UPDATE!
The mod is now playable on the current version of Homeworld Remastered. It is not perfectly refined to take advantage of all the new possibilities, and there are some known rough spots, such as many ships having their visual effects currently disabled. This will take time time to correct, but the priority for this release was to fix the crashes and make formations work with our ships again. Which they do. This release has also been tested on the Good Old Games version of the game, and works there too.
ON MODDB VS STEAM
You may have noticed that steam gets a lot more interaction from me than this page does, and also got a version 0.2.35.1 and 0.2.35.2 that didn't get uploaded here. There are a few factors behind that, and a big one is the difference in traffic between the two pages. This page has gotten 9 comments, not counting comments by me or on images/videos, and gotten 332 mod downloads. The workshop item has 100 comments and posts(I didn't count which ones were mine on this one, but even if half of them were, that's still a big difference) and a all-time unique subscriber count of 2521. But perhaps more importantly, when someone comments on steam, steam tells me. When someone comments here, I have to go find it. Even if it's a reply to my own comment. With the rate of comments these days, that's rather hard to engage with, which is why I haven't replied to any of the comments about not being able to install the mod. It's also a lot more work tedious to push an update out to ModDB than it is to update the mod on steam, so once testing is done on a version I just have to issue one command and then go to sleep, while posting on ModDB takes much longer. So throwing up a small patch on steam has a lot less overhead.
You might think this is building up to an announcement that updates won't be posted to ModDB anymore, but it isn't. Minor updates might slip through the cracks, or versions might appear here a bit after they get posted to steam, like this one has been, but with the GoG release having a non-workshop outlet is more important than it was before. But, it does bring me to the final point...
TROUBLESHOOTING
ModDB does not notify me when you post a comment. If you want my attention about an issue with the mod, be it design or just getting the mod installed, message me. That will get an email sent to me, and I will notice that and reply. If you just post a comment, I am likely to not notice until you've already moved on. You could also post a comment and then message me to get my attention, if you want the discussion to be publicly visible, which would be fine.
FIXES
Some other things have changed since the last post here besides compatibility, so here’s the full changelog:
0.2.35.3 - Compatibility update
- Game now runs on HWR 2.0
- Several ships have disabled effects and testing has been limited. This has been done in getting a playable version out asap. Please report any issues besides missing effects.
- Made sandbox mode available to all again.
- Moderately nerfed CZA_FTInterceptor vs strikecraft.
- Fixed some omissions to the gravwell effects list.
- Pasted the UNH mothership launch paths onto the confederate throneship as a temporary solution to the harvester problem. Rolled back vaygr starting harvester counts.
0.2.35.1 - Bugfixes
- Made frerrn support frigates able to be repaired.
- Added UNH heavy corvette back into UNH skirmish build list.
- Gave Vaygr fleet extra starting harvesters until they can get their launch paths fixed.
- Corrected vanishing confed frigates.