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  (20 - 30 of 2,055)
DemonFiren
DemonFiren Jul 23 2014, 12:17pm says:

Okay, you mentioned game balance. New comment thread so ModDB's system doesn't screw it up.

Here's two for my favourite ship as of now, the Modular Destroyer.

Ion turrets. They cost as much as artillery guns, but have a shorter range and do less damage in the same time.
What's their advantage?
Anti-corvette weapons. Are there any ideas about spreading the nose pulsar guns to the rest of the ship? What about torpedo frigate-style cluster munitions?

+1 vote     reply to comment
Pouk
Pouk Jul 23 2014, 12:45pm replied:

No they cost less and do more damage.

The pulsars are nose only to give MDD a blind spot at least against some classes.

+1 vote     reply to comment
DemonFiren
DemonFiren Jul 23 2014, 2:13pm replied:

Was that change introduced anytime recent? Because I swear the module stats say something different on my version.

As for pulsars, the nose cannons can still fire straight up and down, which they shouldn't really be able to.

+1 vote     reply to comment
Pouk
Pouk Jul 23 2014, 5:59pm replied:

Try this one: Uloz.to

Well they do it on BCs, I suppose they're gimbal mounted.

+1 vote     reply to comment
DemonFiren
DemonFiren Jul 24 2014, 4:48pm replied:

Graphics-wise I just find it funny that the beam leaves the barrel at a ninety-degree angle.

Anyway, bringing up graphics, a few suggestions on aesthetics.

The Hiigaran Destroyer's secondary launch tubes seem to disrupt the ship's design a little.
May I suggest turning the tubes into a retractable/pop-up design similar to the Defense Field module? In that case I assume it would be best to set the same opening conditions that the Heavy Missile Frigate has.
Speaking of Vaygr missiles, are there any plans for adding exhaust/backblast redirectors to the underside of Artillery Frigates? Just for visual goodness, a jet of flame/plume of smoke shooting out from the ship's underside whenever a missile leaves the tube seems...appropriate.

+1 vote     reply to comment
Pouk
Pouk Jul 24 2014, 7:26pm replied:

That pop-up animation is pretty hard to achieve due to the modular nature of the weapon. Not completelly impossible I think, but at least very tricky.

Yeah that backblast on Artillery Frigates is a good idea.

+1 vote     reply to comment
DemonFiren
DemonFiren Jul 25 2014, 2:10pm replied:

So it's not the same as with the Defense Field attachment. Hm.

Well, maybe vertical launch tubes for the fore, top and rear missile batteries and a "toss-out"-style cold launch system (as seen on Vaygr Missile Corvettes and Heavy Missile Frigates) for the bottom tubes could work without causing that much of a hassle to animate.

+1 vote     reply to comment
Pouk
Pouk Jul 25 2014, 7:33pm replied:

I'm rusty on the concept of attack animations, so don't quote me on this, but there's a chance that if one exists, it plays anytime the ship attacks something. In which case it would be impossible to have one on a ship that can have a wide range of weapons.

I'm quite pleased with the launch tubes I currently have.

+1 vote     reply to comment
LeviathansWrath
LeviathansWrath Jul 29 2014, 9:28pm replied:

Those 2 are ships you are talking about pouk are Enterprise E ships that he modeled for Requiem War and those 2 cruisers are all that is left the Requiem. However i cannot give permission for their use at least as far as they being released in another mod for public download, now you can use them for private stuff. But if you want them in a mod for download you need Enterprise's E's permission and you can find him on deviantart.

+1 vote     reply to comment
Pouk
Pouk Jul 23 2014, 2:11am replied:

The latter one. So if you want to help, fix the lanceship's capture points. :)

...and its texture. And a proper working AI. And weapon ballance. And more research. And make good looking ship icons. And make a new resource collector fitting into the yet not existing RU drop off points. And the lacking ship families (they could at least use a Carrier and Destroyers for example).

I mean if you're building a house, sometimes you must sacrifice the heliport, a fourth bedroom and the sauna with swimming pool to ever hope to see it finished.

+1 vote     reply to comment
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Released Apr 18, 2011
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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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