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Although I've never played the remastered version of Homeworld, I did play the original Homeworld when the game first came out.

The original Homeworld did, indeed, include multiplayer (serial, LAN & internet).

From what I understand about the remastered version of Homeworld from what I have been reading online for years, is that a group of game modders and some of the game designers from the original game decided to update Homeworld game engine with a new UI, new textures on the ship models, the multiplayer code and AI subroutine programming.

All of this effort was well received by a new generation of fans, however, was heavily criticized by the long-time fans of the series.

Lately, as a fan of the original Homeworld, am very excited of the latest game in the Homeworld series, 'Deserts of Kharak'.

:)
Does anyone know if there is a "dismiss all windows" command in Homeworld 1 Remastered? In the original game, one could just keep pressing (B)uild to dismiss that window, but that apparently doesn't work in the new version.
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IronArcturus: Does anyone know if there is a "dismiss all windows" command in Homeworld 1 Remastered? In the original game, one could just keep pressing (B)uild to dismiss that window, but that apparently doesn't work in the new version.
Escape
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IronArcturus: Does anyone know if there is a "dismiss all windows" command in Homeworld 1 Remastered? In the original game, one could just keep pressing (B)uild to dismiss that window, but that apparently doesn't work in the new version.
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Fenixp: Escape
I tried that but it didn't work. I looked in the Controls section in the Options, and found out that the Build and Launch buttons can be remapped to a Toggle. So now the B and L keys should close those windows.
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Waltorious: Got it, thanks!
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Fenixp: I think I'll run around repeating this, but of course original Homeworld also had difficulty scaling system (link pointing to documentation of original HW source code, check "AI Scripting System Specs.doc"), it just wasn't as obvious as in the second game and was unable to cope with player fleets which were too large. There's no way for game with a persistent fleet to function without scaling without becoming ridiculously easy.
Sadly, I doubt that many people reading this are going to bother downloading the .doc, so I'll just copy-paste the relevant parts here :

[spoiler]
5 _Scaling the Number of Ships_

Since the size of the player’s fleet is unknown to the designers at every point in the game, the AI must account for a fleet which could be larger than anticipated. The way this is handled in the scripting and mission layout is as follows:

- In the mission layout, extra ship ‘slots’ are made (AI points) next to every group of ships that is placed.
- The AI dynamically scales the number of enemy ships up based on the size of the player’s fleet. There will probably be some equation for this in the AI?
- The master script contains relative weighting values for each enemy team which tell the AI what percentage of new ships to dump into that group if the ships are being scaled. This lets us do things like add fewer ships to a patrol group and more ships to a reinforcement group.
- Each group receives only the same type of ships that are already there. Thus a patrol group of Heavy Interceptors will receive only Heavy Interceptors.
[/spoiler]
Post edited June 10, 2016 by BlueTemplar