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I don't recall this being a problem with the originals. By the end of #1 I had 80 frigates, which I need to attack and defend immediately, but they come out of hyper space lined up clear across the screen which means it takes them forever to get back to the Mother Ship.

Did this happen in the original? Is there any way to prevent it? Get them to enter more stacked up?
This question / problem has been solved by Enneagonimage
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tinyE: I don't recall this being a problem with the originals. By the end of #1 I had 80 frigates, which I need to attack and defend immediately, but they come out of hyper space lined up clear across the screen which means it takes them forever to get back to the Mother Ship.

Did this happen in the original? Is there any way to prevent it? Get them to enter more stacked up?
Not sure, but try entering Hyperspace in another, more tight formation and see if they get out of it and still retain that formation. Other than that, i had a hard time defending from the enemy in the start of the mission, let alone reach the enemy mothership. What i did was to reload the previous mission and recycle half of my acquired fleet. It made things easier in the final mission that way. Can't remember if 80 frigates are too many, but give it a try. HW gives you a penalty if you have a big fleet by the end of each mission and raises the difficulty in the next mission.
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tinyE: I don't recall this being a problem with the originals. By the end of #1 I had 80 frigates, which I need to attack and defend immediately, but they come out of hyper space lined up clear across the screen which means it takes them forever to get back to the Mother Ship.

Did this happen in the original? Is there any way to prevent it? Get them to enter more stacked up?
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Vythonaut: Not sure, but try entering Hyperspace in another, more tight formation and see if they get out of it and still retain that formation. Other than that, i had a hard time defending from the enemy in the start of the mission, let alone reach the enemy mothership. What i did was to reload the previous mission and recycle half of my acquired fleet. It made things easier in the final mission that way. Can't remember if 80 frigates are too many, but give it a try. HW gives you a penalty if you have a big fleet by the end of each mission and raises the difficulty in the next mission.
Yeah I tried it. No luck.
I haven't encountered a penalty, but Remastered has strict unit caps, meaning you have to steal a lot more than you did with the original. Pretty sure this was deliberate because theft is A LOT easier in Remastered.

By the time I got to the 2nd to last level I had around 100 frigates. By the time I finished off the first attack of the last level, I had three or four. :P
Post edited January 19, 2018 by tinyE
Yes, you always come out of hyperspace in parade formation, and yes, it may become ridiculous if you have overly large fleet; and yes, there nothing you can do about.

I only have played originals years ago, so can't comment on remakes, but both original games have *dynamic* difficulty that scale the enemy fleet to (supposedly) match what you enter the level with. The problem is, few missions may be rendered almost impossible if you have too much.

In the first game, when you jump back to our planet (third mission or so), there can be a lot of enemy frigates instead of few, shooting your crew containers to pieces before you can do anything.

In the second game, when you come to the secret jumpgate (third mission from the end, or so), there again might be insane swarm of frigates finishing off the gate even before your capitals can enter shooting range. In this case it is made worse by the lack of quiet preparation phase at the end of previous missions. I hated the second's campaign for that... (And it was there I discovered the level transition save is open text script... so I ended up with few guardian battleships... instead of rage-quitting the game for good. I really love skirmish mode of HW2 though, and fire that up once now and then).
Left the fighters and defenders take care of the enemy strike crafts attacking from above, for the fleet attacking from front, capture the destroyers, that are the most dangerous to the mothership, and concentrate the fire of bombers, corvettes and all the frigates and super capitol ships that reached the position in the remaining destroyers, then the frigates and for last in the cruisers. After send all you strike crafts against the enemy carrier, in the meantime all you frigates are to be in position for the next attacks (well, may be except the Ion Array and Multi Bean frigates, that are absurdly slow, even slower that the cruisers).
Post edited January 20, 2018 by DalekSec
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Enneagon: I only have played originals years ago, so can't comment on remakes, but both original games have *dynamic* difficulty that scale the enemy fleet to (supposedly) match what you enter the level with. The problem is, few missions may be rendered almost impossible if you have too much.
I just want to clarify this. The "dynamic" difficulty in HW1 Classic is very minimal, there is no way to get a ridiculously sized fleet in HW1 Classic missions since there is an upper limit of how many additional ships will be added, so careful ship building and capturing can allow you to amass an army stronger than the upper limit (eg Chapel Perilous), making it very easy to get through some of the later missions.

The added ships are usually just one or two of a particular class, rather than continual scaling into unrealistic enemy forces. At most, resources will be scaled in missions (eg additional resources will be provided in a mission if you don't have as many as you should, or your fleet isn't as big as what the game is expecting by that point), but actual ship scaling is very minimal (confirmed from modders of that game).

HW1 Remastered does, however, scale infinitely, as per the engine used (a modified version of HW2's engine).
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Shukaku: HW1 Remastered does, however, scale infinitely, as per the engine used (a modified version of HW2's engine).
Hi, do you know if the non-capped scaling has been fixed\improved with the latest Players Patch?
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Shukaku: HW1 Remastered does, however, scale infinitely, as per the engine used (a modified version of HW2's engine).
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phaolo: Hi, do you know if the non-capped scaling has been fixed\improved with the latest Players Patch?
I'm sorry, but I have no idea. Have you checked the notes on that Players Patch mod? From what I read of it, it most likely does fix that issue, but you'd have to check with the mod author :)