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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Some of you are surely asking whether the R.E.A.R.M. mod has any future with Homeworld Remastered. The answer is yes, yes it has, with REARM V2.

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What is going to happen now? What happened with R.E.A.R.M. and how can I even dare to think it's going to go anywhere with the R.E.A.R.M.'s development being so stagnant for the last years? These all sound like tough questions, but the answer for them is in fact rather simple:
Focus.
Focus and a fresh start. These two are perhaps more powerful factors then you might realize.

R.E.A.R.M. was an amazing project, I really loved it and I'm truly proud of it, but it had a very major flaw in the way it was developped. When I started modding, everything was new, everything was exciting, everything had to be tried and implemented. Often features that required an 'enourmous' effort were just thrown in to see how they'll stick. To just name a few (feel free to skip this part):

- For instance the factions, I sorted ships of both races into three groups based on the three weapon categories they fit into. Of course, me being me I had to have different colored hangar for each of the faction. It was a nice little feature, but under the hood it was anything but little and hidiously far from nice. It meant that every single production ship in R.E.A.R.M. had its own vanilla version and three other copies. It meant that a new and complex faction ship family system in the lua files had to be created. And each of the array of production ships had to implement a complicated system of build restrictions.
Has anyone ever even played it?
- Explosion damage. Very cool script that made dying capital ships to deal damage to nearby ships. It was determined by 4 or 5 range radii with damage values. ...Every single capital ship and all their faction clones had to be included in large charts, every damage value had to be carefully tuned.
The script had to check for damage every second which didn't help the performance and AI of course had no clue how to prevent his own ships from gloriously blowing up one by one in a massive chain reaction. Not to mention the micro it took to retreat your strike wing right before the enemy ship's destruction.
- Ally races, Kadeshi race... Well I asked for permission to use a new race. Cool, amazing. Now the 'only' thing that had to be done was to retouch all the textures, tweak some of the geometry and make sure all the mess left after the original author is gone and yeah, create collectivelly about 40 LOD meshes for that said race.
- Ship naming. I loved that one, I still do and it might make the transition. What it meant in reality though, was to create 899 individual letter subsystems, each named differently and there were never more than 3 or 4 sharing the same texture. And of course you have to make hardpoints for these in your ships and list every single subsytem you want to build there in your ship file...
899.
Just think about it, let it sink in. That's the lenght I went to to implement a new feature.

...And that's gonna stop now. REARM V2 is a no nonsense mod.
There's going to be a focus, a goal and no more time for ridiculously expensive experiments. R.E.A.R.M. was my beautiful sandbox to play with, but it's time to grow up now.

Sadly for some, focus doesn't only mean dropping uneecessary features that make mod development bordeline paralyzing, it also means cleaning up the build list. A mod ship truly has to earn its place now. So good bye Command Frigate, good bye Tripple Laser Corvette.
But ask yourself, do you really miss them?

On the other hand, focus means more time, more resources. Which directly translates into more Battlecruisers, more of the good stuff. The 'real' stuff. Not the features, not the gimmicks, but the ships. And we want ships. Right at the beginning it's all going to be pretty much exclusivelly about ships.

And even the name itself is highly suggestive. R.E.A.R.M. will continue as REARM V2. Dropping the dots mirrors leaving out the unnecessary features. That's the "focus" part. V2 is a new version, the mod with the same principles, the same goals, but with that new "fresh start".

It's already being worked on and it's going to be awesome.

REARM V2:
Moddb.com

Comments
56er
56er

I have to be honest, I welcome the focus, rather a focused REARM V2 than an never ending wait for Rearm.
I could never really relate to such a feature like ship naming via subsystem. To complex for Skirmish or Multiplayer. Nether did I think very well of the Allys/Factions. Sorry to say that.

I'm just glad you are bakc at making this!

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Pouk Author
Pouk

Don't be sorry, I never had any problem with brutal honesty.
These things, although I found them interesting at the time, were never worth the cost of slowing the development down.

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AmDDRed
AmDDRed

So, what will be your goal now - with 4 races of HWR playable and 3 hidden? :)

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Pouk Author
Pouk

Alright let's keep it on our familiar two HW2 races.
At least initially. I have to admit I love Taiidan, so maybe somewhere down the line I'll make a Taiidan and Kushan Battlecruiser to level them against the Vaygr and Hiigaran. But not now. I can't promise you a focus and then spread it over four races right after.

The goal in general is to enrich the game with meaningful units. Take the Vaygr Artillery Frigate and a Hiigaran Drone Frigate as an example. The first is a long range unit that has no equivalent in the vanilla game, the other can shoot down the first one's missiles and kill the Vaygr strikecraft.

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Norundhien
Norundhien

When will you upload the mod on the workshop?

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Pouk Author
Pouk

I'll be remastering the ships and building new ones one by one.

So it really depends. Do people want the news as soon as they appear but will be understanding it's an early stage, or would they be dissapointed if I released something called REARM V2 and it only had a Missile battlecruiser in it?
I don't know yet. It's a topic for discussion.

I need to get anything into the new engine in the first place though. But we do have a tool and a plenty of resources, a very quick feedback from the Gearbox devs themselves to any question, so it shouldn't be a problem.

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Pouk Author
Pouk

I think the best course of action is to remaster about 4 ships and then release. But not before that, not just release one ship and call it a mod, that might give a very bad first impression.

Let's say for instance the Vaygr Missile Battlecruiser, Vaygr Artillery Frigate, Hiigaran Cloaked Fighter and couple of Hiigaran Destroyers. And if I'm patient enough, the Hiigaran Supercarrier.
Then release.

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Guest
Guest

I'm psyched to hear that REARM is coming to remastered. Honestly, REARM is my favorite mod for HW2, and arguably I'd say it's the best one out there.

I understand that you're looking to remove the clutter from REARM, what with the triple laser corvette and all, but I just want to say that I loved the command frigate, and I thought it was one of the best fitting ships for the Vaygr. I'll be sad to see it go :(

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Pouk Author
Pouk

There'll be other and better ships that'll help you to forget. :)

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Vulpes
Vulpes

Best HW2 mod I ever played. Good luck with fresh start mr. Pouk. Hope to play REARM V2 as soon as possible.

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Pouk Author
Pouk

Thank you. :) I'm starting simple with just remastering/adding ships. Once I'll gather a couple of them, the mod will be uploaded to the Steam workshop. It should be relatively soon.

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Kardonian
Kardonian

Well, here's to hoping that your fresh start will be a good one.
As for myself, I won't be able to first-hand experience these new fruits.

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Pouk Author
Pouk

I'm liking this fresh start a lot. It also allows for a healthier aproach to game balancing.
Your PC can't run HWRM, or you're not planning on buying it?

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Galacticruler
Galacticruler

I'll miss the Kadeshi. Even in their current sate in v1 they were fun to play as, more tactical too because you couldn't build anything but strike craft and collectors thus forcing you to be cautious of rushing in guns blazing with either capital ship

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