Tactical Fleet Simulator (TFS) is a total overhaul with the aim of transforming Homeworld2 into a tactics-oriented strategy game. Initial versions aimed for a more immersive tactical "simulator" orientation, the current version provides a more refined and consistent RTS experience.
This mod from Battlecry "militarizes" Homeworld 2. Featuring new ships, weapon systems and attack behaviors; more realistic weapons, unit mobility and tactics define the engagements and much more. See File Details for more info.
Author: Battlecry
Tactical Fleet Simulator (v2.5) Mod Description:
Tactical Fleet Simulator (TFS) is a complex modification for Homeworld2 with the objective of transforming Homeworld2 into a military-based, exo-atmospheric combat fleet simulator. From its properly designated units to the high attrition rates combatants suffer when engaging each other, TFS greatly enhances the tactical level of gameplay and gives Homeworld2 a much desired militaristic look and feel while still retaining real-time strategy elements. In order to become proficient at TFS, one will have to be willing to memorize some acronyms and unit recognition; all of which simulates a more immersive, realistic, adrenaline-soaked and combat-oriented gameplay experience. In short, TFS is Homeworld2 "militarized".
TFS Features:
Complex strategies and tactics
New ships, weapon systems and attack behaviors
More realistic weapons, unit mobility and tactics define the engagements
New game modes and options prolong the entertainment factor
A vast and complex unit selection, each with differing roles
More realistic weapon damage relative to ship armor/health
Improved individual ship armament and maneuvering capabilities
Split-second decisions of what units to build and when to deploy
Exhausting battles add to the fatigue of simulated combat
Note that TFS is suitable for use on small and medium sized maps with the Low and Moderate unit cap settings.
Mod Description:
Tactical Fleet Simulator (TFS) is a complex modification for Homeworld2
that changes the game style from a slow-paced, rock-paper-scissor type strategy game, to a fast-paced, combat-oriented tactical fleet simulation.
Changes in v2.5.3
Single Player Campaign:
-Mover and Drone armor increased, maximum velocity of Drones decreased. New missile for Drones.
-FF-17A MRM-17 missile proximity-burst damage has been decreased to 50% against Drones/Movers.
-BF-16D Assault Bomber weapons can now be upgraded as in multiplayer.
-Mission 15 no longer crashes to the desktop when the planet killers arrive.
Units (Ships/Subsystems/Missiles):
-Hiigaran LRCT-26 MWS turret correctly fires in salvos of two instead of four.
-Fighter MRM and SRM missile agility has been greatly increased; SRMs have smaller proximity-burst effects but are more agile than other missile types.
-Hiigaran MWS UMP-6/8 unguided rocket turrets now have a high rate of fire and short trail lengths.
-DDI-82 ASM-25 missile damage has been slightly increased against Capital Ship armor.
-FI-10B turn radius has been decreased; it can now hit stationary targets such as probes.
-FI-10B kamikaze attack does twice as much damage as it once did; 20000 units of damage per squadron when upgraded.
-Vaygr BBLG-109 Missile Array is now destroyable if it suffers lots of hits due to enemy fire.
-FF/B-11E Strike Bomber ASM-30 and LR-CM-5 rate of fire has been decreased to 20 and 10 seconds, respectively. LR-CM-5 damage has been reduced against Fighters.
-FFF-43 Flak Frigate turrets are more accurate against Fighters and Corvettes (15% to 20% against Fighters).
-BF-16D Assault Bombers split into groups of 2 instead of 3 when attacking targets.
-Hiigaran FFG-45 ASM-19 missiles are more maneuverable.
-FF-25, FF-17, FF-11 and FF/C-12 cannon damage has been reduced against Platform Armor.
-Minelayer Corvette mine detection range slightly increased.
-Monitor armor upgrade values have been increased from 1.6x to 2.0x; Monitor ion cannon does 4x as much damage against Frigate armor.
-CF-17E Pulsar Fighter now launches two SRM-16 missiles.
-Vaygr CLG-102 cruiser armor (90k-100k) and missile rate of fire (40 sec-30 sec) has been increased.
-Vaygr FA-14 Attack Fighter cannon accuracy against fighters has been decreased; laser damage against Capital Ship armor has been significantly decreased.
-Vaygr DDG-92 Destroyer does more damage against capital ships (now equal to standard DDG-90 in that respect).
-Vaygr FF/C-12B and Hiigaran CF-17B Cluster-Missile-armed fighter mass has been increased, decreasing their acceleration and maneuverability.
-RLF-14 Scout EMP bomb accuracy has been increased when fired at strikecraft: 0.1 - 0.2 (Fighters), 0.2 - 0.4 (Corvettes).
Scripts (Build/Research/Weapon effects/etc):
-BF-16D HLC upgrade now requires BF-16D Tech.
-AF-19D Fighter-Bomber attack run break distance has been increased to prevent them from colliding with their target.
-CC-76 cruisers now use frontal-attack scripts when engaging Destroyer-class ships.
-PLC-50RF hull defenses on Capital ships do 50% their original damage against Capital Ship armor.
-All plasma bomb weapons have an improved accuracy when fired against Fighters and Corvettes.
-New Dynamic Unit Cap setting.
-All Platforms now have light EMP shielding.
-Vaygr DDG-92 Destroyer now only requires one research item to be completed after normal DDG-90 tech is researched.
Issues to be resolved:
CF-17E main cannon is inaccurate when fired at Corvettes.
FF/A-13C heavy fighters crash into large capital ships sometimes when making attack runs.
Mission 14 is very difficult to pass; CPU player has a large number of BCG-109s.