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

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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  (10 - 20 of 2,110)
John_Armfeldt
John_Armfeldt Apr 5 2015, 12:17pm says:

Hi man i love your mod and i wonder if i could upload the HW2C version onto the Steam Workshop, you will get the credits for making it and all that, all i want to do is make this mod known so that your work for the V2 version will get more followers.

Btw i eagerly await the first release for Rearm V2.

PS i am known as John Gustav Armfeldt on Steam.

+1 vote     reply to comment
Pouk Creator
Pouk Apr 5 2015, 7:30pm replied:

Hello! Well it's not as easy, let me start:
Firstly the old R.E.A.R.M. is already uploaded in its entirety, it's just visible only to steam friends.
Secondly, the game crashes. From, some reason. I asked a modder from MIX mod what he makes of it and it might be something to do with ATI cards. I don't even remember. I do remember the crash doesn't really attempt to make sense.
And lastly the localization. A fun thing I'm not going to do ever again. Well you may say, what do I care about other languages and you might be right, you wouldn't. But English, well, English is one of the languages and neither of them works. See, the last time I checked the Workshop tool (which packs the mod lose files into one .big and uploads it to steam) doesn't include the locale files in it. Or maybe it does now, but the locale folder inside the .big file used to be a problem. You had to distribute the languages alongside outside the .big file in order for it to work. Which you can't do now. Botman, the HWRM dev said he'll look into it.

So basically, we have a mod that on workshop crashes from a mysterious reason and that has half of the text in a form of $1256 symbols. And that's something you can't do anything about yet. Well... you can rewrite every single number link with the entry from the locale file, but I'm not a big fan of a long term self inflicted misery. (there's a lot of them).

+1 vote   reply to comment
slade16
slade16 Apr 17 2015, 8:12pm replied:

So what I am getting, is if youhave the game as the original disc copy it won't work.

+1 vote     reply to comment
Pouk Creator
Pouk Apr 18 2015, 7:45am replied:

Steam mod release on original disc? They're not even linked. I somehow doubt it could let you donwload mods even if you added a non steam game to your steam library, but I've never tried.

+1 vote   reply to comment
Pouk Creator
Pouk Apr 6 2015, 10:13am replied:

According to a fresh statement from Botman, localization will work in the next game patch.

+1 vote   reply to comment
Guest
Guest Mar 25 2015, 11:42am says:

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Pouk Creator
Pouk Mar 25 2015, 2:11pm replied:

I don't know what do you mean by persist luas, but it seems to me that the bottom line of your question is a list of R.E.A.R.M. unit names. Why don't you look into the mod's vgr_mothership_parade or hgn_mothership_parade formation scripts, every single ship is listed there. If you don't even know how to open the mod's .big file, use a tool as Unfbig.

+1 vote   reply to comment
slade16
slade16 Mar 20 2015, 9:24pm says:

I am pretty sure it is the original game in disc form.

+1 vote     reply to comment
leonheijne
leonheijne Mar 20 2015, 2:12pm says:

turns out it disables the mod srry guys

+1 vote     reply to comment
Pouk Creator
Pouk Mar 20 2015, 2:51pm replied:

Well patch 1.2 is a community patch, you know, a mod. You can't run two mods on top of each other.

+1 vote   reply to comment
HowitzerNAM
HowitzerNAM Mar 20 2015, 9:23pm replied:

wouldn't it be awesome if you could? =)

+1 vote     reply to comment
Pouk Creator
Pouk Mar 20 2015, 9:46pm replied:

Yeah, of course it would. But I can see how it's not that easy.
Just the build&research; file for instance. The mod launcher would have to merge them from each mod into one.
It's not like addon units in ArmA where you can add any content and load it at once.

+1 vote   reply to comment
leonheijne
leonheijne Mar 20 2015, 1:32pm says:

XXXXHomeworld2.exe" -mod v1.2.big -mod rearm0.0.3c.big -locale english -hardwarecursor

+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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