. TheOne's guide to dominating Homeworld 2. Copyright notes: You may distribute this file in its. entirety only without changes or additions. You may. quote parts of it as long as you cite it properly. This file.
is property of TheOne.General Game Notes:-About Dynamic Difficulty:-HW2 features a self-adjusting difficulty level. Warhammer total war 2 crash on startup. However, in reality it isbased on a very simple model.
The AI itself will always act the same way and nodamage or armor modifiers are introduced. Basically, Whenever you finish amission; the game will examine the size/power of your fleet and the Veygr willhave a fleet of a size proportional to your own (to ensure that you will ALWAYSbe at a disadvantage).-Also, note that the nature of the Veygr fleet will be a reaction to your own.Meaning, if the brunt of your force was anti-capship.
Homeworld 2 Tutorial
The Veygr will start thenext level with an overwhelming fighter-based force, and vice-versa.-You may consider this cheap, but remember that you have the ability to replaythe level (the CPU doesn't have the same advantage). However, combined withmany other aspects of the game that I discuss later in the guide, HW2 comes outas a strictly hardcore, extremely difficult RTS.-Thanks to a good friend of mine (Blackwolf), the thing to keep in mind aboutthis game is that it has been designed in such a way that the only techniquethat has a realistic chance of finishing it is power-player style (aka'Hoarding'). In other words, quick hit-and-run style ('hotdogging' - WC4) willmost likely fail. You really do have to harvest every last RU, build every lastpossible unit and kill every last enemy unit to make it to the ending.Scripted Events:Automatic sequences (think of them as videos, except that they are built usingthe game engine) which when triggered (either via a certian timer, action, orobjective completion) begin to take action without you being able to control it(because it has been pre-written for the level). Most of these you can skip byhitting the Esc key.Fleet Carryover:Like HW1, this game continues the welcome tradition of bringing along all yourunits from previous missions to your current mission.
In 1999, Relic Entertainment’s groundbreaking Homeworld took the gaming world by surprise. Still widely regarded as the gold standard of space real-time strategy games, it successfully coupled lush graphics with a sleek interface that made manipulating camera angles and toggling between build and formation menus in 3D space incredibly easy.
Homeworld 2 takes the original and upgrades it. With a new game engine, especially during massive battles of all ship classes, you can’t help but admire its finer points, from its lovely dynamic lighting to its chilly “realism.”The Homeworld universe is “hard” science fiction, as opposed to, say, StarCraft. The large, complex battles it depicts have an austere, clinical feel that’s more admirable than immersive, regardless of the camera angle.
But it’s great hard sci-fi, and the visuals really suck you in —literally—as you zoom in closer like a jeweler with a loupe, and the distant flashes gradually coalesce into thousands of stories unfolding. For a game totally devoid of visible living organisms, Homeworld 2 compensates by making you care about simulated husks of flying machinery.
Homeworld 2 Mission 4 Impossible
Your people live inside those fragile husks, fly them, die in them—the exhaust trails become their souls. As in Homeworld, you feel for these poor trusting bastards scrounging for asteroids out in the middle of genuine nowhere. Which is partly what makes much of the martinet story campaign such a bummer. Homeworld’s poignant air of cosmic mystery is largely absent; here everything’s all grueling puzzle and puzzling grind. Instead of offerings like Homeworld’s wonderfully eerie Garden of Kadesh, the sequel gives you exhausting debacles like the fourth mission, in which doing things in sequence directly opposite from what’s suggested is not only possible but proves a tenth as ulcerous, and the outright sadistic red herring of the tenth one. There’s no let-up, just an overriding sense of attrition and hopelessness as you watch your entire “persistent” fleet get persistently pulverized many times over.It’s not just the difficulty either, but the logic.
The third mission introduces marine frigates, which “capture” enemy ships in multiplayer, but in single-player only give the misleading impression of being able to do so (including attaching to the ship and displaying a steadily increasing “capture bar”). Also annoying is the automatic collection of resources. The lack of such an option was, ironically, one of the few valid criticisms leveled at Homeworld. Here, automatic collection occurs the second you’ve completed your mission goals, which entails starting the next level short-handed.The storyline has its moments, but after Cataclysm’s strange, daring waters, Homeworld 2’s scavenger-hunt plotline feels for most of its length like an almost spitefully conventional rehash, top-heavy with extra-galactic ancient races that no longer exist except as convenient plot devices. (The whole thing’s an anthropomorphized riff on David Brin’s Uplift novels, which take space combat imagery to heights Homeworld 2 can only dream of).
Your new enemies, the Vaygr, have swanky vertical missile launchers but don’t seem inherently distinct as a culture from your own Hiigarans; they are supposed to represent a “conglomeration of races.”Homeworld’s interface involved toggling to separate screens for building ships and researching technologies, but there were few options, it never seemed cumbersome. Here the menu takes up a third of the screen, obscuring your view of the luscious space graphics, and you can’t move or shrink it. Hitting R minimizes the research menu, but B doesn’t minimize the build menu. For all their bigness, the menus don’t seem to use their space wisely; it makes you long for the minimalist simplicity of the sensors manager.Many basics feel harder, although you get used to them. You now build the smaller ships in complete squadrons, presumably to make the battles bigger and more spectacular, but clicking on an individual ship gives you the relative health of the entire squadron at the bottom of the screen, which is less precise. Why not an AI setting to have ships auto-dock when they’re near death?
Why can’t collectors auto-repair? Why no patrol?
Fallout 4 mod wear armor over clothes ps4. How about being able to assign docked craft to groups? Alt-bandboxing a group of ships that includes hostiles doesn’t show a list of all those selected, as it did in the original and CataclysmThe beloved formations such as sphere and claw have been abandoned for new, more efficient “strike groups,” fleets that can include multiple ship types but move at the speed of their slowest unit. Familiarity with these is a major factor in combat, but the rock-paper-scissors consequences of using each type are barely touched on in the slender manual, itself a mockery of the original game’s thick, detailed documentation.For all its clumsy new baggage and rushed feel, Homeworld 2 takes itself seriously, designed from the ground up as a reward to the faithful rather than an olive branch to the casual newcomer.
The lucky few up to its Sisyphean challenges will find themselves rewarded for their loyalty.System Requirements: Pentium 500 MHz, 256 MB RAM, 32 MB Video, Win98.
For those of you who can remember, before the 1.1 patch of HW2, think back to Mission 4. You come under attack from 3 fleets that are attacking via 3 Hyperspace Gateways and you are tasked with destroyed the HG's. The problem was that in the original 1.0, the 3 fleets were all of equal size to your fleet (Due to the way HW2 handled difficulty) making this rather early mission insanely difficult.Eventually, this was patched in 1.1 and the difficulty reduced:In HW:R, I hope we get the 1.1 version of this mission, instead of the 1.0 version. I completed it on 1.0 and remember it taking HOURS and losing my entire fleet several times. It wasn't fun.Anyone else remember this?. Shit, I remember the lengths I had to go to: perfectly timing defense field frigates to Vaygr battlecruiser missile volleys, bombing the shit out of the missile batteries and engines of the same, maxing out literally every type of ship you could, weapons platforms, progenitor movers, workers, everything, and just throwing them in there.The thing I hated at Balcora Gate were the gargantuan groups of like 35 frigates attacking each of the gate keys.
Christ, how the developers thought you would be able to stop more than 100 frigates in time on fucking top of the 6 or 7 battlecruisers (plus destroyers) is beyond me, but by god there was a way.An evil part of me wants them to add this as a difficulty option now.