R.E.A.R.M. - "Rearmament Expansion And Redesign Mod" is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units.

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Report RSS Anaglyph Spearhead BCs (view original)
Anaglyph Spearhead BCs
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Fil.zp
Fil.zp - - 834 comments

Spearhead ** (shining eyes)

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Fox_Commando
Fox_Commando - - 38 comments

Oh god, headache time again!

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romanext
romanext - - 28 comments

how launch homeworld 2 in 3D?

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Pouk Author
Pouk - - 4,802 comments

This is a composition from two separate screenshots, you can't see this in-game.
It is actually technically possible to try to play Homeworld 2 with nvidia 3D vision though, but the result supposedly doesn't work at all.

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DoughnutAssassin
DoughnutAssassin - - 47 comments

If its anything like the time I tried it with Freelancer, then they don't really make any difference what so ever.

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romanext
romanext - - 28 comments

It's amazing. What programm you use? How you did this composition. (I know, what is 2 screenshots, but how you did it?)
I would like do something similar.

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RSaucedo
RSaucedo - - 1 comments

You can use the IZ3D drivers for anaglyph in Freelancer, the menu gets weird, but the rest works. Better get it soon - IZ3D is about to vanish! I would be so happpy to see in-game anaglyph for Homeworld 2 complex, can you imagine? With the mostly black background, classic novel-cover sci-fi backgrounds, it would make complex the uncontested ultimate space rts homeworld mod compatible with anaglyph, uncontested!

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Description

Another anaglyph, this one turned out actually pretty nice.

But it's not just that, there are news. For example this very skirmish game was a test of the new class restriction options. Now instead of clumsy unitcap-based restrictions you can now directly switch on/off each ship class at your will. This game was Frigate, Destroyers and BC only combined with High unitcaps (25 capital ships). The Battlecruiser slaughter become a bit repetitive after an hour or two, but I can imagine it might be quite interesting in the future with various new Cruiser and Battlecruiser types.
The new class restrictions are simply much more convenient than the old ones on several levels, like for example the disabled classes don't have any dead end research and are not present in the unitcap oveview.

Another small improvement directly tied to this picture is reducing Shipyard counts in higher unitcaps. There are two Shipyards on the picture, originally there were twelve of them on the same spot (you know how sometimes AIs build Shipyards like crazy and the game never ends)... So that won't ever happen again, it's now technically impossible.

And the last thing I was working on in the last week was some UI spacing improvements. Some things were originally given too little space, like the build list or skirmish options menu.

In general you'll find out that the next REARM version will be much more comfortable. Not too many new units this time, tuning and polishing is the topic of the upcoming version. And it's already worth it.