am says:

This mod looks amazing and I'm glad that somebody with true modeling knowledge shared the same discontents I had with Homeworld 2. A question regarding story. Can you perhaps give us a simplified hash of what the new storyline is going to be like, where it's going to take us and what can we expect? I'm personally very attached to the Homeworld 1 storyline and I'm dying to know what you guys are going to do to make Homeworld 2 fit in better with that storyline.

+1 vote     reply to comment
Talhydras Creator
Talhydras Mar 7 2011, 7:30pm replied:

Hadespwr - Thanks for your comment! Sorry we didn't get back to you sooner.

The story for HW@ is set one hundred years after Higaaran Landfall. Far to the galactic north in a desolate and uninhabited region known as the Ocean of Silence, thermal scanners detect signs of a possibly enormous and alien civilization. Though all ships that venture near that region are never heard from again, the Unified Higaaran Navy secretly prepares a powerful military expedition based around the newly-commissioned 15th Mothership Battle Group.

Isolated in a young star cluster above the disk of the galaxy, the Vaygr are united forcefully into a vast pilgrimage by a charismatic and brutal warlord Makaan. His goals and motivations remain cloudy even to his allies. The great Vaygr expedition will have to contend with the unknown and the technologically and numerically superior navies of the Galactic powers, and nothing in their warrior culture could have prepared them for the battles they are being led into.

At its heart, the HW@ story is about vengeance and forgiveness. All of the principal characters have in some fashion or another lost their home, and they represent the full spectrum of response. Some seek atonement for their failures and redemption in the eyes of their peers, while others seek the power to never again be so vulnerable. The central axis of the story is the discussion between the magnitude of crimes and the degree of justice that can be extracted by the pursuit of revenge. How does one exact repayment for the lost safety and security of home, the missing friends and family, from just one individual? When has guilt been absolved? Can it ever be, even in the fullness of infinite time?

I hope this answers your questions...

+1 vote   reply to comment
Hadespwr
Hadespwr Mar 17 2011, 4:16pm replied:

Yes that answers a great deal of questions actually. I greatly appreciate your reply.

+1 vote     reply to comment
argenis2
argenis2 Feb 7 2011, 2:29am says:

i like how the vagyr always look like they're going out guns blazing, and by that i mean how they have tons of small batteries complementing they're bigger ones i like that.The vanilla game lacked that. the designs are awesome too! i like youre version of the vagyr. XD

+1 vote     reply to comment
Rempy
Rempy Feb 6 2011, 5:29am says:

why are the original hw2 maps gone? and the new maps in the latest .big release are lagging

+1 vote     reply to comment
EatThePath Creator
EatThePath Feb 6 2011, 8:22pm replied:

The stock maps promote a rather static game, taking and holding specific resource patches that will likely last the whole game. I am going for rather more mobile situation where your harvesters and thus any defenders of them must keep moving through the whole game, never remaining in one patch for long. After observing some lag, internal versions are trending towards somewhat smaller asteroid numbers and higher value asteroids, while still keeping the need for mobility. Hopefully that will ease your issues in the next release, but it doesn't seem likely that I'll find the time to make many new maps to supplement the current ones any time soon.

+1 vote   reply to comment
Rempy
Rempy Feb 5 2011, 9:23am says:

tobari star empire? show us some tobari units!

+1 vote     reply to comment
EatThePath Creator
EatThePath Feb 5 2011, 4:29pm replied:

There are no finished units for the Tobari at this time.

+1 vote   reply to comment
Rempy
Rempy Feb 5 2011, 9:12am says:

when will this get an full release?

+1 vote     reply to comment
EatThePath Creator
EatThePath Feb 5 2011, 4:29pm replied:

When its done. It is very much an ongoing project.

+1 vote   reply to comment
HornetS
HornetS Nov 26 2010, 12:24pm says:

It just crashes when its finished loading for me... what should I do?

+1 vote     reply to comment
Reyalsfeihc
Reyalsfeihc Nov 26 2010, 12:56pm replied:

Same here. It gets to "loading dustclouds" and then it crashes and says please insert Homeworld 2 disk?

+1 vote     reply to comment
Talhydras Creator
Talhydras Nov 28 2010, 1:32am replied:

I expect it's because you guys aren't patched to v1.1. Make sure you are patched all the way up before installing.

Please, if you do get more crashes, do send the errorlogs! Thanks!

+1 vote   reply to comment
EatThePath Creator
EatThePath Nov 26 2010, 1:13pm replied:

First I've heard of such a thing, not sure what would cause it. To help me debug it you can put -luatrace in your shortcut target line, run again, then go to \Homeworld2\Bin\Release\ and open the Hw2.log file. Not the [date]_errorlog.txt file, the Hw2.log file. Then send me either that file or the contents thereof. Pastebin.com is a pretty good way to do it.

+1 vote   reply to comment
steve-the-slim
steve-the-slim Nov 28 2010, 3:00pm replied:

I'm having the same problem. I'm patched to 1.1, and the crash only happens if I try to use the UNH Exhibition(finished) starting fleet. All other starting fleets work fine. Here's my log:

h t t p://pastebin.com/y1GkGSqC

Also, what happened to the sound? Music and battle chatter work, but weapons, ships, and explosions are silent.

+1 vote     reply to comment
EatThePath Creator
EatThePath Nov 28 2010, 3:26pm replied:

In Reyalsfeihc's case it turned out to be apparently other files in the /data/ directory, probably from other mods, stepping on the hwatfix. In your case, it appears that, uhm, nobody had tested that starting fleet since the FIScout became the FT scout. This will be fixed in the next patch/release. In the mean time, you can either not use those fleets, or stick Dl.dropbox.com in your data dir with the rest of the patch.

+1 vote   reply to comment
steve-the-slim
steve-the-slim Nov 28 2010, 4:12pm replied:

Yep, that worked. Thanks. So what's up with the sound effects?

+1 vote     reply to comment
EatThePath Creator
EatThePath Nov 28 2010, 6:15pm replied:

Unfortunately, I can't think of anything that would cause that. I'd check for files in the /data/ directory that shouldn't be there, and I guess double check the volume settings. Last resort is to reinstall the game and the mod. Nothing pops out of the error log at me.

+1 vote   reply to comment
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Released Sep 17, 2011
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