R.E.A.R.M. - which means "Rearmament Expansion And Redesign Mod", is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units for Vaygr and Hiigarans. All the new ships fit well into the each race design and every ship has its purpose and attempts to be something new and different.

R.E.A.R.M. for Remastered continues in a form of the new REARM V2 .

R.A.D.A.R. - REARM Analysis Diagram And Review:
Rearm.wz.cz
R.E.A.R.M. on a RelicNews Forum:
Forums.relicnews.com
R.E.A.R.M. on youtube:
Youtube.com
R.E.A.R.M. gallery on homeworldshots
Homeworldshots.net

Features:

  • -Stays true to the original game - No ships with turrets all over the hull, no hundreds of missiles flying around, no crazy maneuvers, no unfitting design. Every new feature can be turned off.
  • -Number of new ships - Not only new different ships, but also new ship classes as the Supercarrier class or Drones.
  • -High Comand mode - A game mod for large scale battles with capital ships in formations.
  • -Faction gameplay - You can turn on the faction gameplay and each race will divide into three factions. Vaygr: Kinetic, Laser, Missile Hiigaran: Kinetic, Ion, Hi-tech.
  • -New menu options - Starting fleets, RU injections, ship class restrictions based on the Unit Cap limit, Winning conditions, Ship explosion damage etc.
  • -New weapons, new research
  • -Allies - a helping micro races, as Turanic raiders, Nassars or Lizaanj
  • -One new map
  • -Several new menu backgrounds, new badges
  • -Fully compatible with the singleplayer campaign - A singleplayer campaign updated with R.E.A.R.M. ships. Control the Supercarrier or face the Missile Battlecruiser in the Makaan's elite guard.
  • -3 languages -English, German and Czech - And open for any other localization.

Credits:
Mod made by Pouk, other credits goes to:
-Mololu -base Kadeshi, base Turanic Raiders, kill count based ship unlock script
-Jkberna -Lizaanj race
-Mikail -his Gameplay Enhanced used for faction selection
-Dim@ -gamerule scripting -Explosion Damage, upkeep payments for ally ships, starting fleets, RU injections etc.)
-Baroness, Axel and Oni -VGR Pulse Destroyer model
-Riess -two Turanic ship tans
-Hell_Diguner -game ballancing and alpha testing
-Aico -installer and alpha testing
-Monolith, Rewilon, Temeter -German translation
-jmbs16 -Spanish translation
-Novver -Hungarian translation
other alpha testers (in alphabetical order):
-Fil.zp
-tadamir

Image RSS Feed Latest Screens
Nearly done remastering MBC Remaster Remaster
Blog RSS Feed Report abuse Latest News: REARM V2

13 comments by Pouk on Mar 9th, 2015

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

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R.E.A.R.M. 0.0.3c  -  Installer version

R.E.A.R.M. 0.0.3c - Installer version

Apr 19, 2011 Full Version 85 comments

Version 0.0.3c adds new units as a Vaygr Missile Battlecruiser and a fleet of Turanic raiders ships, new Kadeshi race (WIP), system of allies with Turanic...

R.E.A.R.M. 0.0.3c

R.E.A.R.M. 0.0.3c

Apr 18, 2011 Full Version 55 comments

Version 0.0.3c adds new units as a Vaygr Missile Battlecruiser and a fleet of Turanic raiders ships, new Kadeshi race (WIP), system of allies with Turanic...

Post comment Comments  (1960 - 1970 of 2,109)
Piemanlives
Piemanlives Feb 20 2010, 8:29pm says:

those destroyers are epic though i was thinking that there should be a destroyer that charges enemy lines like fast but should have lower armor so it it would make sense btw any new progress on the Vaygr cause it's way to easy to beat them and to hard to win as them which is kind of wierd and dose the ai use all tem new goodies

+1 vote     reply to comment
Pouk Creator
Pouk Feb 21 2010, 10:01am replied:

I thought you people feel it's the other way around. Because I generally work on Vaygr and when I feel that I'm leaving Hiigaran behind, I'll make something big for them to make it even and then I'll return back to Vaygr.
And yes, AI is mostly dealing with new units fine.

+1 vote   reply to comment
Piemanlives
Piemanlives Feb 21 2010, 9:12pm replied:

thanks for the info hope to get my hands all over it later.love the vaygr but they don't have much tech to deal with so i don't use them much though i'll get back to that later :(PD lol it has a beard

+1 vote     reply to comment
Hell_Diguner Online
Hell_Diguner Feb 21 2010, 1:24am replied:

I made a forum post (here) about that myself piemanlives. Check it out if you feel, and add your own input if I didn't quite cover all of the topic.

+1 vote     reply to comment
Piemanlives
Piemanlives Feb 21 2010, 9:23pm replied:

this may sound wierd but i went through this about 2 times and can't find it what pagge is it on

+1 vote     reply to comment
Pouk Creator
Pouk Feb 21 2010, 9:57am replied:

Hey sorry that I've noticed your thread just now, you have your answers there.

+1 vote   reply to comment
Cryptoo
Cryptoo Feb 20 2010, 1:44pm says:

Pouk, the ships are looking awesome. I love the artillery ship, always loved longranged ships. Whats the range on the Vaygr and Higaaran artillery?

Maybe you can make a ship with a longranged spinalgun? Like the Vaygr battleship but with artillery.

+1 vote     reply to comment
Pouk Creator
Pouk Feb 20 2010, 6:04pm replied:

Vaygr:
-Heavy fusion missiles 6km
-Cluster missile 11km
-Long range missile 14km
Hiigaran
-Artillery cannon 7km
-HE Artillery cannon 9km

Could you explain me what the spinal gun is?

+1 vote   reply to comment
Cryptoo
Cryptoo Feb 23 2010, 12:52pm replied:

Sorry for not answering until now Pouk, been busy :).

A spinal gun is a gun mounted, well in the ships "spine" all along its x axis. So that the ship will have to turn towards the target to fire. Like the Vaygr battlecruiser, the higaaran ion frig or the Sajuuk. It looks really cool when they fire these kinds of weapon, and it makes sense. Shouldnt it have longer range, when the barrel is almost as long as the ship?

I love the range of the Vaygr LR missile, 14km. :D

+1 vote     reply to comment
Piemanlives
Piemanlives Feb 20 2010, 8:31pm replied:

i think he's talking about the trinity cannon on the battlecruiser which is a 3 barreled ion cannon i think it's on the front and can't be rotated also makes the vaygers most powerful wepons are on the front

+1 vote     reply to comment
56er
56er Feb 21 2010, 4:50pm replied:

I guess a replacement for the ion cannon from the hig bs with a tri barreld supper heavy artillery cannon would be cool.

+1 vote     reply to comment
melni✖ofia
melni✖ofia Feb 16 2010, 3:16pm says:

Looks Awesome!!!
Really nice ships,keep the good work ^_^

+1 vote     reply to comment
Pouk Creator
Pouk Feb 16 2010, 3:41pm replied:

thanks

+1 vote   reply to comment
Piemanlives
Piemanlives Feb 12 2010, 3:59pm says:

any news on the new realese yet or anything looked on the forum and nothing new so yeah anything of value to know

+1 vote     reply to comment
Pouk Creator
Pouk Feb 12 2010, 4:30pm replied:

The next release will be here on moddb. It shouldn't take more than 2 weeks, ...I hope. I can't predict how much time will I have this two months, but I won't have time for other releases. I'll just prepare everything so I can replace the one I have in the download section.

+1 vote   reply to comment
Piemanlives
Piemanlives Feb 18 2010, 6:18pm replied:

roger i'll wait for now on teh version i have

+1 vote     reply to comment
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Platforms
Windows, Mac
Developed By
Pouk
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Release Date
Released Apr 18, 2011
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9.4

207 votes submitted.

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Highest Rated (8 agree) 10/10

fine mod i like it

great job

keep up the good worke

Apr 20 2011, 5:53pm by Baroness1

Lowest Rated (3 agree) 1/10

I exept somting biger than that wat i receve

Apr 23 2011, 10:19am by Sonatica

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