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

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Blog RSS Feed Report abuse Latest News: Homeworld 2 v1.2 Community Patch Released

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.

Downloads RSS Feed Latest Downloads
Homeworld 2 v1.2 Community patch (1.2.16)

Homeworld 2 v1.2 Community patch (1.2.16)

Feb 18, 2008 Patch 2 comments

Homeworld2 v1.2 community patch (1.2.16 build). Mac users see extended description for link to download Big file version.

Map Pack 4

Map Pack 4

Oct 16, 2007 Multiplayer Map 1 comment

Map Pack for Homeworld 2 containing maps from v1.2 and TFSv2.4.3 for use with Homeworld2 v1.1 and other Homeworld2 mods.

XENO GunMetal Map Pack v1.0

XENO GunMetal Map Pack v1.0

Feb 08, 2007 Multiplayer Map 0 comments

GunMetal's Map Pack (v1.0) A map pack consisting of maps made by GunMetalXENO.

Homeworld2 v1.2 patch (1.2.11)

Homeworld2 v1.2 patch (1.2.11)

Aug 04, 2006 Patch 3 comments

Homeworld2 v1.2 patch (v1.2-11 build)

Comments  (10 - 20 of 29)
Rupoopoo
Rupoopoo Feb 10 2007, 1:49pm says:

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

+1 vote     reply to comment
The_Unbound
The_Unbound Jan 17 2007, 6:17am says:

I think this problem arises because the speed of the Vaygr missiles has been increased. That way, they reach the Dread before the mission coding removes the missiles.

At any rate, my solution was to add a rule to the level file, which keeps the Dread alive during that bombardment. That most certainly works every time.

+1 vote     reply to comment
urishima
urishima Jan 3 2007, 4:01pm says:

Hey guys, I have an Idea for your Mod.

Why not use a Corvette class ship as heavy Bombers for each race, instead of fighters?
For the hiigaran heavy Bomber you could use the design of the pulsar corvette, as example. Delete one of the turrets and let it fire with heavy plasma bolts or something like that, while flying arround the target like the other corvettes do (quick and dirty solution ;) ).
If you ask me, the Vaygr don't need an additional heavy bomber corvette. The laser crovette is powerfull enough (but that's my opinion not yours ;) )

Well, I thought about this the last days, because you only see strike bombers in homeworld 1 + 2 and nothing I would call a real Bomber ;)
But since I'm not very talented at modding, it would be nice if you think about it ;)

Greetings,
Urishima

+2 votes     reply to comment
adrianke77
adrianke77 Dec 19 2006, 7:06pm says:

Okay, so what you do is, load your mission 8 save, the one that is autosaved when the power units are located. Add a defense frigate to your build queue, and recycle/scuttle one of your frigates. Finish the mission off as per normal.

In mission 9, the cutscene should end with you able to click on the defense frigate immediately ( It should be right next to and on the right of the mothership.) Immediately click it, press M, move the cursor to the dreadnaught, press down shift, and select a point directy over the dreadnaught.

Now press T immediately to turn on the defense field! Your defense frigate's sphere should overlap the dreadnaught in time to stop enough or even all the excess torpedoes heading it's way.

Once the torpedoes are all gone.. enjoy the rest of the game in v 1.2! ;)

+1 vote     reply to comment
adrianke77
adrianke77 Dec 18 2006, 11:25pm says:

Well, we definitely have a lot of people with the exact same problem with mission 9.

I don't know what's going on, but i've tried running that mission with both 1.2 and the original 1.1. It seems the difference is that in the original all those little ships beside the dreadnaught don't fire their torpedoes, but in 1.2 they do.

It's possible to see the torpedoes from the battlecruiser/destroyer (not sure which it was), which are fired off both in 1.1 and 1.2, disappearing a few seconds later, above the dreadnaught, but the other torpedoes don't disappear, and strike and destroy the dreadnaught.

Evidently the original mission's scripting removes the 6 or so missles the battlecruiser/destroyer fires before they hit the dreadnaught. Unfortunately in 1.2 there are another dozen or so more missiles from the other enemy ships, and there's no scripting to remove them before they strike the dreadnaught.

I don't know how some of you don't have the problem at all, but I played through the entire campaign in 1.1 before, restarted the campaign in 1.2, and encountered the problem. Additionally, that particular mission produces no problems at all if i load it again in 1.1 (Apparently 1.1 can load 1.2 games, but 1.2 can't load 1.1 games.)

+1 vote     reply to comment
ND3G
ND3G Oct 22 2006, 10:50pm says:

Is there ever going to be an update to fix level 9 or am I to assume that Battlecry is just going to completely ignore the issue out of spite?



+1 vote     reply to comment
sockmess
sockmess Oct 19 2006, 2:27pm says:

I think i know why mission 9 is undoable.
In version 1.2 the missles from the battlecrusier and destroyers remain after the cutscene, strikes and destroys the ship.
In the orignal the missles disappear before hitting the ship, only leaving you with the destroyers to deal with.

My last post probably made it sound like i don't appericate this mod. Let me tell everyone here that this is the BEST homeworld mod i ever played. Better than the orginal. And i'm guessing this mod only concerates in multiplayer rather than the single player campgain. and that is a shame but understandable. I was just disappointed when playing such a beautiful mod to have the campgain stop for reasons beyond me.

+1 vote     reply to comment
sockmess
sockmess Oct 19 2006, 6:49pm says:

Okay here you remember this stupid post

***hmm.. well i can play fine i beat the game, after a couple of tries and single player and multiplayer works fine for me... oh and do beat lvl 9 u must think out side the box to beat it ...lol and im not goign to to tell u how but my hint is outside the box.***

from Kanann

Thanks for being an asshole you stupid ***

for the rest of the people let me tell you how to beat mission 9 while using this mod...

Play the game without the mod all the way thru 9. Beat mission 9 without mod.
Play mission 10 with mod.

Thats the only way i know how.
Of course that means you must strat this profile without playing the mod.
Hope this helps some.

+1 vote     reply to comment
sockmess
sockmess Oct 12 2006, 11:51am says:

Is pretty much impossible. the only i believe to beat it is to come to that mission with a small fleet so that the diffculty level might be lowered enough to have the second attack wave a little further.

+1 vote     reply to comment
santa1
santa1 May 9 2007, 4:34am says:

hey man mine loads the skirmish but when its finished it cuts to the desktop, whats up with that?

+1 vote     reply to comment
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Platform
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Developed By
Battlecry
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Release Date
Released Aug 8, 2006
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Real Time Strategy
Theme
War
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