Homeworld 2 v1.2 Community patch (1.2.16)
Feb 18, 2008 Patch 2 commentsHomeworld2 v1.2 community patch (1.2.16 build). Mac users see extended description for link to download Big file version.
Homeworld2 v1.2 Community Patch
The Homeworld2 v1.2 community patch is a simple modification with numerous minor tweaks to the v1.1 version that were partially inspired by the input of other Homeworld2 players. v1.2 aims at making the game slightly more realistic in terms of exo-atmospheric combat by modifying the ship maneuvering styles and the weapon effects, giving the game a more actionous feel while still retaining the game play of the original v1.1 patch. Therefore the gameplay has barely been altered. As such, the same strategies used in v1.1 will apply to v1.2. The v1.2CP is a visually pleasing mod (heavily uses effects initially developed for the TFS mod) that still retains v1.1s strategic game play value.
General Changes:
-The kick feature has been removed from multi-player
-Vaygr Fusion Missile and Hiigaran Torpedo velocity has been increased
-All fighter, corvette and frigate weapon ranges have been slightly increased
-Most units have more realistic exo-atmospheric maneuvering capabilities
-New game settings: new starting RU options, adjustable CPU player aggression
levels and new starting fleet options
-The following new game modes have been incorporated into v1.2: Defined Rules,
MP Risk 1.2, MP Strikers 1.2 and DM Accelerated 1.5x
-Fighter and Corvette trail length has been slightly reduced
-Production ships are now interchangeable (added in 1.2.13 removed in subsequent versions)
Fighters:
-Assault Craft and Interceptors are armed with short-range anti-fighter missiles
-Lance Fighters are more effective against resource collectors and platforms
-All fighters and bombers have more armor (40 units per fighter, 50 per bomber)
-New Strategic Bombers: Vaygr Strategic Missile Bomber and Hiigaran
Heavy Bomber
-Assault Craft & Interceptors dogfight and split into groups when engaging fighters
-New missile launch sound effect for Assault Craft and Interceptors
Corvettes:
-Gunship weapons are more accurate, have a longer range and have a higher
rate of fire
-Pulsar Corvette turret accuracy increased from 40% to 70% against corvettes
-Missile Corvette concussion missile damage has been slightly increased against
corvettes
-Missile/Laser/Pulsar/Gunship corvette weapon ranges increased by 400 meters
-Minelayer corvette mine duration is ten times as long as in v1.1
-Vaygr Command Corvette armor has been slightly increased
-Vaygr Command Corvettes have a sensor ping capability
Frigates:
-Assault Frigates maneuver when engaging Fighters and Corvettes
-The Assault Frigates turret accuracy has been decreased and its
concussion missile damage and rate of fire has been increased
-Flak Frigates fly encircle frigates and capital ships when engaging them
Capital Ships & Platforms:
-Capital ship defense guns fire twice as rapid
-Vaygr and Hiigaran Carrier armor increased by 30,000 units
-Destroyer turret rate of fire doubled, but rounds/pulses do half damage
-Gun Platform effectiveness slightly decreased:
Requires two shots to kill fighters and bombers
-Gun Platform rate of fire increased
Special thanks to the following for supporting development, testing and providing input:
HHornblower-TLSC, Flo-TLSC, X_Bomber
Mik, Slik_DuCk, AT Clan
Invader|Demon, Cloaked|SF
Files from other mods:
-The Heavy Missile Bomber & Heavy Bomber models and icons are from the TFS mod
-Mikail's Defined Rules game mode has been incorporated into v1.2
-Fighter dogfight & Heavy Missile Bomber attack style scripts incorporated & modified from the TFS mod
-New weapon effects (new Vaygr lasers, resized kinetic autogun shells) are from the TFS mod
-Progenitor missile model used on Attack drones was made by Greggy
-IcePirate's MP Risk and MP Strikers game modes have been modified and included with v1.2
1 comment by Battlecry on Jun 16th, 2007 digg this super bookmark
(6/10/07) v1.2.15 Community Patch Released
(10/16/07) v1.2.16 Community Patch Released
v1.2.16 Changes:
-Command Corvette Armor slightly increased (from 600 to 800 effective)
-Command Corvettes now have a sensor ping capability
-The Dreadnaught is no longer immediately destroyed at the start of Mission 9
-Flak Frigate no longer performs evasive maneuvers when engaging Fighters and Corvettes
-Updates the maps Hiigara, Turning Point and Turning Point v2
-Heavy Missile Bomber and Heavy Bomber re-designated to Strategic Bombers
-Various weapon effectiveness tweaks and visual changes:
Weapons: Assault Frigate cannons kill fighters in 1 shot, 2 shots kill Bombers. Smaller kinetic gun effect for Assault Craft, Interceptor, Scouts, Mobile Refineries, Hiigaran Mothership, Carrier and Shipyard. Flak Frigate burst cannon effectiveness slightly increased against fighters, Bomber plasma bomb effectiveness slightly decreased against Capital ships.
Homeworld2 v1.2 community patch (1.2.16 build). Mac users see extended description for link to download Big file version.
Map Pack for Homeworld 2 containing maps from v1.2 and TFSv2.4.3 for use with Homeworld2 v1.1 and other Homeworld2 mods.
GunMetal's Map Pack (v1.0) A map pack consisting of maps made by GunMetalXENO.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Nearly everything about this mod is positive, though I question the change to the main guns of Destroyers. A major problem I noticed with Strategic Bombers is that they have a tendency to shoot themselves with their own torpedoes. The missiles are dropped directly behind them as they fly in for a straight-line attack run. The missiles then speed up, and about half of them hit the bombers that launch them. I believe some reprogramming can quickly fix this. Either the missiles can be dropped below the bombers, or the bombers veer off out of their path once they're dropped.
It would be nice if U cooperate with HW2: Universe mod :)
Making the original game greater :)
there is a reason why it is called a "patch" in the first place. because it patches up a broken area, effectivly ending any weakening and exploitation.
you are right sky_walker in that its just another mod, it's not official or un-official as a patch hence makes the "patch" part invalid.
if you really want to make a patch;
1. tell it to level out a bit on single player on the AI calculations when you have the biggest fleet you can when you arrive at thaddis sabbah and Balcora gate. what i mean is, when you have the max on everything you possibly can, the ai makes sure the enemy fleet is double your strength and possibly triple. that needs some real tweaking.
2. more mouse control support for graphics cards that do not use v-sync.
3. make the marine frigates and infiltrator frigates less likely to draw more attention.
4. fix the priority controls on evasive and agressive stance;
a)every time i wanted to capture any ship the ship that was attacking refused to acknowledge orders specifically after i asked it to leave the area on evasive stance. the end result was a lot of time and effort always wasted.
b)another instance of this is the insisent attack of frigates before destroyers then battleships.
c)is also includes platforms before anything else.
...
...
5. adjust the accuracy specifically to ships like the mothership firing small rounds to make them dead on accurate, as they are usless against anything bigger then a fighter anyhow.
6. prog. dreadnaught firepower is supposedly greater then a battlecruiser and yet the battlecruiser always wins the round, the prog dreadnaught's ion cannons firepower needs adjusting along with it's speed and drivability and recharge rate to match the hiigaran cruiser and vaygr cruiser.
7. a reblance in the trinity cannon vs the ion cannon needs doing.
8. hiigaran ion frigates need more firepower because the same load of missle frigates from the vaygr could wipe the whole load out before the ions would wipe them out, besides this however. the ion cannon attack is very weak compared to torpedo frigates or bomber attacks, especially against destroyers or bc's for example and their health leaves a lot to be desired.
9. because the vaygr are fast and cheap builders of their ships that means their armour on all ships should be more decreased against the hiigaran ships, while the hiigaran ships are more slower and tougher armor. currently i do not see any major difference between the two sides because of the mismatched firepower.
10. the platforms should be more of a threat if they are to be prioritiesed, meaning more firepower and far more accuracy.
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these are just a few to mention for a new patch if you are to make one. adding pretty little features to enhance the graphics wont help if the game is full of bugs still.
Looks good
Hm... I have no idea why it's called "Community Patch", it's just a mod, one amongst dozens...
and in this one I even dislike more features then I like... lol
I would be willing to incorporate my Gameplay Enhanced mod into the community patch (it includes the Defined Roles mod), as well as generally looking over the code to see if it needs any fixes.
PM me here or over at RelicNews.
Gentleman, thank you so much for posting a .big file for all of us mac users! I have looked forward to playing this excellent looking mod for at least a year now, and you have acknowledged our comments! Thank you all for your work!
But will 1.2.13 fix the problem with mission 9?
Load the last save of level 8. Retire your heavy bombers and complete the mission without them. Load level 9 and quit the game as soon as you can. Start Homeworld v.1.1. Complete level 9 and when you get to level 10 cancel and start v. 1.2 and play on....
Simple...ish