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.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

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13 comments by Henley on Apr 24th, 2011

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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Enjoy R.E.A.R.M. - The Unofficial Homeworld 2 Expansion and many other great mods on Desura.

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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 83 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  (10 - 20 of 2,058)
Pouk Creator
Pouk Jul 30 2014, 5:48pm replied:

Oh yes, Mololu made a few Somtaaw ships: Moddb.com I think I rememeber he even scripted that twin connect system.

But I'm still not sure it's enough of ships.
The bare minimum for REARM ally system is:
-Carrier
-Resource Collector
-at least one Fighter
-at least one Corvette
-at least one Frigate
-some/any Capital ship

+1 vote   reply to comment
Pcmaster
Pcmaster Jul 30 2014, 9:38pm replied:

Even if it was limited to just implementing Energy Cannons as an upgrade to one or both sides would be plenty of attention to me.

But the final decision is yours, after all.

+1 vote     reply to comment
Pouk Creator
Pouk Jul 30 2014, 10:17pm replied:

I'm speculating.
Let's suppose there will be energy cannons. How would they perform? Damage-wise, range-wise, rate of fire, accuracy, projectile speed, cost... What would set the weapon apart, what would be its profile?

Hard hitting slow firing? It seems to fit, but I wish there was something more original than that. Perhaps it would be so innacurate that it wouldn't attack frigates to compensate? Or shorter range?

You know Cataclysm weapons were weird. Not in line with cannon at all and everything felt a bit over the top. But I'm not agaist it, just what would make them different, yet not OP? Ideas?

+1 vote   reply to comment
Pcmaster
Pcmaster Jul 30 2014, 10:31pm replied:

If I recall, I was under the impression that while their projectile speed was slower than Mass Drivers, Energy Cannons hit harder, and fired faster when mounted on fighters (and possibly Frigates). This meant increased effectiveness at close range, which was good for close-range dogfighters like the Acolyte.

And for a distinction I recall on an older mod that no longer exists that had Energy Cannons (Bloodfleet Mod, iirc, for Homeworld 2), Capital Ships equipped with Energy Cannons also had reduced velocity, BUT, they had a small amount of "target homing". They weren't "true missiles" in this sense; it was kinda like a "heat-seeking" function, but with a slower turning speed, so it compensated for the reduced projectile speed, but at the same time, didn't make it completely unfair.

+1 vote     reply to comment
Pouk Creator
Pouk Jul 30 2014, 10:48pm replied:

Have you played Haegemonia? Darzok Quantum weapons were like that -cloud of plasma yet partially homed. Or the same thing as Predator shoulder cannon in AvP. It's a nice idea.

It doesn't really make sense though, it's more magic missile than sci-fi, but OK, it is different enough. In their behavior. But at the end of the day it's still a ball of light that either hits or misses. If it had something else going for it, something more focused on its functional side, the visuals are covered. Maybe partial EMP effect... I don't know. Aside the fact that EMP would either be useless (the ship would die before it would take an effect) or OP. But this was an example to show what I mean, rather than anything else. I'm thinking.

+1 vote   reply to comment
Pcmaster
Pcmaster Jul 31 2014, 12:33am replied:

As I said before, per "plasma ball", Energy Cannons hit harder than their Mass Driver predecessors. Both strikecraft and capital ships got a damage boost, but thinking about it more (and from what I remember playing Cataclysm), the firing speed increase was higher on strikecraft and corvettes. Capital ships got a smaller benefit, but a bigger damage buff per shot to set them apart from the strikecraft version.

The sound effects themselves were the same between the ones on strikecraft through frigates, then distinctly different on larger capital ships (Acolytes to Hive Frigates used the same sound, while Destroyers and Dreadnaughts used a much more "resounding" sound effect.); I'm sure Youtube has a few videos lying around that can demonstrate that.

And of course, the stats I mentioned earlier compensated for the reduction in projectile velocity.

+1 vote     reply to comment
Pouk Creator
Pouk Jul 31 2014, 12:50am replied:

Yeah OK, but what I'm talking about is:
Why would I want to build a ship with plasma weapons? Why would I want to build a plasma turret on a Modular Destroyers? What gameplay style it's good for?
If it has the same damage profile as say a kinetic or an ion turret and the only difference is that it looks like a photon torpedo, that's not a reason. That's unwanted redundancy.

I don't care how it looks, I do get there's the value of it being Somtaaw, but that can't be the sole reason. For the sake of argument imagine there's nothing special about its look at all, it's just a plain old kinetic turret of some sort. Now what would be a good gameplay distiction to justify its existence?

Maybe there's a twist and instead it's a low damage, high rate of fire, sustained damage weapon. Like the Pulse rifle from Unreal Tournament or Lasher or PPA from Planetside 2. Then it could spray the target with no end, while slowly but steadily chipping away its health.

A different game mechanics.

Help me out here, it's your idea. I need something that works differently, no matter how it looks now.

+1 vote   reply to comment
Pcmaster
Pcmaster Jul 31 2014, 1:23am replied:

Never mind. I brought it up as a possibility, but you make some good counter-arguements. Perhaps it can be considered at a later time, when everything else is more sorted out.

But I'd rather not become an unwitting instigator to someone else getting a headache over this.

+1 vote     reply to comment
Pouk Creator
Pouk Jul 31 2014, 1:40am replied:

It wasn't a counter argument, it was a call for an idea to make it work aside the existing weapons.
That whole Somtaaw branch could unlock andvanced mining, that weird polygonal shield of theirs, ship connections into bigger twin versions (which I know can be done), or leeches or ramming ships if I even remotelly knew how to make either.
But alright?...

+1 vote   reply to comment
Pcmaster
Pcmaster Jul 31 2014, 8:08pm replied:

I didn't mean counter-arguement in a "bad" way, I meant it in how you were able to find flaws in my ideas; no suggestion has ever been "perfect", right?

I'm simply saying that it's probably best that the base game be sorted out and such, before new ideas are brought forth. Know what I'm saying?

+1 vote     reply to comment
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Platform
Windows
Developed By
Pouk
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Release Date
Released Apr 18, 2011
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204 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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