Homeworld Remastered Collection

Homeworld Remastered Collection

Convoy Mod - Competitive Variant
23 条留言
Lead_Injection 2018 年 2 月 13 日 下午 1:10 
Its odd no other mods active either thanks anyway
Rufus Shinra  [作者] 2018 年 2 月 10 日 下午 2:47 
Strange, they should also appear for you, though quite far, and they are not capturable by design. Take them out. ;-)
Lead_Injection 2018 年 2 月 10 日 下午 12:57 
When I play this mod the convoys only appear to AI and I'm not sure whether it is intended but they are uncapturable
Rufus Shinra  [作者] 2017 年 3 月 12 日 上午 4:57 
Yes. It is a massive modification to the original game.
Law 2017 年 3 月 12 日 上午 3:23 
Oh lol is it really that different? That's alright though ty for the reply.
Singrana 2017 年 3 月 11 日 下午 3:34 
sadly the reports of the desyncs being gone in MP were premature, i can play it vs Rufus just fine, but im getting desyncs vs some of my other friends
Rufus Shinra  [作者] 2017 年 3 月 11 日 下午 2:30 
Complex, not so different from the base game? Oh God... No. Complex is extremely different from the base game, and only the most superficial of mods could hope to be compatible with the Convoy stuff. Sorry. :-(
Law 2017 年 3 月 11 日 下午 2:24 
Is this compatible with Complex? And if not would it be possible to make it compatible? Complex isn't that much different from the base game so I would've thought it would work but for some reason some module options on the mothership aren't accessible when this mods active.
Keltskiy 2017 年 3 月 9 日 下午 3:35 
I cant remember what map I was on it was one of the 4 player maps I think the first time was on a ma with points 1 and 2 close to eachother and points 3 and 4 on the other side of the map far away from eachother, second time was on an evenly spaced map. both times I sent scouts and probes all across the map to check if any of the other npcs had this bug and it seems to only affect friendly npcs.
Keltskiy 2017 年 3 月 9 日 下午 3:33 
umm im playing on mac so that might be useful to know and, I was playing with 4 players me and 3 npcs it happend twice once with 5 ship convoys at 30 seconds (ps the bugged team friendly npc was getting 10 ships per a convoy as well) and was launching a new one as soon as the previous beacon was destroyed iv got some screen shots I cant remember what difficulties they were on,



the second time was with 2 ship convoys at 30 second intervals same as last time it was only the friendly npc everyone else was spawning convoys as normal, the friendly npc was spawning 2 convoy ships per a convoy this time though.
Rufus Shinra  [作者] 2017 年 3 月 9 日 下午 12:59 
@Morphix: kinda strange, can you give me the parameters you used for the game? I mean map, number of players, factions selected, etc., that might help me reproducing the issue. In any case, I'll try getting on it Saturday, RL keeps me a bit busy right now. :-)
@Jeffjr 2017 年 3 月 9 日 上午 9:16 
I LOVE the idea of this, and lol at your name. FFVII is life.
Keltskiy 2017 年 3 月 7 日 下午 10:32 
that happend yesterday so ill try again today
Rufus Shinra  [作者] 2017 年 3 月 7 日 下午 10:29 
Normally, yesterday's updates should have fixed that issue. It was an unwise selection for the algorithms parameters that led not to the same place being chosen but to a very small variation has the numbers' accuracy was too limited.
Keltskiy 2017 年 3 月 7 日 下午 10:12 
quick not on the convoy ships I noticed they are all the same colour im not sure if thats just the way it is or if thats a bug and also sometimes the game bugs out and picks one spot to constantly spawn convoy ships for friendly AI players in sp skirmish.
Rufus Shinra  [作者] 2017 年 3 月 7 日 下午 10:03 
Unless I can be provided a dedicated convoy ship for each faction, the latter solution.
Keltskiy 2017 年 3 月 7 日 下午 6:30 
is the current convoy ship that is used for all the races just a place holder till there are indivualy styled convoy ships for each race or is the convoy ship that we have now going to be permanent?
Rufus Shinra  [作者] 2017 年 3 月 5 日 下午 9:43 
Glad you like it. It's a welcome break to work on a simple gameplay mod compared to the total conversion with both his kind of gameplay and tons of units.
Keltskiy 2017 年 3 月 5 日 下午 4:32 
thanks for the quick response I can see this quickly becomeing my favorite mod.
Rufus Shinra  [作者] 2017 年 3 月 5 日 上午 7:38 
It won't work with mods that are too heavy. It would require a dedicated version of the code.
Keltskiy 2017 年 3 月 5 日 上午 7:30 
two questions. 1 does it work in single player. 2 can it be used with mods like star trek continum or other mods that change the ships?
Singrana 2017 年 3 月 5 日 上午 12:53 
dropping this here, anyone interrested in grouping up for games with this mod can find somone in the homeworld discord server https://discord.gg/0iObC1nAGCZTs77m

alternatively i am always up for a round and can be found here https://discord.gg/010WICMAwChXEcMG2
Singrana 2017 年 3 月 4 日 下午 6:08 
one transport spawns every 30 seconds, the idea being that with multiple low value spawns instead of a single big one a 1v1 game on a small map even should not be decided by the location of its one spawn, since if a player manages to keep all his transports alive it ammounts to 4K per minute it is highely sugested to place probes, anti cap platforms and picket frigates (use hyperspace if you are higaran vs say HW1 or veygr and you cannot build ships fast enough, position picket frigates to slow down the enemys income rate to your levels) along the map edge, or otherwise along the path of the enemy transports to the enemy MS. also hyper your MS around to save doomed transports, but beware of enemy gravity well traps