****************************************************** ****************************************************** *Homeworld indepth FAQ by Fallon V3.2 **************** **no really!****22/01/2003**************************** ****************************************************** ****************************************************** This document belongs to firstname.lastname@example.org any reproduction on the web in games magazines or in any cover mounted or otherwise CDROMs is strictly forbbiden.If in doubt ask me first.I also take no responsibility in what this guide does to your system hardware or relationships with friends if you use evil tactics use at your own discretion and risk!. *********************** *******Contents******** *********************** 1-Why this FAQ exists (introduction) 1B Version history 1C game version history 1D Test system 1E Relic system specs 2ATerminology 2B Ship orders 3-ship options 3B Strike craft Or capital ships Part I 3C Strike craft Or capital ships part II 3D kamikazi observations 3E Best weapons Vs 4-Research times 5-Walk through 6-Challenges! 7AFinal fleet 7B Fleet limits 8-Music 9-Fleet engagements 9B advanced Fleet engagements 10-Multiplay 11-Evil tactics 12-loose ends 13-Contact details 14-Credits 15-Sites with permission to post this text 16-Final thoughts ********************* ********************* 1-Why this FAQ exists ********************* ********************* Simply pressing buttons in a correct sequence on an input device called a keyboard causes this to exist , no just kidding (dry computer proggie joke not as bad as the recursion one though).I had meant to write this years ago but got caught up in things that made me some what busy and the fact that I spent plenty of time being lazy.But hey I also wrote the EECH guide about a year ago which is pretty large so that is my excuse , anecdotes aside I write this to keep the hard experimented (is that correct?) strategies of the HW relic forums (the old ones not any new ones they may have put up) alive and to make new players (since HW is only £5 these days some places sell it at £2.99 even which is well worth it) better ones and perhaps to join up and fight some worth battles.And is suppose to keep a record if I ever lose my memories which is partially why the EECH guide exists.And finally to show something for the hundreds of hours I threw away at this game defeating it in each and every possible way , with my dark humor as an added bonus. If you are interested I used to be Garnvic on the old HW forums and I got to assault frigate captain (due to the fact I prefered to help people via email personally rather than a forum post since the forum was a bit buggy and never logged me out)so hello if you remember me and a light smile if you do not. And finally (no really) hi to Fleet command (the forum member) its been a while. I have also included various strategies I have found to work in single player mode which is quite interesting with a twisting plot.Though I do recommend that you play it yourself first to be surprised and to come back and read the guide if you are stuck or if you want to find many of its secrets.Multiplay is where HW shines though however not that I did that too often (I used to use a University network but recently finished university so cannot anymore) I would also note that if you do not find a certain tactic or certain datum in certain parts then it may well be in the loose ends section. 1B Version history V1 - basic starting FAQ first written in 2001 December V1.5 Added fleet engagements V1.6 Added walk through V2 - Added everything else you see in the guide FINAL V2.1 I accidentaly missed a few things out relating to tactics and some explianations of things I've added them seamlessly into this FAQ which unless you are reading this you would not even spot them , heh what more can I write about? V2.2 I also added the Ladder Lyrics sheet (and credits) and more details on game version history V2.3 Corrected mistakes I spotted V2.4 Corrected more mistakes found after proof reading V2.5 Commented on kami damage V2.6 Added service times for fighters V2.7 Added different armour mass and firepower factors for each version or mistaken firepower factors V2.8 various others asked me if they could publish the guide is edited to allow them permission to post it V2.81 wow 160kb size passed! this is getting silly -corrected some of the SP which after I played again turned out differently V2.9 Added best weapons 182Kb exceeded V2.91 Significantly increased the loose ends section 189kb exeeded V3.1 thats it its all over I sent in the wrong version to gamefaqs or at least that is my explaination anyway , my brain is emptied of things to comment on this game so expect no more unless somebody asks me a question that is not answered in this and I think it would be in the interest of fellow HW fans to garner the answer to this though I won't answer silly questions or test things that take years to test or are based on random chance (say scouts vs scouts both on evasive how many are left you can test that sort of thing yourself) .Also various other sites asked to host this other than gamefaqs so I included them on the permissions area. V3.2 22/01/2003 Removed FINAL from this FAQ as it keeps growing at a horrible rate. V3.2 no seriously this is getting out of hand but I found out that I had actually missed some things because I had pasted it all wrong after spell check in word mainly fuel pod data and last night I finally captured a fuel pod hurrah!. 197kb exceeded where do I get all this information? , why do I not just enjoy games instead of picking them to bits and writing about them? ===V1C Game version history Taken from the update readme files and some are ones I noticed myself Homeworld V1.05 - March 27, 2000 The only significant patch was VB1.5 Which removed super / dancing scouts Reduced support frigate repair rate Reduced repair corvette repair rate Decreased defender firepower Hyperspace ram altered Homeworld V1.04 - October 21, 1999 Defender gun stats adjusted Heavy Corvette build time reduced, build cost reduced MultiGun Corvette build time reduced Minelayer Corvette build time reduced, build cost reduced Cloaked Fighter gun stats adjusted Carrier build time decreased Carrier hyperspace cost increased Attack Bomber armor increased Missile armor decreased Missile tracking decreased Missile Destroyer mass increased Bounty rating capped at 250. (multiplay) Homeworld now checks all available CD-ROM drives for the Homeworld CD - the Homeworld CD can be placed in any CD-ROM drive on the system* Cheat detection for multiplayer games. Screensavers will no longer activate when Homeworld is running Various Save Game Bugs fixed Various features added to lobby for multiplay Game works on NT4 and windows 2000** * this doesn't seem to work on this one it always seems to check D and doesn't like E **personal test as V1 didn't like either of my systems until I patched it up to V1.04 at least. Homeworld V1.03 - Sept16, 1999 V1.3 changed Homeworld V1.03 - Sept16, 1999 Changes to version 1.02 A problem with auto-detecting firewalls was fixed. Previously it would always detect that you were behind a firewall. Previously, OpenGL was not available for any of the Nvidia TNT cards under Windows9x. This was disabled due to driver problems under Win95. OpenGL is now available for Win98 but not Win95. The Intel i740 is now more reliable under Direct 3D. ===1D Test system The primary test system was: AMD900 CPU 512mb ram 32 mb TNT2 video card 17 inch monitor 40gb HDD win ME It worked flawlessly on this system with a odd crash when in skirmish games there were too many enemy ships (the walk through was written on this) The next test system AMD 1400XP 1GB ram 64mb ATi Radeon 17 inch monitor 80gb hDD Win 2000 This was alright there were problems with the unpatched version of the game when starting up in it dumping me out before the start screen.But there were minor problems on the 15th mission sometimes ships were forgotten by the program or altered into other ships which was somewhat strange and annoying (imagine my 20 destroyers being exchanged for frigates I say).Also there were various occassions when I was given an unable to save game warning due to disk access settings I had put into win2K that I had forgotten to remove. (multiplay was written mostly on this)I loved this system as you could suspend HW without crashes easily and type up parts of this guide. ===1E Relic system specs This is from the read me recommended systems - Windows 95/98/NT 4.0 (w/service pack 4.0) CD-ROM Minimums: - Pentium® II 233, 32 MB RAM - 100 MB HD Space (Plus 50 MB Permanent Swap File) - 4x CD-ROM Drive - 4 MB PCI Video Card (16-bit color, DirectX compatible) - 16-bit DirectX compatible Soundcard* - Win-compatible Mouse *onboard sound actually works with this Notes - I found an old system just about capable of running it and I would say no way its horribly slow when a few fighters get on screen and crashes in big capital ship slug outs Preferred: - Pentium® II 350+, 64 MB RAM - 400 MB HD Space (For Full Installation) - 12 MB+ 3D Accelerated Video Card - Win-compatible Mouse with Mousewheel I also say no for reasons outlined above Internet/Multiplayer: - 32-bit Internet Service Provider with 28.8+ kbps Modem or LAN I am not sure about the modem speed but faster is better esp against mine lovers or drone frigate lovers as I only played on LAN in er certain computer science labs and only play on a small LAN when friends are free which is infrequent.I also cannot advise on LAN configuration or setup or the machines in the LAN as I no longer have access to the big LAN than I used before. **************** 2-Terminology **************** I often use short hand in my explanations you will have seen a similar thing in the EECH guide and heck it saves wear on my keyboard as well as my fingers. Also I an in the UK so I spell things slightly differently for example: Meter - metre tire - tyre and so on guns - massdrivers in most ships bombers - plasma bombs used by assault frigates and attack bombers ion cannon - the blue (taiidan and kadeshi) or red (kushan) Super ion cannon - beams of death used by bentusi does more damage and is on a gimbal turret and is rapid fire MS - Mother ship (can refer to carrier in multiplay also) Forum terminology CV - carrier HCV - heavy cruiser Big bruiser - heavy cruiser Int - interceptor sct - scout SS - super scout DS - dancing scout MM - micro management single / singles = single player campaign probe golf - using probes as golf balls and scuttling them on impact Wing - flight of strike craft (for you salvagers wings can also apply to those X formations of 60+ capital ships you salvage) Ru/sec - when building how many Rus does it use in one second during its building period you eg 1 scout + 1 attack bomber formula: Ru cost / time to produce = Ru/s Scout = 35 / 12 = 2.91Ru/s defender = 65 / 9 = 7.2(bar)Ru/s so if we were to build a scout and a defender drain on Rus would in total be 10-11 Rus per second , this figure is important for preplanning multiplay fleets in advance Vs resource collector rates. HW : homeworld HWC : homeworld cataclysm Banana : Kushan MS Ugly MS : Taiidan MS ITM : In the manual SP :single player MP :Multiplayer Heavies : heavy corvettes EECH - enemy engaged Commanche Vs Hokum (another guide I wrote) MD - missile destroyer Capture - salvage Salvage - capture micro management - where a tactic involves watching a group under a micro scope more or less issuing orders regularly retargetting regulary as the group fights , at the cost of missing other things in battle as a scout wing can win with no losses against a much larger scout wing but in that time enemy can sneak capital ships or fighters on your MS. Capital ship - large high crew ships that self repair can't dock and leave no trails. < less than >more than |< less than or equal to >| more than or equal to = equals + as well or including - excluding * - foot note ** foot note 2 etc... and so on Support: other fighting ships to act as back up OR Support as in to use a repair beam or dock with a support craft Wheel of death : for full details see my EECH guide its where the front of the ship points towards an eney ship while going in a circular orbit around its target. Lt corvette - light corvette multi vett - multi gun corvette Mini missiles - corvette based missiles normal missiles - MD missiles furball - ship to ship messy fight defeat in detail : use of massive and overwhelming force **************** 2B Ship orders **************** Basic orders 1# evasive , like the name sake evasive ships under this order will not move or fire to defend themselves and strike craft will spilt into pairs and engage the whole enemy group* 2# neutral same as evasive but they will fire to defend themselves but not move to attack , enaging squads they will attack the entire group 3#Aggressive Ships will not evade enemy fire they will attack and move into attack positions and follow enemy ships that come near them , also they will attack one ship of a group if asked to engage a group. Orders are not forever the can be changed mid combat.So you can use aggressive inbound and then change to evasive after the first pass to turn fighters quickly then change back to agressive and so on. *Evasive will only increase fuel consumption and speed for strike craft capital ships are unaffected in the speed manner Formations Broad - useless Delta - best for attack bombers X - Only good for fighter engagements Claw - useful only against single ships Wall - best for corvettes as anti fighter walls and for support frigates to support an entire group , very vulnerable to burst weapons if using for fighters Sphere - useful for escort of evil hyperspace jump in MP this modifies the rate of fire of all fighters. Custom - locks ships into whatever formation they are currently in can only be set not called. However capital ships should never be formatted since they act better and the whole group can fire at the same time thus they work better not in any formation.This also serves another purpose support craft can effectively support the entire fleet since they are in a tight wad and they only need to move slightly to use the beam on otherships instead of fly this and than end which can mean the difference between life and death. Watch how long it takes to turn a wall of capital ships compared to no orders and you'll be surprised. Also fighters work better in no formation try it it might look nice and neat but its not try this put interceptors aggressive and attack an enemy wing they will move as if they are in evasive (since formations limit their movement) and they turn faster since they do not need to keep in neat little lines of shoot me!.Careful of heavies though runway if you have fighters and face a wall of them , as they are toast if you go near them.Though if you must: Claw - best vs capital ships Delta - best for bombers Vs capital ships broad - useless Wall - defenders only Sphere - best for defenders and defence X - apparently good for fighters Vs fighters though I disagree without evidence The only exceptions to these rules are heavies , plonk them in walls and nothing gets through , support craft can easily support them since they take up a small space compared to capital ships that take yarns.Then again mixed up heavies do work quite well its just that support frigates might not get support to them easily. Additional - fighters if you do have to put them in formations then don't make the groups too big I once mixed 75 bombers into a X and it was gigantic took ages to turn for one was highly vulnerable and the edges of the formation often don't get a chance to fire.Though turning is worst as they turn collectively not individually except in small groups.This rule applies even more to capital ships putting 100+ frigates in X claw broad or delta makes the formation too big and horrendous to turn as well as limiting fire of the edge ships and making like difficult for support crews. Additional 2 - I once put 75 bombers in a single gigantic claw which by pure chance was quite effective though vulnerable , it moves extremely slowly and takes ages to turn around for another run . But this does allow bombers to float above the victim ship for a very long time (not allowing the tips of the claw to fire at all) and kill capital ships extremely quickly. Additional 3 fighters in larger groups unformated have a high possibility of shooting each other though it is rare to lose fighters this way only to get them yellow damaged I have seen it happen on 25+ fighter groups on smaller groups it does not happen often. **************** 3-ship options **************** Section A Fighters - Fast potatoes of every fleet of which can perform extreme manoeuvres and thus avoiding enemy fire easily , weak alone powerful in 15-20 wings obscene in wings on 60+ , need fuel , fuel consumption varies between combat and normal cruising.Also they cannot hyperspace without aid of either hyper- space gateways or other ships to fire at something most of them need to be pointed in the direction of the target.They are capable of so called extreme manoeuvrers , which are: 180 degree pitch Strafe in any direction Continually fly at directions opposite to its engine block* pull off the wheel of death (though this is more associated with corvettes) rapidly change direction the defender 2 rake** *Capital ships can do this but not continually fighters in sphere guarding another can move in one direction and fire in another indefinately capital ships do this then turn to the horizontal axis before moving off. **this was off a game touted as defender 2 on the amiga CD32 where you could do a 180 firing at the same time or even a full Su27 cobra while firing Corvettes - Bigger brother of the strike craft but er bigger obviously ie more fire power more armour at the expense of more RUs and less speed , still need fuel but they last that much longer since their tanks are a bit bigger. As with fighters they cannot hyperspace without aid of either hyper- space gateways or other ships. Corvettes cannot do 180 pitch , they will bank instead though they can flip upside down following enemy ships but they have omi directional turrets to make up for this lack or ability. Capital ships - Frigates go into this class they are general all purpose war ships you may need as a fleet back bone when the enemy fields his/her anti fighter / strike formations limited self repair ability.Can hyperspace alone. Super capital ships -encompasses destroyers cruisers and carriers big slow mighty fire power slow to build , need lots of RUs (comparatively) have lots of crew and have better self repair ability (though not much).Can be used as ramming tools .Can also hyperspace alone. Motherships - biggest of the current age (see karos grave yard for a huge ship component in the back ground and cut scenes for even bigger ships that did not make it into the final game) carrier , fleet foundry , petrol station , colony freezer and minor combat vessel rolled into one - vulnerable.Lose this and you nearly always lose the game.Scuttling her can kill nearly all fighters and frigates and damage super capitalships heavily.(those that are in attack range) Section B Explanation of terms: Mass: uh... armour: hit points Firepower: how much damage it can do*** Coverage: % of a sphere it can cover when not moving to intercept Type : what it fires Manoeuvrability: self explanatory Max Velocity: max speed / normal / combat ** Special Action: self explanatory Fuel : (when they very near to the bottom of the fuel bar) Evasive : combat : normal* Neutral : combat : normal* Aggressive : combat : normal* Service time : how long it takes to dock fully repair and launch from support craft**** RU Cost: self explanatory Available from: self explanatory Time to build : how many minutes and seconds it takes to build RU per sec : explained in the glossary *only a few ships are fully tested its not exactly the most exciting things to do **Some ships have higher combat speeds than others , scouts are the only ones that come to mind however ***firepower can vary in different formations most noticably is in sphere where guns fire at about 50-70% what they do in a attack run.Also the guestimated test values were done before I actually looked at the inscreen data screens which sometimes are wrong (I did a test against one of my salvage corvettes on many ships X2 due to the 50% damage reduction on shooting your own ships to garner a conclusion).Misses are also not considered since ships do miss especially against smaller targets but some times even against bigger capital ships like carriers. ****strike craft only! also it can take 10-15 seconds to actually dock also the amount of damage and fuel already in their tanks can change the time it takes to complete a dock and it takes a few seconds to fly off the pads , this is considered against a support frigate only since MS and carrier docking can take much longer. Additional you can guestimate fuel tank size by the time it takes to fill up at the support frigate or repair corvette (or even resource controllers and collectors) kadeshi swarmers fill quickly while corvettes slowly etc. *************************************************** ***************Fighter class ships***************** *************************************************** *side note Fighters are not quite as we think of fighters they are huge in HW if you have completed the game you can see that fighters are the size of 777s in HW think of it this way you have to cram a fusion drive in that and weapon systems.But then again the last time I saw a F-16 it was bigger than I thought it would be there was a mod sometime ago that made everything to scale that I forget the name of but it made the MS gigantic (as it should be) and everything else tiny in comparison , fighters were impossible to command effectively. Scout Mass: 40 tons armour: 110 Firepower: 12 Coverage: 8% Type : guns Manoeuvrability: very high Max Velocity: 1500 m/s(using after burners briefly btw) 1000m/s normally Special Action: afterburners Fuel : Evasive : 6 minutes combat* , 10 minutes normal Neutral : 8-9 minutes* 13 minutes normal Aggressive : 8-9 minutes* 13 minutes normal Service time : 13-16 seconds RU Cost: 35 Available from: mission 1 Time to build : 12 seconds RU per sec : 2.9 Cheap very cheap fast very useful very useful when engaging interceptors these will chew them out if set to evasive mode and they are a favourite of mulitplay since they overwhelm everything.They are hindered only by fuel and fleet size constants. *note* Dancing scouts there was a cheat in V1 of HW where you order an attack wing to attack another attack wing then press F2 (evasive) then Z then F2 repeat lather and rinse and the scouts are IMPOSSIBLE to hit this was removed in subsequent HW versions. *afterburners use even more fuel during combat and this can seriously reduce the stated combat time (I have heard people say it makes no difference in non combat situations but it does try this move two scouts towards a distant destination select one of them and press Z the one with after burners will arrive somewhat sooner) Interceptor Mass: 60 tons V1.05 10tons armour: 160 Firepower: 18 (though I have seen bugs reporting it as 26) Coverage: 8% Type : guns Manoeuvrability: very high Max Velocity: 875m/s Special Action: none Fuel : Evasive : 6 minutes combat* , 10 minutes normal Neutral : 8-9 minutes* 13 minutes normal Aggressive : 8-9 minutes* 13 minutes normal Service time : 14-19 seconds RU Cost: 55 Available from: mission 2 Time to build : 18 RU per sec : 3.15 Interceptors are useless and in multiplay are chewed up by scouts actually they get chewed up by scouts in single play as well due to speed and evasiveness of the scout , not too bad though as their grace is more hit points but the reduction of speed kills this ship.And makes it less useful as the scout as retreat is NOT an option as they can never run away fast enough like scouts can. Defender Mass: 60 tons 10 tons (v1.05) armour: 160 V1 325 V1.05 Firepower: 30 (v1) & 5 (V1.05) Coverage: 90% V1 11% V1.05 Type : guns Manoeuvrability: medium Max Velocity: 385 m/s Special Action: none Fuel : Always 25+ minutes no matter what setting RU Cost: 65 Service time : 8-14 seconds Available from: mission 4 Time to build : 9 RU per sec : 7.5 Worthless in V1.05 where their fire power went down from 30 to 5 but they do have a saving grace their bullets travel faster than any other bullets in the game so hits are near assured, stupidly over powerful in the first version of the game and thus perfect.Mildly effective for escorts but other ships are better value for such a purpose as you always seem to lose a few whenever an enemy X comes for some fun.I wouldalso add that taiidan defender guns are always ready to use while kushan defender guns take about half a second to move into firing position as they are drawn into the chassis when not in use. data is somewhat strange about this one Attack bomber Mass: 90 tons ITM 10tons (V1.05) armour: 110 300ITM Firepower: 42 Coverage: 5% Type : twin plasma bomb Manoeuvrability: medium Max Velocity: 750m/s Special Action: none Fuel : Evasive : 6 minutes 13 normal Neutral : not tested Aggressive : 7 minutes 15 minutes normal RU Cost: 85 Service time : 9-16 seconds Available from: Mission 5 Time to build : 20 seconds RU per sec : 4.5 Nice powerful craft is killed by fighters easily though wings of 60+ are lethal even more lethal from behind capital ships , it is actually possible to kill fighters using them but only in emergencies , in a 20+ wing of fighters the bombs cover mostly every evasive direction a fighter can evade to.You will lose more bombers this way through your bombers colliding with each other and friendly fire than losses from enemy ships. *special foot note the they are so powerful that it can take 2 minutes 32 seconds to destroy an MS with a wing of 18 if you can keep them alive that long , keep fighters off their backs and somehow nullify MS deck guns (distraction or fields) Additional - bombers are also good against corvettes (small numbers of them though as large walls will fry bombers in seconds) and other ships that are still or very slow moving since they have a small homing capacity. Cloaked fighter (Kushan only) Mass: 40 tons ITM 10tons (V1.05) armour: 160 ITM 150 (V1.05) Firepower: 8 39 (V1.05)* Coverage: 10% Type : guns fuel : Combat - 4 minutes normal - 10 minutes others untested Manoeuvrability: high Max Velocity: 775 m/s Special Action: cloaking Service time : 14-17 seconds RU Cost: 85 Build time : 45 seconds Ru per sec 2 Available from: mission 12 *listed as 39 in the in game screens but it has similar firepower as a scout hence its low tested firepower of 8 Good as a scout but useless at anything else they die extremely quickly in combat it seems on paper they look good but never survive long , missiles will not lock on to them when cloaked however and it can be good to take out missile frigates but the resources are best used elsewhere as there are often more effective methods of taking out missile destroyers.They have incredible weaknesses the huge amount of time to build one , the number of Rus needed and their tiny motorbike like gas tanks which make kadeshi swarmer tanks seem big Defence fighter (taiidan only) Mass: 75 tons armour: 300 Firepower: none Coverage: 80% Type: defence laser* Fuel : not tested Manoeuvrability: high Max Velocity: 875 m/s RU Cost: 85 Time to build : 20 Ru per sec : 4.5 Service time :untested Available from: mission 12 Not very useful though in HW forums when mixed wither interceptors in 4-6s they seemed to increase survivability alot. 85 RUs best used elsewhere however.Alone they are useless and 100% ineffective against non gun attacking ships (ion cannons plasma bombs)Also they seem huge nearly as big as a heavy corvette which makes them easier to hit if you overwhelm their defence laser. *Ion cannons , super ion cannons , plasma bombs ,ramming , kamikazi and mines are not stopped/afected by the defence laser beam Additional - Kamikazi attacks no longer use the defence laser on the targeted ship in V1.05 which was apparently extremely damaging Additional -2 They are best used in sphere on evasive since they they form an orbit around the craft they defend maximising their area of effect.with evasive *************************************************** *************corvette class ships****************** *************************************************** *the scale is similar also to the fighters though they actually seem somewhat small for what they are in the ending there is a heavy corvette in the fore ground so its still big. Light corvette Mass: 400 tons 150tons (V1.05) armour: 900 Firepower: 100 ITM 10-15 in tests Coverage: 40 % Type : turreted gun(s) Manoeuvrability: medium Max Velocity: 575m/s Special Action: none Fuel : Evasive : 9.7minutes combat ,16 minutes normal Neutral : minutes minutes normal Aggressive : minutes minutes normal Service time : 20-35 seconds RU Cost: 135 Available from: mission 2 Time to build : 22 seconds RU per sec : 6.1 They may seem worthless but they are useful to some extent in multiplay to keep scout wings harassing your harvesters only useful in large numbers and in tight aggressive formations else they are easily overwhelmed and flanked by strike craft. Nothing can take them out early if they are grouped except of course kamikazi attacks. Heavy corvette (my equal 1st favourite with bombers) Mass: 750 tons armour: 1700 Firepower: 200 Coverage: 50 % * Type :two twin turreted guns Manoeuvrability: medium Max Velocity: 500m/s Special Action: Burst shot** Fuel : Evasive : 10minutes combat ,17 minutes normal Neutral : untested Aggressive : untested Service time :30-40 seconds RU Cost: 240 Available from: mission 3 Time to build : 22 seconds RU per sec : 6.1 This is the best strikecraft in the game , purely for stopping fighters in walls on aggressive in large numbers 160+*** fighter wings don't even bother them esp when teamed up with a support frigate behind them backing them up.If you have 2 support frigates you can take on near anything with them , very useful for breaking up defender walls and other corvette walls.Best for defensive purposes only as capital ships do take them out easily.They are somewhat weak alone though many things in the game alone are weak alone and are perfectly synergistic more than the sum of their parts. *I suspect the taiidan corvette has better coverage since its guns can move left right up and down , while the kushan corvette has guns under its belly just behind its nose with the effect that the chassis blocks it from icing fighters where other fighters can reach.The effect is the need to turn to engage though I have no conclusive tests , there were rumours on boards years ago that kushan corvettes were better on the horizontal plane while taiidan were better on the vertical plane. **Burst has an effect on 2400 metres so multiple blasts in the same area can put over 100% damage on any strike group the power wears off there is also a delay where the burst goes if you select burst target at something far away and it moved in the meantime then the blast will be at that spot.So wait until they get into close range before using burst. WARNING burst will damage and or kill your own ships nearby as well including the corvettes that fired the burst.and the burst also looks like a plasma bomb as well if you are interested.i found this out when my scout wing came into finish off what was left of the enemy bomber wing that just ate 10 bursts 4 of my corvettes had not fired yet and they fired just as my scout wing passed the corvette wall the result was the loss of my entire scout wing. ***Team multiplayer game I played on a LAN where 3 players allied to each other and sent a huge wave at me from 6 directions I had 3 groups of 12 heavies it was won without losses to my side and when it seemed I was overwhelmed burst came in handy entire Xs would explode if 3-4 heavies in each group were used on burst.Though eventually I was defeated when they all sent destroyers and a cherry blossom (suicide pilots in WWII japan) scouts backed up by gravity wells to freeze my corvettes. Multi gun corvette Mass: 750 tons armour: 1400 Firepower: 180 Coverage: 78% Manoeuvrability: medium ITM high in tests Max Velocity: 695 Special Action: none Fuel : Evasive : 10minutes combat ,17 minutes normal Neutral : not tested Aggressive : not tested RU Cost: 220 Service time : 32-40 seconds Available from: mission 3 Time to build : 22 seconds RU per sec : 6.1 Cheaper than the heavies but never use them to attack try this mix an attack wing of heavies and mulitguns and they always die first .Their speed does help them when attacking unsupported capitalships however.And thats about it they also go against C&C theory where a dead ship can't attack you so concentrate your fire power on one then another so with each passing second your ships take less damage since there are less enemy ships dealing damage out.Unless you use them on aggressive but the heavy corvette does a better job in this mode anyway.But due to their increased speed its almost possible to class them as if they were fighters. Minelayer Corvette Mass: 750 tons armour: 1800 Firepower: 600-800 damage * Coverage: 0 though the mines can travel up to 350-500m/s in any direction Type : Space mines Manoeuvrability: medium Max Velocity: 425m/s Special Action: force drop mine field (6 pack) Fuel : Evasive : 13minutes combat ,21 minutes normal Neutral : not tested Aggressive : not tested RU Cost: 275 Service time : untested Available from: mission 10 Time to build : 40 seconds RU per sec : 7/8 Worthless , totally mine fields disappear quickly and need to be relaid and the mines don't do much damage anyway.Since they can be avoided by strike craft and the wall of mines can be taken (with gritted teeth) by any capital ship though if the enemy uses them then you can use them against him/her , only really worth while if you can micro manage and support them with masses of fighters it can make them deadly but not often. *depends upon impact location variation between forced drops and normal drops not tested Repair Corvette Mass: 750 tons armour: 800 Firepower: 65 ITM near 0 in tests Coverage: 10% Type : guns* Special Action: Repair beam 45/s 25 in V1.05** Manoeuvrability: medium Max Velocity: 350m/s Fuel : Unlimited*** RU Cost: 150 Available from: mission 1 Time to build : 20 seconds RU per sec : 7.5 Some what out classed early by support frigates but they are useful non the less for following salvage corvettes, they are also reallyhard to dock via double clicks on the MS or on carriers so use the menus of the keys to dock them into your required vessel , keeping support frigates farther away than the desired dock ship. *The kushan ship has a turreted gun the taiidan ship appears not to have a gun. though it does the gun in comparable to the light corvette gun but with much shorter range and higher repeat. **Repair beams only repair what the ship is ordered to repair ships in the green beam won't get healed. **during HW development the folks at relic wondered if it should use fuel or not and they chose for it not to use fuel since it would be strange for a re-fuel ship to use and run out of fuel. Salvage Corvette Mass: 1200 tons armour: 1400 Firepower: 0 Coverage: 0 Type : Virii Special Action: capture ships Manoeuvrability: medium Max Velocity: 425m/s Fuel : always 22 minutes RU Cost: 220 Service time : untested Available from: mission 1 Time to build : 31 seconds RU per sec : 8 The key to winning the entire game is (drum roll) the salvage corvette , the manual states: "can capture heavily damaged ships" This isn't true you can capture anything you want (well nearly) at 100% health here is the stats: Strike craft : 1 Frigates : 2 Destroyers : 3 Heavy cruisers : 5 Carriers : 5 Motherships : ha no way you can capture these though you may try (this ships too big we need another salvage team fleet esp when you try to get the turanic carrier or the kadeshi worldship) resource controller : 3 resource collector : 2 Gravity wells / cloak generators : 2 tactics for capture will be discussed later on. Additional - sometimes victim ships will be completely passive and they will ignore your salvage craft until just before it is too late , sometimes they will immediately react.I have no explaination for this since it does not depend on distraction damage sustained or fleet size it happens sometimes but not always. Additional 2 capturing strike craft will result in the salvage corvette docking with the MS or carrier so be aware and relaunch them if you have keep docked checked. *************************************************** ***************Frigate class ships***************** *************************************************** Assault frigate Mass: 45000 tons armour: 16000 Firepower: 2400 ITM - 90-100 in tests* 82(V1.05) Coverage: 75% Type : guns and plasma bombs Fuel : unlimited Special Action: pushing** Manoeuvrability: low Max Velocity: 325 m/s RU Cost: 575 Time to build : 61 seconds Ru per sec : 9-10 ru Available from: mission 3 The first capital ship you get (heh well steal from return to Kharak) very poor against strike craft (the fleet commanders arguing in the manual states that assault frigates can protect against fighters well no not really unless you ram them)though it has better armour than the ion cannon frigate and better speed. *based on % damage of enemy vs my heavy corvettes **special pushing is an unknown quantity during the forum life it was discussed that their bullets were heavier than others which explains why you can use 4-5 of them on one ship and that ship keeps getting pushed backwards more than the victim ship's engines can keep it fwd.Not that this is too useful except for breaking capital ship formations which then spoils the support frigate backup method.You can try ram ships into each other as well though it isn't easy and enemy ships will try to move out the way. Ion cannon frigate Mass: 57000 tons armour: 15000 Firepower: 4000 ITM 130-150 in tests 138(V1.05) Coverage: 3% Type : ion cannon Fuel : unlimited Manoeuvrability: low Max Velocity: 300 m/s Special Action: none RU Cost: 650 time to build : 60 Ru per sec : 11 Available from: mission 4 Now things start to get nice one single ion cannon though , less armour less speed more fire power , it has 3% coverage which is pretty bad though strike craft will lose a few attacking them if they come from the frontal area to attack which is silly. *based on % damage of enemy vs my heavy corvettes Support frigate Mass: 45000 tons armour: 12000 Firepower: 760 ITM 20-25 in tests 28(V1.05) Coverage: 21% * Type : repair beam and gun(s) Fuel : unlimited Manoeuvrability: very low Max Velocity: 450 m/s Special Action: repair beam 200pt 100 in V1.05** RU Cost: 425 Time to build :65 seconds Ru per sec : 6.5 Available from: mission 3 *one gun on Kushan support frigates two on Taidan **Repair beams only repair what the ship is ordered to repair ships in the green beam won't get healed. There are subtle variations between these two opposing side frigates they may look the same but the are slightly different the extra gun on the taidan frigate is an easy one to spot.But there are also others, Kushan support frigates can heal themselves (hold Z and click on support frigate) taidan frigates cannot. But Strike craft have to perform aerobatics to land on the kushan frigate which takes just a second or two longer.It matters sometimes esp with large fighter wings.Using guard on a group of ships will make it repair those ships when they are damaged .Also you can take strike craft into hyperspace with this frigate select the corvettes and fighters you want to transport and as they are docking select hyperspace location.The strikers will stay docked and the frigate will take them with it.In MP it costs no Rus than normal .There was a ghost support frigate rumour somewhere it is true though that the frigate vanishes and the fighters do not I can't really remember how to do it though and it was only possible with the taiidan support frigate , not that it seriously enhanced gameplay any.. V3.1 update the guns on her are actually quite useful in what they lack in firepower they gain in accuracy and repeat , they fire almost constantly when attacking anything with them though they do have a shorter range than guns on other corvettes. Defence field frigate (taiidan only) Mass: 40000 tons armour: 17,600 Firepower: none Coverage: 100% sphere defence field Type : defence field* Fuel : unlimited Manoeuvrability: low Max Velocity: 325 m/s Special action : defence field (always on) 2km radii RU Cost: 800 Time to build : 75 seconds Ru per sec : 11 Available from: mission 6 this is extremely useful on the folks who enjoy using fighters especially the 60+ wing scout players also useful in pairs and when trying to capture cruisers and carriers also since only the ion cannons can get through only,though in SP you'll be maxed out on frigates so you can't really build them.But it is a luxury in mp and in sp you'll probably be maxed out on other ships to be able to build any.But they are excellent in team work with 2 defence fighters as the 2 defence fighters close the 5-10% vulnerability window. *Ion cannons , super ion cannons , plasma bombs ,ramming , kamikazi and mines are not stopped by the defence field. Additional - these are excellent to escort fighters against motherships with its repair rate and blocking 90% of mothership guns you can keep fighters safe doing attack runs all over the enemy MS. Additional2 to "attack" an enemy ship the field frigate goes toe to toe with enemy capitalships which means it also blocks ion cannons targeted at other enemy ships by virtue of it being an obstruction but this incurs damage on the field frigate so don't forget about that. Additional 3 Gravity wells do still work in the field frigate so you can combine them to make a horribly lethal system or to trap fighters escorting or being escorted by the field frigate. Firepower reduction data raw raw as in the 5-10% of guns that do get through are not counted which can lead to all sorts of firepower counts: % is how much of its 100% firepower is has remaining NOT how much is blocked the other figure if there is multiple weapon system type on the ship reflects how much the ship in terms of raw firepower it can bring down to bear on the field frigate or ships in its area of effect. swarmer - 0% Adv swarmer 0% Fuel pod 0% fighter - 0% Std corvette 0% repair corvette 0% missile corvette 100% Scout - 0 firepower 0% Interceptor - 0 firepower 0% Attack bomber - 100% Defender - 0 firepower 0% Cloaked fighter 0% Lt corvette -0 firepower 0% Heavy corvette -0 firepower 0% though burst still works Multigun corvette 0 firepower 0% Mine layer corvette - 100% assault frigate 41 firepower - 50% Support frigate 0 firepower 0% drone frigate 0% Ion frigate - 100% mutlibeam - 100% Destroyer 276 firepower 75% m destroyer 100% Carrier 0 firepower 0% Cruiser 552 firepower 60% MS 0% Kamikazi of all strike craft is reduced also as they cannot connect their gunfire as they go into impact.except for bombers which you don't wan to kami anyway unless you are losing badly or have masses of Ru. Drone frigate (kushan only) Mass: 60,000 tons armour: 16,000 Firepower: 192 * Coverage: 100% ** Type : miniature auto gun*** Fuel : unlimited Manoeuvrability: low Max Velocity: 325 m/s Special Action: launch/retract drones RU Cost: 800 Time to build : 75 seconds Ru per sec :11 Available from: mission 6 Useless unless you try the hyperspace drone ball (extend drones hyperspace) then recall drones , you can force attack the frigate inside the sphere easily.Best avoided but if you have to use only in aggressive mode.The drones rebuild faster when retraced btw.Also they utterly kill slower machines if you have alot of them. a Frigate can take out a drone frigate easily with little damage. *each gun has about the same power as a scout since there are 24 8 x 24 = 192 the drone frigate has no guns of its own and there fore it cannot attack without deployed drones. **though coverage is 100% not all guns can fire at all directions since there is a range difference and also the frigate gets in the way ***drones take 50 seconds to regenerate when deployed they take 20-25 seconds to replace when retracted into the hull. Additional scuttle self destructs the drones as well Additional 2 drones cannot hyperspace unless stored Additional 3 Drones are not repaired when retracted , when some of my drones were damaged I retracted them and some of them were still bubbling with damage. ******************************************* ********super capital ship class*********** ******************************************* Destroyer Mass: 185000 tons armour: 44000 Firepower: 10500 ITM 300-400 in tests * 341 (V1.05) Coverage: 88% 2 forward gimballed ion cannons two turrets with two guns each Type : ion cannon , guns Fuel : unlimited Manoeuvrability: very low Max Velocity: 315 m/s Special Action: none RU Cost: 1350 Time to build : 150 seconds Ru per sec : 9 Available from: mission 6 Fast deadly , though somewhat easy to capture the ion cannons can gimbal slightly left and right but there is a dead zone from directly below which is where to hit it. *x2 ion cannon = 138x2 = 276 + 4 big guns guestimated at 20-30 each Missile destroyer Mass: 200000 tons armour: 42000 Firepower: 8500 ITM 375+/- 25 per missile in tests * 450(V1.05) Coverage: 100% ** Type : missiles*** Fuel : unlimited (missiles 3-5 seconds) Manoeuvrability: very low Max Velocity: 295 m/s Missile velocity 1000m/s Special Action: 32 missile burst **** RU Cost: 1500 Time to build : 175 seconds Ru per sec : 9 Available from: mission 9 You get these after capturing them after the sea of lost souls which makes life hard for the strikers.32 missiles are its Achilles heel however as scouts can out run them on afterburners and those missiles are wasted. Missiles will also lose locks to cloaking devices. *kills bombers sometimes in one hit sometimes in two unknown reasons **missiles have shorter range attacking things coming from behind *** missiles when destroyer is at different orders have different chances of hitting their targets (while missiles against capital ships are a near sure thing) vs fighters : evasive 50% neutral 70% aggressive 90% Also missiles are fired in 4s normally **** 10 second penalty on missile production and firing ability normally missiles are produced at 0.5 seconds per missile Carrier Mass: 600000 tons armour: 70000 Firepower: 19000 ITM 100-200 in tests* 109(V1.05) Coverage: 100% Type : guns** Fuel : unlimited Manoeuvrability: very low Max Velocity: 315 m/s Special Action: build and dock strike craft build frigates RU Cost: 2000 Time to build :280 seconds Ru per sec 7.1 Available from: mission 9 Small motherships that build anything up to frigate class ,vital sometimes. they need to be supported by other ships or they can be captured easily.Can be used effectively to ram frigates. *based on % damage done to salvage corvettes stuck to its hull can dock : 50 fighters 25 corvettes ** Carrier guns are somewhat shorter range than the guns on fighters Additional - any ship docked or being built below 100% complete ness will also die alongwith the carrier if it is killed before they exit the carrier.Also fleet command in multiplay will transfer here if the MS goes up in smoke.But as to the previous point if you expect help and want to keep your strike craft safe then keep them docked until help arrives , if you expect no help to arrive or the strike craft inside are your help then undock them.This does have vulnerabilities as strike craft come out in pairs and try to get into military parade and have no control for a few seconds.This makes them easy victims of any corvette walls or other anti strike craft situated outside the mouth of the carrier , this also applies to the MS so keep an eye on sensors to undock them early. Additional -2 i you check keep docked on the launch menu and already have say 50 fighters inside and decide to build another from the same carrier the fighter will launch as there are no more dock sleeves left for it to stay in.This also applies to corvettes. Additional 3 -Carriers are vulnerable and consequently easily killed when unescorted but should you find yourself in such a situation and your carrier is about to die scuttle her , she has a massive blast radii and you'll take near everything below frigate class. Somewhat strange as its a bit small to fit that many inside Heavy cruiser Mass: 800000 tons armour: 90000 Firepower: 19000 ITM * 966 in tests 921(V1.05) Coverage: 100% Type : twin ions x2 6 heavy guns Fuel : unlimited Manoeuvrability: very low Max Velocity: 250 m/s Special Action: none RU Cost: 3700 Time to build :420 seconds Ru per sec : 9 Available from: mission 13 Big bruiser of the fleet if it could get anywhere on time .There is a slight difference between the kushan and taiidan versions , the Kushan version has slightly split ion cannon beams so they are less useful against single static targets say auto guns.But this makes them more useful against fighter groups in that more space is occupied by the beam so fighters have less chance to escape minimal difference though I rarely use them. *138x4 = 552 + 414 (guns) = 966 (once attacked by a cruiser on a heavy cruiser the guns did 50% the damage roughly of the ion cannons) ************************************** ***********non combat class*********** ************************************** Resource collector Mass: 40000 tons* armour: 10800 Firepower: none Coverage: none Manoeuvrability: medium Max Velocity: 300 m/s Special Action: Support strike craft** Required Tech: none RU Cost: 650 Time to build : 60 Ru per sec : 11 Available from: mission 1 The ships you need to collect resources. Unarmed slow, but has good armour .You can kamikaze them against fighter groups up to 10 and the collector will be the last ship standing at the end.Beware its strike craft support action does not repair strike craft only refuelling them.on evasive they will attempt to dock to get repairs on neutral similar but they will take more damage before peeling off to dock. On aggressive they will harvest even when under attack *I am somewhat sure this is a mistake **support here means refuel no repairs are carried out , also only a single strike craft can be refueled at a time , which means big queues for large wings . Useful only in emergencies Additional - try as you might but you cannot dock resource collectors indefinately they just won't do it Additional 2 a full load is 600 Rus Resource controller Mass: 79000 tons armour: 13600 Firepower: none Coverage: none Manoeuvrability: low Max Velocity: 300 m/s Special Action: support Strike Craft* Required Tech: Capital Ship Drive RU Cost: 680 Time to build : 65 Ru per sec : 11 Available from: mission 3 Blackhole generator that teleports resources to the MS .As said there are differences between taidan and kushan though not just cosmetic taidan ships are faster , resource collectors on kushan fleets have to do a 180 degree turn to off load materials this takes a second or two longer.Useful for emergency strike craft support though. *Support means refuel in this case as repairs will not be carried out on anything that docks with the resource controller pads Additional - up to 4 fighters and 2 corvettes can be refuelled at a time Additional 2 resource controllers will not repair resource collectors that dock with them only carriers and motherships can do this. Probe Mass: 40 tons armour: 800 Firepower: none Coverage: 100% Type : cameras Fuel : unlimited range for one trip Manoeuvrability: medium Max Velocity: 4000 m/s one use * Special Action: none Required Tech: none RU Cost: 30 Time to build : 6 seconds Ru per sec : 5 Available from: mission 1 Golf balls as we used to call them in the HW forums fire them off at an incoming scout wing scuttle just before they pass you got dead scouts. They can't be moved after sending them out (cheating online players aside) and scouts work out a better deal since they can run away, while probes sit there and get blasted.It does give an interesting view when used with pilot view which can make you dizzy. *if you ever see a probe move more than once then the player / computer is cheating additional - if you fire them off and they are still moving and you scuttle them you get a shot gun type effect from the debris inertia though I am uncertain about distance vs damage diminishing values. Gravity well generator Mass: 65000 tons armour: 8000 Firepower: none Coverage: 100% zone Type : gravity well * Manoeuvrability: low Max Velocity: 325 m/s Special Action: gravity well distortion 5.5km RU Cost: 800 Time to build : 60 seconds Ru per sec : 14 Available from: mission 9 Time field lasts : 200-210 seconds Recharge time is : Does not recharge Gravity field traps all strike craft except salvage corvettes they also capture ships preparing or coming out of hyperspace however.It is limited in use and should be retired rather than used to destruction (think of the crew!).But they also have their other uses you may read in the manual that hyperdrive has to be cut off long before they get into the gravitational curve of a system.This baby too counts as a gravity curve and can trap capital ships that are going into and coming out of hyperspace in hyperspace jump posture (ie they won't shoot at you or even resist salvage corvettes.).Finally Kushan grav wells open up when they are active which is easy for you to see , taiidan grave wells do no such thing so it is harder to spot if they are active or not aside from the tiny orange ring around the gravity well generator itself.Which although is a warning isn't that easy to spot.I would also note that it is a gravity pulse that works in a sine wave , on and off in 6 second frequency.This has the effect that some strike craft in its field of effect can ocassionally fire or flounder a bit. Cloak field generator Mass: 22000 tons armour: 6000 Firepower: none Coverage: 100% small radii (though the field seems weaker at the fringes) Type : cloaking field Fuel : unlimited Manoeuvrability: low Max Velocity: 325 m/s Special Action: Cloak 2.5km radii RU Cost: 500 Time to build : 60 Ru per sec : 9 Available from: mission 13 Time field lasts : 290-300 seconds Recharge time is : 590-600 seconds* Causes a tiny cloak field that cloaks ships near it very weak however and can be detected with proximity detectors , if you want a permanent cloak use 3 of them in a team one cloaks when it is nearly out of juice use another letting the first recharge , then repeat as its recharge time is slightly longer than the usage of all the juice in one.Ships will decloak briefly when firing however , also the computer can fit any ships into the field , you cannot cloak carriers or MS though you can cram up to 25 ships into the field ,through abuse of certain fomations (capital ships) *The ship must have recharged more than 50% (ie 301 seconds) before the cloak field can be restarted Proximity sensor Mass: 40 tons armour: 800 Firepower: none Coverage: 100% Type : proximity sensor array Manoeuvrability: very low Max Velocity: 1000 m/s Special Action: none RU Cost: 50 Available from: mission 10 Fast bait for sp , useful for one mission in sp a necessity in multiplay since people cloak all sorts of things in that game , they replace scouts due to their lack of need for fuel.You can capture lots of them at the karos graveyard. Sensors array Mass: 2900 tons armour: 6000 Firepower: none Coverage: 100% map Type : enhanced sensors Fuel : unlimited Manoeuvrability: low Max Velocity: 280 m/s Special Action: none Time to build :80 RU Cost: 800 Ru per sec : 10 Available from: mission 14 See everything sort of and their visual range in blue circles , can't see cloaked ships however and comes rather late in sp which makes it useful but not very.Also it doesn't allow you visual inspection so those slow moving dots could be capital ships or they could be a smart player playing mind games on you with subtefuge. Research Ship Mass: 11000 tons armour: 4500 Firepower: none Coverage: none Manoeuvrability: low Max Velocity: 280 m/s Special Action: none Required Tech: none RU Cost: 700 Time to build : 60 Ru per sec :12 Available from: mission 1 Six of these maxed out , they join to increase aggregate armour .If you want to an item researched by more than one lab hold ctrl and select the required/available labs and then click on the research project and then the research button.The taidan one seems to have bugs in docking however.Also although they have the option on their menu they cannot be retired due to a bug I think , though they make excellent suicide scuttle ships after all research is complete.Note that scuttle does not work properly in singles or at least the kushan ones don't when you scuttle one of the ring scuttles and they fly apart , the rest of them then redock.If you really want to scuttle it all you can select the research ship again and again manually scuttling all of them. MotherShip Mass: 5000000 tons armour: 160000 Firepower: 7500 ITM , in tests it kills a scout in 3 bursts 40-50 tested Coverage: 60% ITM 100% I think Manoeuvrability: very low Max Velocity: 50 m/s Special Action: none Required Tech: none Available from: mission 1 Banana or the Ugly one the differences are not just cosmetic as with some other ships that Taiidan and Kushan both have.So what are the differences? Taiidan MS is faster capture a ship , build a capital ship it just comes out the bottom the kushan version has to open the door let the ship align itself then close the door , slightly slower just a bit but enough to lose in MP games.Also the taiidan ship is wider so you can hide more ships behind it.BUT the Kushan MS captures and launches frigates from the small bay door which heats up the debate on if it is better or worse even more , since I guarentee you that in the SP game you (have the opertunity to at least) capture more frigates that super capital ships. The MS has these capacities: 150 fighters * 50 corvettes ** *In a built fleet your maximum is 80 fighters which is bizarre considering that you still have 20 more spaces , of course you could always steal them but fighters are not that easy to steal. Additional - The Kushan door sometimes gets stuck sometimes during ship capture and super capital ship production .About 5 times over the years I have owned HW the door has stuck on carriers and destroyers only (but take note I don't build many cruisers or MD) It'll cost you the RU pressing E will put it on the ship list but its stuck. Additional -2 The MS guns aren't that strong (so its firepower rating is some what misleading though in 3-4 vollies it can kill a turanic fighter of 225 armour points) but they nearly always hit.Also they have major mass (bullets) since it you use the MS to attack (without raming the opposing side ships) you'll see that the MS pushes enemy ships back much like the assault frigate the significance or insignificance of this I am not sure of. Additional -3 Military parade is different for kushan and Taiidan , though still ion array multibeam frigates line up ina different line , I am unsure if this has an effect on absolute fleet size since they do line up closer but the space to the right of the MS might not be as much as that on the right. Additional -4 Any ships docked or currently being built no matterwhat % under 100% will be destroyed along with the MS if the MS dies (but in SP its game over anyways if this happens not so in Multiplay as if you have a carrier fleet command transfers to the carrier bridge) Additional -5 Ship formations are different with kushan and taiidan (in military parade which hyperspace posture is the same) which means you can capture more ships as kushan than as taiidan. Additional -6 When using the Kushan fleet the mothership seemed to have much more trouble accepting salvage with salvage corvettes grabbing enemy ships but not being accepted by MS traffic control. Non player ships * * you can capture most of them but you can't build any of them contrary to the manual which says after capturing them you can build them (which refers only to common ships shared between both fleets) *********************** *******Kadeshi****** *********************** Spoiler *********************** *********************** *********************** *********************** -Kadeshi are actually Khrarid brothers ie normal humans who fled to the nebula (the nebula is not seen in the cut scene it is implied) instead of continuing the exodus to Kharak shame you have to kill them though *********************** *********************** *********************** *********************** Kadeshi Swarmer Mass: 8 tons armour: 400 Firepower: 43 Coverage: 4% Manoeuvrability: very high Max Velocity: 1500 m/s cost 25 Ru* Service time : 12-14 seconds Fast deadly , shame about the small gas tanks however they can eat your fighters alive .They are hard to capture even when out of fuel , be patient they come in handy later on.They do scuttle to prevent capture sometimes as I have often left large swarms floundering after I captured their fuel pods and none of my ships were near them to do any shooting.Alsodon't expect your heavies to work wonders on them with 400 armour points it can take x4 times as many hits to kill them add the slippery pilots in them you might only get a couple with each pass though they are still some what effective. *according to the launch menu Advanced swarmer Mass: 10 tons armour: 550 Firepower: 24 Coverage: 8% Manoeuvrability: high Max Velocity: 1000ms cost 40ru* Service time :13-15 seconds Bigger and better though slower.They are more frequently seen in the second kadeshi meeting guarding the kar toba final line.Also the second Kadeshi ambassador uses one (maybe you can capture him) the come in two paint jobs one is orange stripe with white body and one is completely white , purely cosmetic I think.They also seem much more difficult to catch though this could be through numbers since there are relatively few of them compared to normal swarmers , since swarmers are cheaper. *according to the launch menu Fuel Pod Mass: 30000 tons Firepower: 65 Coverage: 10 % Manoeuvrability: low Max Velocity: <300 m/s (relative to destroyers they can't keep up) Target practice or trophies however you want to define them , they can barely hurt your ships though killing (or capturing them) stops swarmers though there are better ways about it .Capturing them is good in that they are worth 400 odd RUs when retired.The class of this ship is somewhat in doubt , it could be a frigate but it leaves strike craft trails.However it does not need fuel but doesn't have the firepower to match even support frigates.Also on the Kushan MS it (after capture) docks for refit via the fighter bay.It can also hyper space jump on its own.Which sparks debate between is it strike craft or a capital ship ...which has raged slightly once or more in the past capital ship: can hyperspace does not need refueling slow speed Strike craft Leaves trails poor weapons decide for yourself Multi beam frigate Mass: Unknown armour: <10000 * Firepower: 600 Coverage: 20% Manoeuvrability: medium Max Velocity: 350 m/s Kadeshi capital ships 4 ion cannons that "rake" the enemy which makes it useful against fighters and capital ships alike .Low armour though there are 19 in total (capture them all!) *it takes half the damage than an assault frigate so this is an estimate of its hit points Kadeshi world ship Mass: Unknown * armour: Unknown * Firepower: 200 Coverage: 100% Manoeuvrability: medium Max Velocity: 400 m/s Special Action: hyperspace inhibitor These are dangerous in that they ram your capital ships they have an ion cannon on the front however.Alsothe gun system to protect the rear as on carriers but more powerful.The ion cannon maybe a super ion cannon as it fires seemingly on a turret and does a more damage than other ion cannon beams.Also any Kadeshi ships docked die along with the MS *at a guess they have 5-6 times more armour than destroyers maybe more since it can ram 2 of your destroyers and be in flames and in forums years ago it was discovered that the damage caused by the ramming (usually 100%) caused 400% damage inflicted to the ramming ship (44000 x 4) x2 = 480000 possible armour points which seems right since they can sustain attack from wings of 60 bombers for 2-3 minutes (where a wing of 15-20 can take out a mothership in less than 180 seconds) if it seems alot consider that it too is a mother ship. ************************ **Turanic raider ships** ************************ Spoiler *********************** *********************** *********************** *********************** Turanic raiders are the slaves of the empire (depends on which side you actually play so I don't say a specific fleet)they are not normal humans and live in gel packs which I read somewhere or other.They appear one last time at hiigara or rather a single ship appears there *********************** *********************** *********************** *********************** Fighter Mass: 70 tons armour: 225 Firepower: 20 Coverage: 5% Manoeuvrability: high Max Velocity: 780 m/s cost 50Ru* This is a hard to capture trophy from the turanic fleet against scouts it is outclassed heavily , but it has heavy armour however.There is one on the final level in the sp game other wise don't bother as they fill up your fighter slots (in that you can have as many fighters as docking sleeves but you can't rebuild fighters that are lost if you are maxed out and reserving building spaces does not work) Additional - This is speculative but I think fighters have afterburners as the Z key makes it flash just like scouts though I haven't really noticed much combat speed increases , but I haven't micro managed them very often. *launchmenu data Theif corvette (in game as Standard corvette) Mass: 150tons armour: 1100 Firepower: 14 Coverage: 1% Type : turreted guns Manoeuvrability: medium Max Velocity: 500m/s My my I actually caught one of these slippery suckers like the buses they come in multiples when you least expect them to come I got 12 of the sods and they turned out to be pretty useless with poor coverage and lumbering hulks your own heavies are much much better than these ships.Their turreted guns are not really turreted ok they are but the turrets take so long to turn and are so inaccurate and so weak they are pretty worthless , hand your head in shame if you lose ships to this weaking. I think you can capture 20 of them in the entire game as an interesting contrast a heavy corvette is worth 4 of these in my opinion. I would also note that their clipping is in doubt since you can't kami corvettes into them though bullets , plasma bombs burst all seem to work fine. Missile corvette Mass: 775 tons armour: 1400 Firepower: 12 (according to in game screens)* Coverage: 100% Type : mini missiles** Manoeuvrability: low Max Velocity: 500 m/s special : 60 missile burst fire cost : 225 Ru*** This is extremely good its bad points are that it dies easily (even when supported with 2 support frigates) its slow handles like a brick and is darned near impossible to catch.But here is the good news it has 60 missiles which can cause 50% damage to a destroyer nice , its missiles chase enemy fighters for miles and miles. It recharges its 60 missiles quickly . **When docked on the launch menu it says 12 but it seems more as the missiles are guided = better hit ratio and missile bursts seem to do more as well. Missiles are also fired in pairs in normal fire mode. ** - missiles have up to 23 seconds of pursuit also they can turn faster than those of missile destroyers .I am unsure if there is a > distance = < damage but in theory there ought to be since it vents plasma as fuel and has less fuel to add to damage inflicted by the explosive.Also on evasive using missile burst the corvette can stay perfectly still and let the missiles travel quite a distance.Missiles also recharge extremely quickly leave her for a minute and you can use a full burst again or fire as normal for a minute and fire near a full burst. I have heard that you can capture up to 10 of them though I only really go after a few of them on mission 2 since I prefer the ion array frigates on mission 4.I'm not saying ah yes its super easy it might just test your patience a little since they can be slippery sometimes. Ion array frigate Mass: Unknown armour: Unknown Firepower: Unknown Coverage: 3% Type : Ion cannon Manoeuvrability: low Max Velocity: 245 m/s Special Action: none Ion cannon frigates BUT with some minor differences , these have no ability to self repair none whats so ever.But they do have a more powerful ion cannon beam (apparently the wings as I call them amplify the beam power).Also the beam duration is shorter but with similar damage as a std ion cannon frigate but it fires more often (so in 60 seconds it could do more damage)They have terrible armour too and die extremely easily even to fighter attack which leads to another point they have poor turn speed too.Two of them are avalible floundering around the ghost ship later on in the game. attack carrier Mass: Unknown armour: Unknown Firepower: guestimate 476 (x2 ion cannon + same weapon as carriers) Coverage: 100% (deck guns) Type : ion cannon and guns Manoeuvrability :low Max Velocity: 235 m/s Some nice hardware that can't be captured (without using a mod how tempting it seems this ships too big we need another salvage team fleet) this will appear once to launch fighters at you then appear later to directly attack your MS.It has a very slow docking rate it seems and I have only ever seen strike craft enter and leave it.Its deck guns fire faster than your carriers as you can fly a scout past a Taiidan carrier and survive albeit with minor damage you can fly a scout past this carrier but take major damage if it targets you though that is. Additional - this heavily reminds me of the destroyers in Babylon 5 the earth ones that are fully fitted out (rather than the early designs that are just sections joined together with scaffold) but the other way round with the star fury launch bay at the front and with the same beam weapons .Although the B5 destroyers were much longer had a rotating section in the middle and in addition to the beams had two large guns on the front which fired who knows what. ************ Bentusi ************ Spoiler *********************** *********************** *********************** *********************** Bentusi are unbound travellers who travel the galaxy to trade and to sell technology , they are peaceful and have council links *********************** *********************** *********************** *********************** Bentusi Trader Mass: Unknown armour: Unknown Firepower: 900+/- 100* Type : triple super ion cannons Coverage: Unknown Manoeuvrability: Unknown Max Velocity: Unknown I must admit this scare the hell out me first time I played HW I thought wow I only have scouts! how am I to fight that?! , They have 3 super ion cannons also you can force attack them if you want to see them kill you rather quickly but its game over if you do as they do a favour for you later on. *estimated from how fast they can kill you if you attack them and do not stop your attack Bentusi Cargo Barge Mass: Unknown armour: Unknown Firepower: Unknown Coverage: Unknown Manoeuvrability: Unknown Max Velocity: Unknown You see this briefly in the ending and at tenhauser gate it also doubles as a resource collector for the kadeshi in the Kadeshi mod.A huge collector though as it takes ages to fill up and pumps 2-3000 Ru in at a time. Junk yard DAWG (from mission 13) Mass: unknown armour: 135000* Firepower: none Coverage: none Manoeuvrability: medium This is a beefy corvette , how do I know this? because it gets trapped in gravity wells , bait it with something fast then grav well it and lay in your entire fleet to it.You can recover the stolen ships if you do lose them and they survive the auto guns it is a pain however.It travels via hyper space gates and is alerted by proximity sensors.It only seems to go after capital ships , and you lose control the instant Karan says ship stolen so you can't scuttle your ship even if you wanted to.Auto guns will continue to fire at stolen capital ships as well. *since with the massive fleet a heavy cruiser can withstand 8 seconds of punishment before exploding this can withstand about 12 seconds = 90000 *1.5 135000 armour Auto guns Large and Small Mass: unknown armour: 1500 +/- 500 * Firepower: 45 ** Coverage: 2% Manoeuvrability: low Max Velocity: immobile Evil little guns that guard the karos graveyard they are linked to proximity detectors however and cloaking does not work to avoid them.There are large and small guns small guns obviously being easier to kill large guns harder to kill you can tell them apart by the mounting they are on.A spherical gimbal is a large gun and square gimbal is a small gun. * a destroyer with twin ion cannons and 3-4 gun blasts kills them this kills a heavy corvette and so I guestimated it ** does as much damage as a plasma bomb on a frigate Big collsition asteroid Mass : unknown Armour : lots* Firepower : kami = to armour coverage : NA Max velocity : slow *I have no complete figures but after some late night testing (in which lots of my ships when missing after the jump from the last mission) but the rock could take: x10 resource collector Kami (100000) x69 attack bomber (3105) x34 heavies (986) x20 destroyers (9000) x72 Ion cannons (9936) x19 multibeam frigates (10488) x32 assault frigates (3200) x9 ion array frigates (1350 x4 cruisers (4000) 100000 collector kami + 40715 - from my fleet +/- 1000 (due to non constant firing) 2221450 at least (all figures are somewhat rough) for more than 30 seconds (I figured that from the time to impact count downs) also I managed to get all my capital ships into position to attack the asteroid from below avoiding any impacts.Though questionably as I caused it 100000 damage via collector kami it did not even burst into flames or emit any damage signs , since we get flames and damage signs (bubbles out the engines) at yellow level damage (about 65%) it could also be argued that 100000 damage is not even 35% of its damage level. taking that into account its hit points could easily be 300000 points of armour though that is just an educated guess. 3B Strike craft Or capital ships? In single play you mix and match ships and usually capital ships will get you through most situations but there are advantages and disadvantages for each type: Strike craft: +In large numbers powerful +Cheap +Fast +Hard to kill with most capital ships +Can suffer attrition easily +Eggs put into more than one basket +small targets +Kamikazi when things go wrong +large build limits -very very weak alone -need fuel -need support craft and vulnerable under repair -each ship can be killed easily -Hyperspace incapable alone -gravity well vulnerability Capital ships +Powerful alone and even more so in groups +easy to use in lossless combat +Hyperspace ability +Do not need fuel +limited self repair ability -Expensive -vulnerable against fighters when unsupported -take a long time to build -limited numbers to build -slow So the choice is yours you need to weigh and balance each side to see what you want your fleet to consist mostly of 3C Strike craft Or capital ships part II Note all figures for the fighters do leave some change as none of the RU figures totally match up , also not included are the costs of any support craft needed to support the fighter groups.This is because I assume you use several support frigates for your capital ship groups anyway. x1 Assault frigate 575 RU - 120 firepower Can buy you: x14 scouts (168 firepower combined) OR x10 interceptors (260 firepower combined) OR x6 Attack bombers (270 firepower combined) OR x8 defenders (40 firepower combined) x1 Ion cannon frigate 650RU Can buy you x18 scouts (216 firepower combined) OR 11 interceptors (286 firepower combined) OR x7 attack bombers (315 firepower combined) or 10 defenders (50 firepower combined x1 destroyer 1350 RU 500 firepower Can buy you x38 scouts (456 firepower combined) OR x24 interceptors (624 firepower combined) OR x15 attack bombers (675 firepower combined) OR x20 defenders (100 firepower combined) x1 missile destroyer 375 per missile X32=12000 1500 RU Can buy you x42 Scouts (504 firepower combined) OR x27 interceptors (702 firepower combined) OR x17 attack bombers (765 firepower combined) OR x23 Defenders (115 firepower combined) take note the missile destroyer has different firepower when using missile volley attack , since this empties all its missiles in one go , while using normal attack pumps 4 missiles out and the missiles are constantly produced. Which means in a normal attack it can fire up to 48 missiles before being empty for a second then fire again. x1 Heavy cruiser 3700 RU 1000 firepower Can buy you x105 scouts (1260 firepower combined) OR x65 Interceptors (1690 firepower combined) OR x43 Attack bombers(1935 firepower combined) OR 56 defenders (280 firepower combined) So according to this list you can buy more fighters for the same price for more firepower , but you must remember often during attack runs you will lose a few fighters (they collide accidentally with each other shoot each other or collide with the target ships).But you don't always lose capital ships if they are supported properly. 3D kamikazi observations it takes 3 scouts 2 attack runs and one kami (3 kami scouts after 2 compete attack runs on full speed) to kill a mine layer corvette that implies 1550 / 3 = 512 damage for a kami scout. Though this isn't substanciated when it is used against your own ships (to kami your ships on your own ships press K then force target the victim ship) as this does a tiny line of damage equal to 2-3 plasma bombs on ALL your capitalships from carriers to cruisers which doen't really add up! though speed does apparently have a factor on damage caused. Kami does at least 200 damage for scouts at least as you can kill any fighter with a kami with a scout kami. But the factor of the attack run can vary this as sometimes scouts actually do a close fly past shooting then get to attack run range then fire again then crash.Bizzare? I also kami'd 10 resource collectors into my MS and it did about 30-40% 40% of MS 160000 armour is about 50K-60K armour factor damage which could imply that the 50% damage factor does apply to kami even (strange) though I kami'd a fighter (turanic) into a bomber it survived taking 80% damage.Even more confusion .... 3E best weapons In desending order of best to worst: Vs fighters MD Missiles corvette missiles corvette + fighter guns Ion cannons* plasma bombs** capital ship guns mines *I'l explain this as fighters dodge up down left or right bullets they do more or less the same thing with ion cannon beams however with a bullet the bullet passes behind the victim ship ,whearas the Ion cannon beam is still there and the fighters dodge back into it taking damage. **plasma bombs are rated higher than capitalship guns as they have a limited homing capability vs corvettes MD missiles Corvette missiles Capital ship guns Ion cannons Corvette guns plasma bombs Fighter guns mines Vs frigates ion cannons plasma bombs capitalship guns mines Missiles fighter guns (unless stacked) VS super capital ships Anything they are so big and slow nearly everything will hit them though plasma bombs and ion cannons have good effect Note all this section is what I find best the do not necessarily reflect the max damage or the hit ratio , but then you may want to use anything you have to hand ************** 4-Research times ************** Times are in seconds Research times (for a single research ship) Fighter Drive 75 Corvette Drive 75 Capital Ship Drive 100 Proximity Sensor 100 Fighter Chassis 125 Defender Subsystems 300 Corvette Chassis 200 Capital Ship Chassis 320 Sensors Array 400 Gravity Gen. 520 Cloak Generator 520 Plasma Bomber Launcher 300 Cloaked Fighter 400 Defence fighter 400 Heavy Corvette Upgrade 250 Fast Tracking Turrets 300 Minelayer 300 Ion Cannons 450 Drone Technology 400 Field Techno 400 Super Capital Ship Drive 450 Super Heavy Chassis 250 Guided Missiles 300 Heavy Guns 650 Research times (for a two research ships) Fighter Drive 47 Corvette Drive 47 Capital Ship Drive 64 Proximity Sensor 64 Fighter Chassis 78 Defender Subsystems 189 Corvette Chassis 126 Capital Ship Chassis 200 Sensors Array 252 Gravity Gen. 320 Cloak Generator 320 Plasma Bomber Launcher 189 Cloaked Fighter 252 Defence fighter 252 Heavy Corvette Upgrade 158 Fast Tracking Turrets 189 Minelayer 189 Ion Cannons 283 Drone Technology 252 Field Techno 252 Super Capital Ship Drive 283 Super Heavy Chassis 158 Guided Missiles 189 Heavy Guns 409 After testing with various combinations and getting tired of them I came up with these rough figures 1 100%* 2 64%* 3 44%* 4 37%* 5 30%* 6 28%* *All of the subsequent timings may be 1-2 seconds off also I only tested it with gravity well tech to guestimate the final 4 % times (3-4-5-6 research ships) ************* 5-WALKTHROUGH ************* Header - I only recommend this if you are seriously stuck as the surprises and challenges all add to the enjoyment of this game or if you are replaying the game to see what you may or may not have missed , or even what is possible and what is not possible.Also when I quote from fleet command or fleet intel I usually say words to that effect rather tha quote directly since that would take a while to get what fleet command and intel say exactly and you will hear them yourself come time. Note Space bar cancels out cut scenes (in the 3d engine) and as time continues while cut scenes go on you may or may not want to skip them. You can replay some things fleet intel says by clicking on the objectives still in light blue on the objectives menu. Additional - if you lose your MS you lose instantly even if you have a massive fleet and carriers unlike multiplay fleet command is not transfered to carriers anyway your colonists are aboard.So even if you got to hiigara (in theory if it let you) you would have nobody to colonise the homeworld). MISSION 1: Kharak You begin in Orbit above Kharak this is training disguised as testing the mother ship systems. No need for a walk through no enemies (at least none that fire back at you). But build as many scouts as Rus allow and research everything you can before you leave and have at least 3 salvage corvettes. You will need them for the next mission.A short boring mission. additional - you don't actually have to destroy the target drones at all on this mission you can salvage them if you want it does nothing different gives no extra Rus and doesn't give you anything in the launch menu .But then again if it did allow you to launch them and reuse them what use would they be?. MISSION 2: Outskirts of the Kharak system Mission Objectives: + Send a Probe to Investigate + Protect the MotherShip + Salvage the Khar-Selim + Defend the Salvage Team + Defend MotherShip + Destroy Attacking Forces Hyperspace jump successful The main thing on this mission is to send a salvage corvette to get the black box off the kar silem , but before that turanic raiders attack Fleet command "the're attacking" Fleet intel "defend the mother ship" But to save Rus don't use a probe use a scout and have it come back and dock in the MS.Defeat the turanics however if you want some trophies you can capture some of the enemy ships **************************************** **************************************** **************************************** spoiler Alert!!!!!! **************************************** **************************************** **************************************** If you want to capture all of the enemy strike craft send a scout group up to the enemy carrier and kamikaze into it , this causes a bug which freezes all enemy strike craft (sometimes it works sometimes it does not) you can also run them out of fuel **************************************** **************************************** **************************************** Spoiler over **************************************** **************************************** **************************************** now if you want to destroy the strike craft (revenge?) you can use the calabans battle ball tech ie sphere of fighters guarding one fighter and they can't keep up with your ships while your ships pour gun fire and destroy everything. Or normal engagements or research corvettes fully and use a heavy corvette wall to defeat them.Don't worry they can't even scratch your MS hull well they can but it takes years and years they will retreat when they run low on fuel. You could try to capture them as fighters don't even have the numbers to form a credible threat to your MS though they can get your harvesters and your research ship. Once the fighters are out of the way (captured or destroyed) you should send a salvage corvette to dock with the kar selim to look at the data recorder. The carrier will launch more fighters and more corvettes to attack the salvage corvette which will re-dock if you manage to get them back to the MS (the salvage crew) .Soon after the carrier will dock all fighters (except those that have run out of fuel) and jump out (I am unsure if the strike craft are carried over as your personal fleet is). After which research everything harvest everything and build so you have at least 8 salvage corvettes and depending on your confidence 2 repair corvettes (they become useful till the end of the game btw).Hyperspace jump home , fleet intel wants to tell kharak missile defences to power up but..... note you can capture up to : 24 fighters 12-14 standard corvettes 2 missile corvettes The thing is you need to be pig headed enough to sit and run them out of fuel and draw them into a stupidly long drawn out battle resist the temptation to shoot them and to wait , btw I did this a few days ago and to run them out of fuel can take up to an hour ,even still they have maneovering jets and can therefore dodge your corvettes trying to capture them.And you cannot trap corvettes against the edges of the maps either , and with them being strike craft they can move in one direction fire in another so keep some repair corvettes handy.When I talk about time I mean up to 2 hours just on that mission though you can judge for yourself if it is actually worth it I did it just for a test and for utter completeness of the FAQ. MISSION 3: Return to kharak Mission Objectives: - Defend the Cryotrays - Capture an Enemy Ship with 2 Salvage Corvettes - Salvage the Cryotrays Get out your tissues if you are so inclined (for weepies not something else) A classic scene Karan "Karak is burning!, everything is gone" Cue music Fleet intel " all orbital facilities destroyed There is significant debris ring in low orbit There is nothing left no signals from anywhere in the system not even beacons" Karan "Wait one of the cryo trays is suffering a major malfunction" Another easy one , depending on the size of your fleet the enemy fleet will be a different size also so if you come into kharak with 0 strike craft there will be two assault frigates attacking the cryo trays , if you come in with a larger fleet there will be an increase up to 5 assault frigates. I would note that I was recently asked what consituted a large fleet suffient for 5 assault frigates to appear in the next mission my answer was: -27 fighters of which: 7 were scouts I had left 20 were turanic fighters (captured) -21 corvettes of which 2 missile corvettes (stolen from turanic) 12 standard corvettes (stolen from turanic) 4 h corvettes 2 light corvettes 2 harvesters 1 research ship 1 MS (duh) Launch your scouts immediately put them on evasive and attack all of the assault frigates you have their fuel time limit to get down to business , now send your salvage corvettes to capture all of them , you need to be careful here as they are mutually supporting group and will shoot salvage corvettes off each other. After you capture at least one salvage the cryo trays at least one* (else its game over) its possible to get all 600000 colonists aboard btw. Research fully and get at least 12 heavy corvettes the more the better but no more than 25 if you got the Rus from somewhere * cough cough. Karan "X00,000 colonists secured" Fleet intel "theres nothing left for us to do here" Once all that is done take one last tearful look at Kharak , and then buckle up fleet command wants revenge. Minor Bug - Sometimes with the kushan MS you can save all 6 cryo trays and only be credited by Karan of saving 5 of them since it isn't flagged in the program it being destroyed either you get stuck at this point even though you have technically completed all objectives. *Those trays contain the last remenants of our people without them we would be exstinct<-Somehow I think this is true you may think what about the crew on the MS or on capital ships , well consider that for a moment other than karan's voice (fleet command) have you ever heard another female voice in HW ? I don't think I have so it seems true. Additional - you will recieve one less than the number of assault frigates you captured , as one of the ships is broken down to reverse engineer.Hence capture all 5 get 4 etc. Also it might be a good time to reserve ships in the build menu before the slots fill up too much even if you don't have the RU. Additional 2 The cryo trays CAN be repaired but you can't do it with band boxing or guard commands you need to hold Z and double click the tray that you want , but considering that there can be up to 450dmg per second on a tray(with large fleet entry).You can't repair at a rate faster than damage , though you can support your salvagers so they don't die attempting to capture enemy ships. MISSION 4: Mission Objectives: - Harvest - Protect Fleet - Destroy the Enemy Carrier before It Leaves Secondary Objectives: - Build and Position a Resource Controller My Big Fleet - 5 assault frigates 25 Heavy corvettes 3 repair corvettes 20 salvage corvettes 15 scouts 5 interceptors. My small fleet 2 assault frigates 10 heavy corvettes 1 repair corvette 10 scouts Harvest resources harvest them for a while and meet them bentusi donot buy their goods till you have harvested most of the resources as this buys you more time to build a powerful fleet : Method A : 20 salvage corvettes 25 heavy corvettes for point defence lure the ion array frigates towards your MS with scouts and harass them lightly with scouts and send in the salvage corvettes to steal them you can get 10 of them.Use these captured ion array frigates to attack the carrier that eventually comes down don't try to capture it as you can't Method B : 50 scouts support frigate 2 assault frigates Concentrate firepower on one ship at a time forget the strike craft for now its the ion array frigates you want to destroy try to attack from behind rather than the front.Once most of them are dead the carrier comes for you send anything with a repair beam to repair your MS and keep pounding the carrier and you will just about make out.If you are too slow the carrier will attempt to retreat once it is engulfed in its own flames so go for those rear shots. Additional - you mayalso notice whatever fleet you play relic made a mistake now its time to correct that mistake (heh robocop): "The carrier is retreating we must destroy it before it canwarn the Kushan fleet," Hmm so even if you play as Kushan fleet then it ough to say Taiidan but it only ever says kushan. MISSION 5: The great wastelands Mission Objectives: - Investigate at the Asteroid Belt - Destroy all Enemy Vessels Secondary Objectives: - Destroy Enemy Resource Collectors This is the first fleet engagement test (the mission before from the turanics was just a warm up) you jump into a sector all seems quiet but your sensors can't see so far into the dust clouds .As said before the bigger your fleet the bigger the fleet you will have to face the maximum fleet I have ever faced here is : 40 scouts / interceptors 18 assault frigates mixed with 9 ion cannon frigates backed up by a defender fleet of about 15 defenders 1 carrier 2 destroyers random number of light corvettes 2 resource collectors Now launch your corvette wing immediately and send them to two o'clock with your ms pointing forward as the 12 o'clock reference point , you want to aim to get to the two dust clouds some where near the MS. Put down four salvage corvettes here have them wait .Now put your heavy corvette group into wall formation and aggressive .Steel yourself we are going to prod the hornets nest.Send in a probe to the middle of the belt. Fleet intel will say " Ship profile and markings match those seen at kharak this is the fleet who destroyed kharak destroy them" cue music change You will lose your scout / probe and its best to lose it as if you take it home they'll follow you and you are in a world of trouble , as your fleet strength is so low you can't fight them effectively , keep building support frigates as these are possibly the frigates you can steal least of in the game and they become important later on. Fleet Intel "the enemy is harvesting resources destroy their resource collectors to cripple ship production" Remember the 4 salvage corvettes I told you to position? , well they should be right near where the resource collectors are going capture them and a wing of fighters either interceptors or scouts will come to their aid .Move your heavy corvette wall in position in front or to the sides within 5000metres of the group and open fire with enough heavies you can annihilate fighter wings in seconds. Now comes the chase 4 assault frigates will come chasing after the resourcers and they can take out your corvettes with ease , either send in an attack wing of fighters to keep them busy or destroy them.Once the resourcers are captured bring up to 9 (one spare) Salvage corvettes towards the assault frigates and you can capture them all at once , keep a support frigate supporting them while they move into position , the fighters will keep them busy until it is too late. Since you have captured an entire squad or have salvagers nullify them taking them back to the MS , dock your corvettes and fighters with corvettes. Now investigate the red dots on the screen an assault platoon will come at your MS which you can kill easily or capture , heal everything up if you decide to fight afterwards there is alot more to do still.Keep the ion array frigates out of the way as well as your research ship to the back of the map. Now with your heavy corvettes up to about at least 20 investigate the dot below the mother ship at the front , this ought to be a combat fleet of ion cannons and assault frigates surrounded by spheres of defenders (cue defender research flag). Send in your heavy corvettes supported by as many support frigates as possible and wipe out all the fighter cover (its mixed defenders scouts and interceptors go for the interceptors first).With the heavies its possible to wipe out all the fighter cover in less than 20 seconds .Now send the corvettes home the support frigates will follow , launch a scout wing set to evasive on claw formation attack the frigates .While they are occupied they will either #1 be following the corvettes #2 be busy with the scouts , follow up the scout wing with 9 salvage corvettes (one spare in case it gets destroyed) and capture them. The enemy will keep producing more and more fighters till his resources are gone. strip away the fighters either by luring them with scouts back to your corvette wall or keeping a solid wall of corvettes in front of your MS as they will engage sooner or later.With no fighters left the two destroyers and carrier will engage send in a few scouts to distract them and you can capture them all , support the salvage corvettes with support frigates though and you don't even need to use distraction .Go after the support frigate last as it can barely hurt your forces After this mop up and harvest all the resources , killing or capturing stragglers.You should have 2 destroyers and a carrier and various other ships go to the launch screen and click keep docked on both the carrier and the mother ship and build 20-40 attack bombers split into two groups one in the carrier one in the mother ship.Put everything into military parade and make sure you can select them and give them orders to move quickly.You'll need to in the next mission . Split your 4resourcers two each to the carrier and the MS. MISSION 6: Diamond shoals Mission Objectives: - Protect the Mothership Fleet intel"we have mis jumped protect the mothership" A mistimed hyperspace jump lands you in the middle of an asteroid belt not the kind you can harvest either not yet anyway , launch both wings of attack bombers have them attack (some say force attack but its not necessary) asteroids directly infront of the MS keep an eye on the health of the MS btw .Now select the support craft and have them guard the MS , except one support frigate which should be put near the front of the MS so bombers dock with it rather than the MS or carrier. Select all your excess capital ships and move them either to the extreme right or left of the MS , keeping an eye on their route as not to avoid losing anyships set the destroyers to move ahead of the MS and have them pick off asteroids when bombers are going for fuel , be careful and move them up and down to avoid being hit themselves.At the same time have your resourcers collect the debris left from destroyed large asteroids you can get up to 10 loads while in the belt.Get to the end and you meet the bentusi again buy their good and makesure you have 25 heavy corvettes the 20+ wing of bombers is useful too , but keep everything docked , jump. Note , what the bentusi sells here you don't have to buy it (either field frigate or drone frigate) since if you follow my ship capture method you will be maxed out on frigates anyway they are pretty worthless. MISSION 7: The garden of Kadesh Mission Objectives: - Harvest Natural Resources - Defend Fleet Secondary Objectives: - Protect Resource Collectors Instantly launch corvettes put them in wall on aggressive and put 3 of your 4 resourcers (you may have more dependant on what you built) now arrange your capital ships below the MS and near the corvette wall.Research everything and if you have the RU max out your destroyers .Send out a lone ship resourcer , be prepared to lose it btw after a load or two you get a hude sensor reading on the scopes .This is possibly my favourite part of the game I won't spoil it for you but the way the kadeshi ambassador speaks is kind of interesting.You disagree with them , waves of fighters will come for you , but they will be quickly killed by corvette walls put a support frigate on the rear of your corvette wall , they are baited by the resourcers behind your wall somemay get through your wall but are easily picked off esp if you have two of the corvettes use burst targeting from above and below at the same time.Spare the fuel pods steal them as they are worth lots of RU little else if you want to capture a few kadeshi swarmers kill their fuel pod and they just sit there.The world ship circles your Ms this is optional btw: get some fire power , launch the bombers , and send them with capital ships and to nuke the world ship you can kill it easily but if you do it jumps away only to reappear after you try to hyper away (use quick docking to save fleet damage btw) The jump fails turns out the worldship has a hyperspace inhibitor in it so you have to kill it keep the bombers docked as they will be slaughtered in a fighter match.Keep the wall of corvettes up and engage them as the world ship comes from behind move your capitalships to engage the worldship making sure to keep good separation on all axes , as the worldship can ram your ships.Kill it with all your capital ship fire power quickly else it will ram your MS ,it only has a single super ion cannon its biggest power is the ramming.Clean up capture rouge kadeshi ship for a trophy if you want and the remaining fuel pods can be retired for extra RU. Do not be tempted by the lure of multigun corvettes in the long run they will serve you better ,after this and the next mission multigun corvettes lose their worth and you have seen how many fighters they can destroy a second so you still have a powerful anti fighter wing , trust me on this. Additional - the world ship cannot be killed, you can shoot and shoot all day it will burst into flames but will hyperspace out and another fresh one will hyperspace back in. Additional 2 - You cannot complete the mission without trying to hyperspace out else the worldship keeps hyperspacing in and out. MISSION 8: The cathederal of kadesh - Protect the MotherShip - Destroy all Attackers This mission is a bit of a pain though its exciting and tense at the start it takes a while to complete especially if you want to capture lots of ships. Same thing but with 3world shipsand some enemy frigates, the cut scene with the kadeshi and the MS ambassador (btw his ship is just a heavy corvette without guns) is a good one.Same thing as before keep the fighters off the backs of you capital ships as they engage the worldships keep a few support craft to guard the MS as its easy to get the MS killed when your eye isn't on it. Multibeam frigates start to appear around your ship these can do insane damage to your MS so capture them (max is 17 btw) keep up the pressure and dock the corvettes when you can.When you kill the second ship the 3rd ship retreats back to the distance , you can chase it with capitalships and bombers without much objection from the ship .When your ships meet a multibeam frigate wall in the distance retreat there is a large fighter picket hiddenback there of advanced swarmers push your carrier half way between that point and the frigates and send out your salvage corvettes to steal them.Send in corvettes to deal with the fighters that try to save them.You can now in peace harvest the dust and steal the fuel pods (its a pain since fuel pods can only be refitted at the MS even though it is technically a frigate class ship due to its jump location and hyperspace ability).Assemble any force to finish off the final worldship and you have won , just be aware that it will try to ram your assault fleet but has no fighter screen so is easy meat. Remember what the Khar toba looks like btw you may see it later. additional - the 3rd Kadeshi world ship is unkillable when it begins to retreat I think this is to lure you to see the Kar Toba since I sent out a 35 wing of bombers , 24 heavies , 7 destroyers and 4 multi beam frigates and it would not explode until I got to the kar toba. MISSION 9: The Sea of lost souls Mission Objectives: - Investigate the Anomaly - Destroy the Alien Ship (not really possible) - Salvage the Alien Ship This mission can take minutes and there are many methods of finishing it, but for now harvest resources as there are lots of small rocks it doesn't look like it but if you are patient you can get many Ru. Ok you discover you can't use capital ships against the alien ship its A test really to use strike craft rather than capital ships but we can bend the rules. The missile destroyer makes life a little more difficult for a fighter attack but not that difficult. Method :1 send in a scout attack wing on speed burst on evasive (they will out run the missiles) and when they get damage dock them with a support frigate near the alien ship (you should place them in a giant + formation around the ship far enough away to stay out of the field but close to help the scouts.Attack from the opposite direction that the ships are in , in and out eventually you will win takes a long time. Method :2 Use ion cannon frigates just outside the range of the field to kill all of the ships inside the field supporting it from any return fire , its bad since you don't capture all the ships inside. Method :3 Same as method 1 but using attack bomber wings with a scout wing attacking first to keep the missiles away. Method :4 Express way , move a scout in look at the positions of the ships move your scout to be directly opposite the ships on the other side of the alien ship , the controlled ships will fire directly at your scout and hit the alien ship disabling it in seconds. Method :5 use repair corvettes to escort salvage corvettes to capture each ship after using a scout wing to distract the ships until it is too late. Method :6 You need a missile corvette for this , you just keep a missile corvette or how many you happen to have , click Z and band box select the alien ship the missiles take 15 seconds to get to the alien ship but they will hit the alien ship.The major problem with this is that is takes a very very very long time 4missileson a support frigate doesn't do much ( -50% penalty for attacking your own ships). Additional - if the ships around the alien ship can start to flounder and roll wildly (though slowly) especially if you take a very very long time on this mission when you disable the ship you can give orders to the captured ships but they do not obey they keep floundering.You can initiate a hyperspace jump but you will get stuck since the ships won't get into jump posture and you have to exit the game. Trade with the bentusi and jump MISSION 10: Super Nova research station Mission Objectives: - Destroy Research Outpost - Destroy the Carrier before it hyperspaces - Destroyer All Enemies Instantly you should select the outer edges of your fleet and put them just outside the mothership with every ship so far captured if you move fast enough you won't lose anyship to the radiation.Watch the cut scene and prepare your moves.Research everything , you need a carrier for this mission the one you could have captured earlier will do nicely.Put 2-3 repair corvettes inside your carrier and have two resource collectors dockwith it and head out for the resource patch , when they are in the yellow [the resourcers] stop the carrier and dock them to repair them and continue on to the dust clouds. Harvest , launch the repair corvettes and repair the carrier in the safe dust zone while harvesting , dock them when done and repeat the process to go back to the MS , repeat for the other dust clouds.While this is going on repair anything damaged in the radiation and setup an assault squad one carrier filled with 25 heavy corvettes build another carrier and put 22 salvage corvettes maybe a missile vette , and repair corvette with 5-10 scouts deploy the corvettes and head toward the nearest red dot , a mutligun corvette wing will attack they will be no match for the heavy corvette wing. Repair up (put all but one support frigate to follow the carrier) move forward slowly making sure you stay in the cloud have destroyers go to the location of where the first red dot was and leave behind a ship to mark it for easy ID. you will now come up against walls of mines launch scouts set all support craft to repair the carrier and use the scouts to take out the minelayers the carrier can take being hit by all the mines. BUT You may want to try this send in a lone bomber to lure the mines to it and have the bomber attack the minelayer as its path veers very close to the target the mines will follow and take out the mine layer. OR You may also want to use your missile destroyer to force attack the mines but they are a bit small to target and its a waste of time. You may also want to capture the minelayers though I prefer not to go over my corvette limit incase I lose any of them. Send the scouts forward and turn on tactical overlay when you ought to meet 3 mine layers afterward you will see a capital ship shape on your tactical overlay.Turn approach them slowly and they will move towards you , behind them is a heavy cruiser , if you inch forward the destroyers will chase the scout.Turn the scout back (if you want you can bait the cruiser as well but its easier this way especially if you have limited salvagers) send in your salvagers to capture them since they are locked on to your scout they will usually ignore them till its too late and not mutually support each other. Do the same for the heavy cruiser when you have enough salvage corvettes freed up move your carriers to where the heavy cruiser was.If you are patient and want to save resources bring the salvagers back to the carrier and dock them, if you are not and have RUs to burn retire them at the MS and rebuild them at the carriers. Optional section B Leave a fighter to mark the position of the heavy cruisers to help your memory of safe places.Now with your two carriers go through the radiation fields to the two dots lower down the map ,(make sure the carriers have 25 heavy corvettes and all your salvage corvettes in them with some repair corvettes) you should encounter 5 assault frigates .They will attack your carriers , launch repair corvettes and support the carrier under fire at the same time launch salvage corvettes to steal them.After they are captured leave them where they are , you can get them later , repeat with the other red dot of assault frigates repair your carriers dock this battle group and sail back to where you left the fighter repairing after you arrive. End of section B You want to do this because if you attack the station the assault frigates will come join in the fray once it starts and you don't want that to happen do you? (you can destroy them if you like) , now get some support frigates lined up behind the carriers and a bunch of destroyers to that point where you left the fighter (you can move the destroyers before the assault frigate capture or you can leave them out entirely if you want for the final assault but best keep some in reserve incase the er mud hits the fan.This may go right or wrong and there are several methods of taking it out: *note that this mission is ALOT harder in V1 than the balanced V1.05 as in V1 the 40 defenders have firepower of 30 instead of 5 and this can ruin your day and take out your carriers in a minute even under full support. Bait them , send in some scouts on afterburners to attack the carrier and it will prepare to jump , send in supported salvagers and capture it (blow it up if you want) supporting the salvagers and keeping a need heavy corvette escort around it (it may be trapped but it probably has lots of strike craft docked inside.So be prepared to deal with that , though if the salvage craft as supported then your picket fleet around your MS will deal with them easily this method ensures minimum losses. Method #1 Medium difficulty Large fleet gain Time : 6 minutes max Now regroup after capture is complete with salvagers inside the carriers. Send in your carriers supported by support frigates (preferably kushan ones that self repair beam themselves) loaded with salvage corvettes go in and launch your salvage corvettes after the brief radiation space and capture all the capital ships turning support away from the carrier to the salvage corvettes as they are mutually supported and aided by the defenders launch your heavy corvettes and watch those defenders go boom one by one. You can now send in destroyers or allow the captured capitalships to attack the station.If you didn't capture the 10 or so assault frigates they will join the fray and make it harder for you.Once its gone quick dock to avoid damage and jump. Method #2 Easy difficulty Minimal fleet gain Time : 4 minutes max Without Optional section B send in destroyers and wipe out everything there simplest as it requires least tactical commands support the destroyers with heavies to take out the defender screen and take out all the frigates first turning on the assault frigates when they arrive. Quick battle with little gains but to cure your blood thirst for a moment sort of. Method #3 Hard difficulty Large fleet gain (if you can prevent them from being destroyed in capture and the salvagers don't die) Time : 8 minutes max Without Optional section B send in destroyers as bait and support them send in a carrier to act as refit base , and capture the ion cannons and assault frigates as they come for you.Mop up the defenders with heavies and then turn on the station.You will need to rotate support from the heavies to the salvagers to the destroyers ensuring they don't die. Method #4 Medium difficulty Maximum fleet gain Time : 40 minutes max due to large queue at carrier mouth Follow the carrier back with salvagers at a safe distance (salvagers in addition to the ones stuck to the carrier hull stealing it) keep supporting all the salvager corvettes until there is a enemy launch from the carrier fight keep some bait say a salvage corvette or two supported fully and run them out of fuel and capture them.Now after everything is captured move back to the carriers (all the salvage corvettes) dock them and move in , capture all the capitalships via method #1 , now support your carrier with as many support craft you can makng sure that it is repaired faster than it takes defender damage.Stay there for 30 minutes by then they will have run out of fuel and they have nobody to refuel them, remember to keep the carrier in evasive mode and between the defenders and the support craft.Also move the captured frigates away to prevent them from being hit and attacking to the staging area from before. send out salvage craft and yu can steal all 50 defenders , you'll need allthe slots of a carrier to take them home though , keep them docked ,quick dock and jump out of this system.You may also want to use a gravity well to trap them instead of waiting the 30 minutes for them to run dry on fuel.Though you may need more than one as they are quite well spread out in a giant wall formation , though this means you must have gravity wells first , though you don't really use them anywhere else in the game. let your corvettes go in and launch your salvage corvettes after the brief radiation space and capture all the capital ships turning support away from the carrier to the salvage corvettes as they are mutually supported and aided by the defenders launch your heavy corvettes and watch those defenders go boom one by one. You can now send in destroyers or allow the captured capitalships to attack the station.If you didn't capture the 10 or so assault frigates they will join the fray and make it harder for you.Once its gone quick dock to avoid damage and jump. Method #5 Go via the bottom route capturing or destroying the assault frigates if you do this you will face the two destroyers , heavy cruiser and mulitgun corvette wings you did not face on the top route as they vector in to provide support. Also you are in the worst position to capture or destroy the carrier and all of the capital ships there unless you bring along a carrier (though the super capitalships will be hauled on a route through the radiation field) Method #6 You can safely use the missile corvette on evasive to fire bursts at then enemy ships , just engage the carrier as it comes towards you Additional - the carrier takes a while to jump it travels quite near to your MS before jumping so take your time if you need it. Additional - You may notice fleet intel saying words to the effect of: "we are detecting a quantum wave form the carrier is docking fighters and preparing to jump we must not allow it to escape and warn the enemy fleets" If you destroy the carrier before if has completed its docking then you will have to face the multigun corvettes in addition to the ion cannon frigates assault frigates and defender wall.If you destroy the carrier then the docked corvettes go up with it , if you decide to capture it they will undock and attack your salvage craft before they are captured. MISSION 11: Tenhauser Gate Mission Objectives: - Destroy the Taiidan Fleet This is just a sweep mission essentially but we can maximise out gains and fleet with this mission but as always there are various methods to complete this mission: Method #1 Difficulty Easy Fleet gain none Time : fast Send in your fleet and launch attack bombers support your destroyers as they make a frontal attack go for the cruiser first then the destroyers (the destroyers have the best armour to firepower ratio) mop up attacking capital ships from behind .You will eventually win out , if you want use other capitalships to take them out faster in support of your destroyer group.Try to flank them as to cause more damage. Method #2 Difficulty hard Fleet gain Maximum Time : slow Launch all your salvage corvettes and put your support craft on them move your destroyers and or cruiser to bait them away from the bentusi ship.While they are engaged with your destroyers steal them , But it isn't that easy they almost always mutually support each other also cruisers (you will notice from now) are allergic to salvage corvettes and will nearly always turn on them instead of what it was engaging before , hence they need support, With enough salvage corvettes and a carrier moved forward to reduce the queues for capture you can capture the entire group in less than two moves , keep an eye on the health of your capital ships as they can't take punishment forever , also go for destroyers first the the cruiser then the small frigates . Method #3 Difficulty medium Fleet gain maximum Time : slow Send out a lone salvage corvette targetted on the cruiser , immediately the cruiser will turn to attack it but run to the far reaches of them map , as they turn to engage send in supported salvagers to steal them from behind trying for a same time capture as they will start shooting the salvagers off each other in an attempt to save each other , you may lose a few salvage corvettes (why I said its best to not go over the max corvette wing size) Oh note if the bentusi die its game over , if you lose most of your fleet its good enough game over as the next mission requires a large fleet to be easy , its possible with a fighter wing fleet but you need at least 3 capital ships .If you have been following my steal them all method then it should be no problem.Also at the end of this mission has as many salvage corvettes as possible keeping them evenly distributed amongst your carriers click keep docked on all your strike craft in each of your carriers and the MS.20-25 salvage corvettes is good depending on how many slots you have left to build them. MISSION 12: The Galactic Core Mission Objectives: - Protect the Fleet - Destroy the Source of the Gravity Field - Protect the Defector Hyperspace is disrupted and you drop out of hyperspace. You start off with a wedge of gravity wells around you ship in an attempt to stop your strike craft and make them easy meat for the missile destroyer and the assault frigates.Right away launch your salvage corvettes (technically they should be caught up in the gravity well but they don't for some reason. Take your pick of what to steal , I recommend you take the missile destroyer first then the assault frigates , then the support frigates.Leaving the gravity wells and or cloak generators for last . If you destroy the gravity wells then the support frigates retreat .Support frigates are somewhat important forthe final mission for certain tactics.Finally if they are still alive and not out of power capture the gravity wells you want to have at least one for the next mission.Once gravity wells are out of action launch your heavy corvettes and put 3-9 support frigates on them.Prepare yourself for a major strike force in an X of bombers and interceptors and sometimes corvettes .Keep the missile destroyers to the left and right of your MS and keep your support frigates in a mutually supporting ring those that are not assigned that is.After a couple of waves , you will see a dot comming to you below but ahead of your MS send a scout to investigate.It ought to be a cruiser battle group , set your support frigates to watch the salvage corvettes prferably for every 2 salvage corvettes one support frigate and send in the heavy corvettes after sending in your carrier also supported with at least 2 support frigates.The cruiser will be occupied with the carrier and you can use the carrier to ram his defenders , whileusing the heavy corvettes to take out the other defenders , micromanage them with manual targeting for maximum effect .While at the same time send in a squad of salvage corvettes to grab whatever you can frigate class and up try get the cruiser first but be careful due to the mutual support orders they have.During time research proximity detectors and keep 3 in orbit around the MS as small skirmish fleets of frigates will come to attack your fleet.When they see a proximity detector they will go hell for leather to attack them so use this to capture them all. Sometime soon a destroyer will come at your 3 o'clock its black chased by some black ion cannons and some fighters with a support frigate.Send in the heavy corvettes to take care ofthe fighter screen and send in salvage corvettes to steal them as they are busy trying to kill captain Olson/Elson. After you save him he takes position infront of your MS but isn't under your control you can heal his ship though just in case.You can jump out now. But we don't want to do that do we? there are still two carriers out there a large number of frigates up to 6 resource collectors , 4more support frigates lots of corvettes and various fighter groups.If they have consumed all resources fighter attacks will cease and the carrier battle group will move back and forth between two points. If you want them you need to strip off the fighter and corvette defence which is easy.Send in your heavy corvettes supported by 8 support frigates if you have them and pick away at the fighter screen the frigates will shoot at you but will hold formation , go for the multigun corvettes (which 1:1 are outclassed by heavy corvettes but now are out numbered well I out numbered them about 4:1) targeting one at a time or using aggressive order mode.Once the fighter screen is out the way retreat the heavy corvettes out the way and move a carrier close asyou can to the path of the battle group without distracting their attension.Send in the salvage corvettes supported by as many supportfrigates as you can which are supported by 2 more support frigates and steal them , the carrier has to be carried back to the MS but the other frigates and resourcers will be taken to the carrier. Repair everything after everything there is captured and start to mop up the survivors which can also be captured in a similar method to above .You want as many resourcers as possible to make a future mission easier.You may also notice that your fleet is getting extremely big no really really really big after you capture everything harvest all the resources and try to organise your fleet so you can get them into positions quickly. Addition - You should also lookout for enemy salvage corvettes as well I have seen them on at least 2 occasions playing as Kushan (which obviously had a fleet of captured taiidan ships) and they latched on to my heavy cruiser and almost took it away (once I scuttled it the other time I managed to get a bomber wing to rescue it).This is somewhat strange since carriers can only capture up to frigate class ships , so if they did manage to haul it back for a refit where exactly would they do it?.You may want to try to salvage their salvage corvettes which is hard because you can't capture them when they are glued to your cruiser hulls. Additional 2# With the grav wells you may have or have captured nearthe beginning you may want to capture ALL the fighters and corvettes sent towards you its certainly possible but somewhat tedious. MISSION 13: The Karos Graveyard Mission Objectives: - Dock with a Strike Craft to the Comm Repeater A short mission with various methods , Method #1 Fast zero fleet additions Depends on luck You need scouts and swarmers for this method if you have any kadeshi swarmers mix them with any scouts you have followed by a repair corvette to the top of the karos grave yard refuel them all then headright above the junk yard office.Then send in a rush the office and maybe one will get lucky and dock probably a swarmer as its 1500MS speed is a major advantage here. Method #2 Slow Less dependant on luck Minor fleet additions You need a gravity well for this method Marshall the fleet all of it (it should be 150+ capital ships by now) about 1500 metres infront of the MS make sure you do not use any formations and set them to aggressive. Send in a destroyer supported by a support frigate , head slowly into the yard and destroy the first gun to the right of the MS , retreat immediately fleet intel will comment that hyperspace gates have activated but no new ships are on sensors.You'll see a small ship approach your fleet keep the destroyer near a grav well. once it comes close turn on the gravity well and have every ship in the fleet attack the Dawg as it is trapped (you can't capture it btw) but tuen on the grav well before it clamps on to a ship (karan will say ship stolen and it will be dragged away through a hyperspace gate which you can get back but takes a while and the ship maybe destroyed before it enters a gate).After battering it with your whole fleet it WILL explode nothing can take that much punishment the dawg is tough but not invulnerable. Set up 4 destroyers put 3 support frigates each on them and slowly go in and mop up just the auto guns leave the proximity sensors alone you want to salvage them for the next mission.You want to keep them in a giant box shape to clear a giant corridor in between , which you might want to put another destroyer convy through to get any that are missed (best turn on tactical overlay)shaped like a giant X but not in a X formation X X X <----at least 2000 metres separation X X move in and steal all the proximity detectors harvest the resources and research everything , then dock with the junk yard office , Olson will jump out.At which you can explore the grave yard you'll see various things one is the design for the cruiser that was rejected by relic and a carrier also rejected by relic , these double up as kadeshi ships in their associated mod.Jump out and prepare for the next mission method #3 Guess go on.....The dawg only ever seems to go after capital ships so why not use strike craft or specifically that turanic missile corvette you stole earlier set it on evasive and turn on tactical overlay so you can see the auto guns for the junk.Escort it with all your repair corvettes and make a straight run for the office.If you see anauto gun stop and use a missile burst on it 56 missiles can kill a large gun.This method is somewhat tedious and can take a very long time since you need to wait for missile recharge. MISSION 14: Bridge of Sighs Mission Objectives: - Destroy Field Generator Secondary Objectives: - Destroy Hyperspace Portals This is a long mission get some coffee , there are also two methods the brute force method and the attrition method most seem to prefer the attrition method. First things first do not harvest anything move your carriers forward about half way between the edge of the sphere and the MS, launch your salvage corvettes and put them near the dust clouds outside the sphere , place your wall or heavies near by on evasive ,supported by one support frigate Now we wait you can steal up to 8 resourcers by guarding these few dust clouds keep the fighter wings away with your corvettes if they come out to meet you.As I said earlier the next mission is easier with them , now you'll spot the hyperspace gates ,leave them alone for now.Research the sensors array build one and move it right to the back of the map.Now we take on the ion cannon sphere theres alot more than 100 of them as I have seen elsewhere (as I have stolen just the front and some of the sides some of the bottom and top and had only captured 80 of them). Now we come to methods: #1 Forced entry No fleet gain possible overwhelming effect , Need for many support frigates Need solid anti fighter defence Near impossible without some capitalships (so for fighter based people its hard but possible) Fast Get your 3 cruisers put every support frigate but 2 on them , put those 2 on your destroyer battle group , put your multibeam frigates behind the cruisers and the destroyers above or below the cruisers add a bunch of proximity detectors behind them.Keep a carrier or two with heavies in them to ward off fighter waves.Move in fight your way in until you see a cut scene when the frigates will move away direction depends upon which side is weakened most.Now you will come up against up to 6 destroyers in separate groups with a cloak generator with each group , use the proximity detectors to see them and attack the cloaker first , then turning on the destroyers concentrating your firepower as much as possible ion cannon frigates will be coming at you from all sides however so beware of this.You will also be under fighter attack mostly multigun corvettes defenders and attack bombers.Creep in destroying any opposition and get to the hyper space inhibitors and destroy them being careful not to get yourships rammed , there is a high possibilty you will be overwhelmed and lose ships often the ion cannon frigates will go after one of your super capital ships at the vanguard of your formation / bunch of ships. .Jump out mission complete.Jump out Method #2 Attrition Massive fleet gain Slow , steady pace you determine the terms of battle Remember the proximity detectors I told you to steal? well use one at a time to bait the ion cannons out you don't even need to get close enough to see them jusy close enough so that they move .(sensors array is useful to see the moves) Then retreat back to the carriers and send out the salvagers you can get up to 12 following you at once so try to keep the carriers far forward to reduce transit times.Keep doing this over and over till there is very little of the ion cannon sphere at the front and sides while stealing his resourcers.Also keep the missile destroyers close to the carrier you are using as a refitting base.Each time dock the salvage corvettes , the ion cannons will be all 100% devoted to killing the proximity detectors so you can keep moving it back to buy more time if you are short on salvage corvettes and you can't build anymore (Karan "maximum number of ships in the fleet") .Now we have a formidable fleet , but still work to do , go to the nearest hyperspace gate with your destroyer group on evasive , support them with support frigates , and have your corvette wing close by on hand put a carrier nearby with salvage corvettes inside.Have your destroyer group attack the gate* .At which a fighter battle group will jump in using the corvettes attack the bombers first this is a priority as they will go after your support frigates .A few bursts (which multiguns can't do which is why I told you to keep them instead of multigun corvettes) will mop them up in no time launch the salvage corvettes and steal the two support frigates. *if you attack a gate first fighters jump out with associated support frigates then once you have mopped them up usually 2 destroyers and 1 missile destroyer jumps out , there is a nasty trick to take out jumping in fighters.Since they jump in they cannot move and need time to materialise set your corvettes (I had 45 of them at this time) to burst fire the gate.Most if not all the fighters will explode and the corvette escort will be heavily damaged. Now approach the other gate the same way being careful not to enter the sphere or where the sphere used to be.And repeat but you have a destroyer and a missile destroyer in this one , supported salvagers will do nicely with heavies taking out the fighters. The other gate is identical to this one. be wary of fighterwings comming at your frontal carrier group or what ever stole his resourcers.Grav well them to steal them if you want . Now the sphere , this is difficult to get right.Move a single cruiser to the front of the sphere supported by every support ship bar 5 frigates move it in see the cut scene and move a scout or a proxie detector to the cruiser (you can see it on the map if you have the sensors array) move it back and to your cruiser , have some salvagers ready supported by the 5 support frigates.Keep some spare ones near the back (salvagers) and use a proximity detector to see the cloaked ships (they will come to you cloaked) then make your cruiser fire one salvo at the cruiser. Cancel orders and set to evasive , move in your salvage corvettes (its even better if they are cloaked as they appear just before they lock onto the hull of the victim ship).Steal it and its escort destroyer .Repeat for the ion cannon wing (similar to the galactic core skirmish fleets, then repeat for the 2 destroyer fleets, being wary of the other ion cannons comming out from the sphere.Do the same for the carrier, the resourcers and the resource controlers , taking out the multigun corvettes with anything to hand.Now destroy the inhibitors the best way to do this avoiding collisions is to move a capitalship where the resource controller used to be and attack it like that. Research everything you haven't then marshall the fleet (select them all and press tab to put them in military parade) you may have a problem here in that your fleet is too big .Too big in the frigate department (as in ion cannon frigates assault frigates fuel pods and support frigates , destroyers carriers , cruisers , strike craft , multibeam frigates ion array cannons and non combat class do not matter).If your fleet is too big ie 300 capital ships + you can't hyperspace well you can but the game gets stuck as karan tries to marshall the fleet forever. There will be a bunch of capital ships that are at the extreme left of your fleet which are the number that exceed the upperlimit if fleet size (which is map size) select what you want in a fleet (leaving at least 20 support frigates) up to the upper limit and scuttle any ships that won't line up in military parade (you could retire them but this takes time and you can't spend the Rus anyway as the fleet is too big already) Group your resourcers into a group (you should have 10-12 of them by now) similar with destroyers ion cannons and cruisers with fighter attack wings in one group to save groupings,Same with support frigates in a number you remember, familiarise yourself with which group is what.The next mission finesse is vital.Jump out to the next mission once you have reduced your fleet and groupings are good. MISSION 15: Chapelous Perilous Mission Objectives: - Destroy the collision asteroid This mission is tough and with the HW sliding difficulty scale dependant on the size of your fleet prepare for a battle royale ,Once you are jumped in select your support frigates bar two for the MS support , launch heavy corvettes to form a aggressive wall to beat off the fighter wings coming at you.At the same time marshal the fleet infront but 1500-2500 metres below the MS move them forward.Dock all strike craft (since they get in the way) with the MS Now select your resourcers and press K and ram them into the back to the asteroid on its way in concentrate every ship on the asteroid eventually it will explode if it doesn't and it is badly damaged the MS will be severely damaged but will survive , jump out ASAP .On smaller fleets (yours) there will be a tiny guard for the asteroid but for a maximum fleet which is obscenely large and difficult to fight huge Xs of destroyers and assault frigates spoil every ones day(unless they are yours)You can stay to capture somemore destroyers but for the final mission all you need are 20 support frigates 9 destroyers and 25 ion cannon frigates.And you may lose more ships than you capture also. Additional - I came in with a massive fleet the other night and saw: 1 wing of bombers 1 wing of intereceptors 1 wing of defenders 4 destroyers about 10-20 assault frigates sometimes in X the big rock Additional Method 2 The front strike craft wings follow the lead of your fleet so if you put a scout 15km in front of the MS and then lead it to the left or right the frontal wings will follow , though the assault frigates , defenders and destroyers will not. You can either salvage everything from there on , or do the Kami collector on the asteroid (love the intro though) and put all your fire power on to it. MISSION 16: Hiigara Mission Objectives: - Destroy all Enemy Forces <- this is actually not true all you are after is the emperor's flag ship Shockingly easy mission depending in fleet size if you jump in with a max fleet (captured 100s of them) then its easy , if you are on a challenge from me then its rock hard this mission takes 30 minutes if done correctly but as with some missions there are variations to completing this mission: note with karan gone you miss: Mothership is under attack Group X to combat stations Though group leaders tell you this individually. Probe in position Probe away Surveillance data avalible [ship type] complete Mothership (when you select your own MS) Proximity alert Scuttle warning Building from mother ship Building from carrier [research] complete (though research ought to be complete by now) [ship type result from research] avalible for construction enemy [ ship type] captured Launch All ships auto launching Group [group number] reports victory Group [group number] lost order canceled [ship] canceled The mothership guns production and bridge all still work (bridge is fleet intel and you at some control station giving orders to auxillary ships) Header- Method #1 Marshal the fleet around the MS the first wave will come from below set all support frigates to guard the MS this buys you time the first wave is a small fleet of ion cannon which should be taken out with some reserves or left alone till you can spare some time. with a large personal fleet it is usually 1 cruiser 4 destroyers 2 missile destroyers and lots of ion cannons let your fleet meet them concentrating firepower on one or two ships at a time. While you are fighting this a carrier comes from above to destroy any resourcers you have left with bombers and corvettes , use a squad of 10-15 assault frigates escorted by heavies to take it out or even capture it with some salvage corvettes. Repair what you can then move the fleet to the rear the second fleet will warp in this on is lots of ion cannons 2 destroyers and a cruiser , also concentrate your fire power on them to take them out , the final wave comes from below which is one cruiser lots of ion cannons defeat them the same way .Finally Fleet intel will say (I haven't heard this in a while) "another enemy fleet is jumping out right on top of use we are being overwhelmed!" (maybe with a small fleet but underwhelmed if you have a big fleet) Cue music change its captain olson who gives you group tor and jessar "this is captain olson we have been battling reinforcement fleets to get here and have already lots many ships , the emperor's flag ship is here together we can defeat him" , who will stay to mop up anything left.And go to the flagship he'll die if you don't help him which you ought to.March everything to the flagship going through the destroyer group and the cruiser group (with 200+ ships cruisers last mere seconds)And let him have it Bingo you have won. Method #2 My method Select your 25 ion cannon squad (minimum is 25 the more the better as I once sent 125) and move it right to the far end of them map infront of the MS don't stop for the first wave , send your destroyers closely behind with support frigates supporting the MS.send fighters you have left to the red dot behind the MS miles away and launch heavies supported by repair corvettes above your MS sending a small fleet of 5-10 assault frigates behind. Turn the destroyers around briefly to kill as many ships before the ion cannons get too far away and turn them towards the ion cannon squad you earlier sent out.Using whats left multibeam frigates ion arrays knock everything left out , and send multibeam frigates to follow the skirmish squad.Now you have about 15 minutes to breathe use this time to take out the carrier above or capture it. [optional] now use the scouts to take out the turanic commander ship and put the grav well behind and above where his ship used to be and wait watch the battle unfold.The second Fleet intel says another fleet is comming out of hyper space select the grav well and turn it on , they will be stuck hurrah.You can also bait them with scouts so they follow the scouts instead of attack your MS but the mission is over before they get anywhere near your MS. Near before or after this event your squad send out before will meet 2 destroyers and a missile destroyer they should ignore your group kill them or not its your choice.Now comes the hairy bit , you keep advancing until you get through an asteroid belt , now 3 heavy cruisers come for you supported by 3 support frigates each . Use the destroyers to attack them from the front and flank them with anything else you'll lose a few ships but you will win either passing right by or supporting the destroyers , either way you can beat it.Move up to the enemy MS and use all ships to attack it , the kami fighters comming out are barely a problem 1 minute later the enemy MS is ashes you may also want to mop up anyships around the MS (the 3rd fleet is still here incomplete) then nuke the emperor ,But you have won , before captain olsen jumps in and before the 2nd fleet arrives .Victory in 30 minutes and its all yours since captain elson didn't have to help.And you don't owe captain olson any more favours than you already do. A carrier or two filled with bombers will speed up the destruction of the cruisers. Note this tactic changed after testing that HW singles enemy ships that use hyperspace are not affected by it and can jump in and out as normal with or without a well in proximity. Method #3 For fighter jocks Additional - the emperors flag ship has missile destroyers and gravitywells to prevent easrly fighter attacks from the front only! If you have a small fleet mainly composed of fighters then you are in a world of trouble as the first wave has missile destroyers than will eat your wings up double quick.But do this , have repair corvettes and support frigates support the MS and use bombers attacking the rears of enemy ships as much as possible separate them into groups of no more than 10 and assign them group numbers. You need to rotate wings of bombers round and round manually docking with double click on support frigates , if you dock them with D they could dock with the MS or queue to dock with a repair corvette.That wastes time and on this mission can mean the difference between victory and defeat.When Captain olson jumps in support his ship and leave behind your repair corvettes if you have them and mop up the remaining ships orbiting your MS.Follow Olson scouting ahead until you get to the carrier battle group , you need to let his destroyer take the heat while you move your bombers behind his and take out the bombers and corvettes the carrier deploys.Next you may come up to the twin destroyers and missile destroyer again let olson take the pain while MDs are locked on to him send in bombers .Remember to rotate your wings unless you need major firepower and your bombers are not running on fumes .The next bit is the hardest , let captain olson die if you want but retreat towards your MS docking bombers as often as needed , send them back into the fight against the 3 cruisers going after the support frigates each time 2-3 passes with 2 squads should take them out.Now we pick away at them moving back and forth moving your support frigates 14000metres away from the battle and you ought to have destroyed them all before they get half way back to your MS.Prepare for the final assault , move any ships you have left or even harvest the RUs remaining (you may want to take out the emperors resourcers) and build a final fleet with some capital ships or at the very least scouts. You need these to get the MDs away from the emperor, move just outside visual range of the flagship.Then send in capital ships or scouts in a large loose pattern attacking the gravity wells first.Using the scouts to lure away missiles a cloak generators may do the trick also.Finally you have the final picket towards the side of the flag ship you should take them out one by one again rotating bomber wings in order of distance to the flagship further first.Once they are gone you might as well take out the sensors arrays to the left and right of the flagship (you can't move to their locations but you can band box select attack it).Dock all fighters and corvettes to make the final run. Move the corvettes if you have them in wall on agressive 3500 metres away from the flagship fighter launch door. Send in the bombers , interceptors sometimes scouts will come out to kami your ships but first they will line up in a neat line nearly all the time .Which is the cue for your heavies to use burst on them boom a massive wing vanishes in less than 2 seconds.2-3 minutes later the flag ship explodes under fire from your bombers. Method 4 Oh boy , now if in the last mission you did not use your harvesters well you can use them here , if you play it out with a picket fleet tortoise method (ie kill all waves before making your move on the enemy flagship) you may notice. What you want to do is move your corvette force into a wall above your harvesters to protect them at ALL costs (remember at max fleet size you cannot build any more of anything) , moving them as quickly as possible to the enemy flagship then kami 10 of them and you will win easily .I would note however that their terrible speed means even destroyers can beat them to the enemy MS so really its a tactic you might want to try if you have done the others. Additional - this mission is easier and harder in some respects to V1 and V1.05 why is this? well when you are beinghit by the enemy fleets then your support frigates can keep your MS alive longer due to the faster repair beam in V1 .But then again yo meet 3 cruisers with 3 support frigates whobreak off to fix the enemy flag ship once the cruisers are out the way which makes it more difficult to destroy the cruisers and the enemy flagship. Additional 2 The first wave is (considers you have a max fleet) x1 heavy cruiser x3-4 destroyers x1 missile destroyer 10-20ion cannon frigates (I am to busy killing them to count The second wave is: x1 heavy cruiser x2 destroyers x20ion cannon frigates and or assault frigates The 3d wave is x1 heavy cruiser x20+ion cannon frigates and or assault frigates The carrier above can have: up to 20 attack bombers up to 20 corvettes The flag ship defence picket canbe: x2 missile destroyers x 2 gravity wells up to 10 ion cannons (depending if wave 2 and 3 have jumped yet) Additional 3 - there is only one coucil ship at the end of the game the rest are bentusi according to sensors manager , this happened when a cut scene from fleet intel happened right after the bentusi say "we have bought the coucil this war is over" ****************************** 6********Challenges!********** ****************************** A rash of people complained HW was far too easy , so way back in 2000 I set challenges which only a few people managed I made sure they were possible by doing them before challenging anybody else to it. Mission #1 none Mission #2 capture the entire fighter wing of the turanics including at least 4 std corvettes and 1 missile corvette Mission #3 Capture all 5 assault frigates and all cryo trays Mission #4 capture all fighters and corvettes and all capitalships minus the attack carrier. Mission #5 Capture everything corvette up lose no ships . Mission #6 no challenges suitable Mission #7 capture at least 25 kadeshi fighters and all fuel pods Mission #8 Capture at least 40 kadeshi fighters and all frigates lose no ships in the process. Mission #9 beat my record of 18 seconds to defeat the alien vessel Mission #10 Capture everything stay in the radiation field do not use the dust routes to get to the station Mission #11 capture everything without any losses. Mission #12 Capture everything including at least 20 fighters and 5 corvettes Mission #13 no suitable challenges Mission #14 capture as many frigates as you can but retire them instead Mission #15 capture everything without losing any ships of your own Then for challenges of mission 16 either: retire all your fleet and use the Rus to build any fleet you want Mission #16 Using the fleet build maximums (80 fighters , 10 frigates 4 destroyers 3 cruisers 50 corvettes) defeat the emperor before captain Olson jumps in.Kami is allowed however and you can rebuild as many as you want during mission 16 but you are not allowed to steal anything. ************* 7-Final fleet ************* In the Sp game my final fleet (ie the fleet I jumped in to Hiigara) was: 1 MS (duh) 12 scouts 6 swarmers 1 adv swarmer 4 interceptors 82 attack bombers 37 defenders 12 fighters (Turanic) 2 missile corvettes 4 mine layer corvettes 4 repair corvettes 44 heavies 4 multigun corvettes 18 Salvage corvettes 22 support frigates 19 multi beam frigates 9 ion array frigates 17 assault frigates 95 ion cannon frigates 17 destroyers 3 missile destroyers 4 cruisers 6 carriers 3 resource controllers 2 research ships 14 proximity detectors 5 cloak generators 6 gravity wells 1 sensors array It should have been more but was not because of the hyperspace limits which are based on map sizes.Also due to some retirements since someships were more useful than others say std corvettes vs heavies it is not as it was if I kept EVERY ship and lost nothing either. Of which this fleet only: 10 scouts 60 attack bombers 4 repair corvettes 25 heavies 6 support frigates 2 destroyers 21 Salvage corvettes 1 carrier 2 research ships 1 sensors array I had actually built myself everything else on the top list was stolen from the enemy.I'd have taken auto guns if the programmers had let me as well. 7B - fleet limits You can build at any one time (RU limiting of course) 1x MS (duh) 85x fighters 50x corvettes 15x frigates 6x destroyers 5x carriers 3x cruisers 10x resourcers 5x resource controllers 10x probes 10x proximity detectors 7x gravity wells 6x cloakers 6x research ships this is build limits so say if you capture 5 assault frigates your build totals are reduced by 5 if you have 8 then reduced by 8 you don't necessary have to build them to achieve the limit to where Karan says "maximum number of [ship type]" though you can capture many more than the build limits.For example You have 49 heavies and capture a couple of mine layer corvettes totalling you corvette count at 51 you can build no more but you an continue capturing up to the number of docking sleeves you have left (in carriers and the MS for the hyperspace jump as someships cannot jump alone and they must be docked for hyper space. *********** 8-Music *********** I don't actually know what the track is called with the arabic sounding horn (or rather snake charmers horn sound) when there are major battles going on. But the other musical track with the voices is by Barber Adagio for strings vocal , which I remember hearing on Platoon (I think)where charlie sheen flies away with the rest of the platoon in their helicopters and the whole area is being overrun with viet cong.Where the sgt runs out being chased byhundreds of viet cong.Also the strings version was played in th 2001 last night of the proms to honour the dead replacing the traditional British anthems medoly. The Other track is by YES and if you have a legit copy (come on its only £5) there are details about it on the CD. but the Lyrics are : (taken from files on the CD) *Homeworld (The Ladder) 9:33 * Nothing can take us far enough Emotion... far enough together As the light shines so bright Bright enough to let us in Nothing can bridge our souls. Devotion... fast enough together As the power proves you right Right enough to let you begin So many displaced among the future dreamers Realised their doubles Took a new step A question of origin Only in the recent past Seeking for to realise Skyward shone Like beacons A question of origin Ten thousand millions free To the westward light The dreamers represent This arc of peace As the poets entranced The anchor redeemed Secrets of science The history of the future Was surely made Just what keeps us so alive Just what makes us realise Our home Is our world, our life Home is our world Nothing can take us far enough Emotion... far enough together As the light shines so bright Bright enough to let us in Nothing can bridge our souls Devotion... fast enough together As the power proves you right Right enough to let you begin Speak so fast to the prophets Of the living Looking for the signs Spanning out the centuries Search for truth Ancient ones... they watch And listen Carry our wishes... Took upon themselves to guide us Through the endless skies Just what keeps us so alive Just what makes us realise Our home Is our world, our life Our hope is our world, our life I have seen the passion That's in the hope that everyone Will find their way into The secret of The home of your heart Living within the vision Within the power, beyond belief We see that hate destroys the soul Of anyone who tries to teach it I have seen the dream That's in your heart That's in your eyes To bring you closer to the one It. s what keeps us so alive It's what makes us realise Our home is our world, our life Just what keeps us so alive Just what makes us realise Our home Is our world, our life Home is our world, our life Send, ascending to the secrets All is pure and clear to resolve Nothing can change us now Send, ascending to the future Nothing can ever change us now We follow the sun We follow the sun We follow the sun Truth is a simple place Here for us all to see Reach as it comes to you As it comes to me As I will always need you inside my heart Peace is a word we teach A place for us all to reach Sing as it sings to you As it sings to me As I will always need you inside my heart Credits Jon Anderson: Lead Vocals Steve Howe: Lead and Acoustic Guitars, Steel, Mandolin and Vocals Billy Sherwood: Guitars and Vocals Chris Squire: Bass Guitars and Vocals Alan White: Drums, Percussion and Vocals Igor Khoroshev: Keyboards and Vocals All songs written by Jon Anderson, Steve Howe, Billy Sherwood, Chris Squire, Alan White and Igor Khoroshev Lyrics by Jon Anderson Published by Opio Publishing BMI/Carlin Music PRS/Boundmere LTD/Backyard Levitation Inc. ASCAP/Warner/Tamerlane Inc. BMI/IK Publishing, ASCAP Produced by Bruce Fairbairn Engineered and mixed by Mike Plotnikoff Second Engineer: Paul Silveira Recorded and mixed at Armoury Studios, Vancouver Canada, February-May 1999 Mastered by George Marino at Sterling Sound Studios, NY June 1999 you can find more of their work here : http://yesworld.com/ ******************* 9-Fleet engagements ******************* Common fleet engagements and how to deal with them.These work against CPU players mostly sometimes against human players but they can adapt and break your tactics better than the CPU does canceling orders and retargeting a needed.We assume in the Vs statement that the first vessels belong to you Fighters Vs Fighters Method #1 Set your fighter wing to X formation and evasive , micro manage them to target one of the ships at the edge of the enemy formation and you repeat over and over going after the extreme fighter at the edge , and you should only lose a few fighters.Against a larger number of losses if you just band box select targets set on evasive .As this has the effect of a aggressive order (attack all on one) but with evasive movement , Also complies with deadships don't fight back for example: you have 10 scouts against 10 enemy scouts each scout takes 10 hits call them A and B A is your wing B is his wing, A fires at B killing one scout everyship in A is hit once.On the second pass A has 10 fighters with superficial damage , B has 9 perfect fighters , group A receives another 10% damage for nine of its fighters group B loses another fighter repeat and eventually you lose 1-2 fighters dependant on your luck. Also use Aggressive on the attack run when wings have passed change to evasive to turn faster then turn back to aggressive you will win easily. Method #2 If you have faster fighters than the enemy try the sphere battle ball formation leading guarding a single ship on evasive keep the ship guarded moving and you should take them out with ease , mind heavies though and defenders. Fighters Vs defenders Hard this one but you need to focus firepower and retreat when your wing is showing signs of damage about yellow and rotate with another wing to keep the pressure up . Also don't bother with evasive defender bullets travel so fast they can't be evaded.You may also try scout kamikaze on them , rouse a scout wing to keep them busy with another interceptor wing to knock them out while they are occupied Fighters Vs corvettes Corvettes are easy meat alone or in small 2-3 groups but in bigger groups it gets insane how fast they can tear down your fighters (I have seen a 120+ scout wing disappear from a 25 heavy corvette wing from an expert player) Strictly speaking you meed to soften up the wall with probe golf or fly a small bait wing.The bait wing should be at least 6500 metres away from the corvette wall the intent being to turn the wall .Then you send in your fighters to take them out while they turn as their fighter screen is less effective to the sides top and bottom worst from the rear. Bombers are also good focused on single corvettes while they are distracted by scouts. Fighters Vs Capital ships Send in scout wings first to keep them busy then send in bombers or more interceptors and try to attack from behind.Rotate fighters if there are more than a couple of capital shipstry to keep bombers at the rear firing into the capitalship engines for fast kills. Fighters Vs fighter escorted capital ships This is hard to crack ideally you'd have capital ships to knock them out but it happens in skirmishes against the CPU frequently .Send in evasive scouts to knock out fighters as if they were alone ignoring the capital ship strip the screen away and rotate wings when they run low on fuel or take major damage.Then kill the capital ship or capture it whatever. Fighters Vs Corvette escorted capital ships This is difficult very very difficult you want to try to lure the corvettes away and pick them off one by one.But if they won't leave kamikazi a few scouts to break them up follow up with scout wings attacking one at a time and you might get through.Then take out the capital ship Fighters Vs massed capital ships Distract the capital ships with scouts who run away after 2 passes , then send in bombers with another scout wing infront try to attack from behind and rotate at least 2 ideally 3 wings to keep up the pressure. Fighters Vs Corvette/mixed fighters and massed capital ships This is a tough nut to crack bet you wished you spent your Rus better eh? go for the fighters first ignoring everything else as if it was just fighters Vs fighters then corvettes and try to clean up more often than not unless your wings are huge you will lose. Fighters vs missile destroyers You may think impossible! or no way the MD will get you right away , lets challenge this assumption scouts move at 1000m/s normal 1500m/s on 'burners move a 2-3 scout squad to attack one pass at a MD.Then set evasive and move these in a large circle around the MD ,trying to keep to its rear as it turns .As this goes on send in a bomber squad to mop up.The MD is powerful but it quickly loses its talons, 32 missiles come out fast , faster than the production rate which isthe weakness , scouts will waste their missiles and after about 10 seconds the MD fires a wussy 2 missiles every 2 seconds. Corvettes Vs fighters Stick them in a major wall 12+ with a support frigate or a repair corvette behind it .Stay in close view so you can select a single corvette or even two to use burst attacks on them if you are using heavies. Adv tactics - arrange them into groups of 4-7 (of equal group size) and position them in a large X shape ie: X X O X X Put something tempting in the middle at O or even the MS keep each group 3500-4500 metres away from each other .This creates a anti fighter screen much bigger and semi mutally supporting , the closer you move the groups the more mutual support they give each other (heavies have a 6000 metre range 7500 when chasing).Any fighter closes in on O they get cut to pieces anything flying between any two X points is also cut to pieces.Though if your groups are smallish each group alone is somewhat vulnerable, but that is why burst targetting exists.If a group is overwhelmed use burst with an entire group as the fighters get close.If you cloak each X group with shared cloakers then this becomes an incredible trap if they send along proxie detectors blow them away first.To save cloak power keep an eye on sensors to look for any incoming groups. Corvettes Vs corvettes Mass your firepower go after one at a time in this order , light corvettes multigun corvettes and heavy corvettes , mine layers last.You ought to win out (in 25 vs 50 concentrated fire power and burst targeting will defeat the enemy with only 5-10 losses) Corvettes Vs capital ships If you have to do it else don't fighters are much better for this task.Use multigun corvettes if you have them the extra speed helps them alot , you can also push frigates about with burst targeting .Keep them mostly to the rear where the weapons can't reach and it does extra damage. Corvettes Vs mixed escort of capital ships Keep as many support frigates on tap guarding the corvettes and wipe out the screen first burst targetting will really mess up the defence screen then turn on the capital ship. Capital ships Vs fighters Tough you should have escorted you capital ships with some anti fighter defences , but if you ever get into this rut. Sit tight and get some fighters on the way to help.If there are no fighters keep shooting they may run out of fuel accidentally crash with your ship.But keep fighting till your ship is nearly dead then scuttle, you'll take most of the fighters out with you. Capital ships Vs corvettes Easy go for any support craft then go after them one by one light corvettes first the multiguns thenh heavies. Capital ships Vs capital ships Great battles are made of these, support your ships much as possible firstly then let them choose somebody to shoot at say keep a frigate infront of your fleet, they'll shoot at that.Now support that ship while you run the rest of your ships beneath them to hit their ships from the sides top or bottom or best from behind.If the ships are equal class one on one then its who shoots first or who is most healthy I've seen a few both assault frigate dead battles before though it is rare.Also if you ships are dying do not retreat ever unless support is very near by as you expose your rear to the enemy and get fried even faster than being hit from the front. Probes Vs scouts Not strictly a fleet engagement but a minor debate on if you ought to use probes or scouts. Probes: Fast 4000m/s Single use Probe golf Scouts Fast 1500m/s with Z can be retreieved Can also scuttle Can fight if needs be You decide..... Salvage corvettes VS strike craft This is quite hard fighters are fast and slipery they will fight back as salvage corvettes get close , you can either: 1 Grav well them 2 Run them out of fuel 3 trap them 4 Kami fake 1 and 2 are self explainitory 3 Is a little more difficult you just surround them in a super tight sphere using evasive until they can't move you can also use capital ships to fill in some of the gaps 4kami fake this needs high speed hands set K to kamikazi you salvage corvette into a fighter / corvette 0.5 second before impact cancel orders and set capture orders you might get lucky and capture the victim ship .But more likely your salvager will just bounce off the hull of the victim ship. Salvagers VS powerful capitalships 4 methods all of which can be mixed 1 swarms 2 support salvagers as they go in 3 distraction 4 cloak capture 1 it the ship needs 5 send in 8-9 some will die some will make it, if they latch on to the hull they are quite safe , though you must manually move extra salvage corvettes as only the required number in a group will grab the ship. 2 Send in 1 more salvage corvette than needed supported by at least a repair corvette , this does have disadvantages though as sometimes capitalships turn on the support craft rather than the salvagers .Also for mutually supporting ships need more support craft 3 Send in scouts first on evasive keep em busy while you sneak in salvagers this won't work for cruisers and quite a few ships as the CPU has salvage corvettes set to #1 priority. 4 Cloak salvage corvettes and move them slowly close to the enemy hull then have all of them latch on at the last moment as it passes Strike craft VS gravity well Use heavy corvettes they have a gun range further than any other strike craft and just outside the 5.5km area of effect.If they are not avalible send in a capital ship if they are not avalible use salvage corvettes on them as they are not affected.Nor are probes for probe golf. killing drone frigates If you use fighters or corvettes force attack the frigate itself with fighters if you have corvettes target all the drone first (good with burst) and then go for the frigate.You can kill the drones faster than they are replaced scouts are good for distracting the guns. Capital ships should have no problems just force attack the frigate itself and it ough to be gone rather quickly just keep an eye out for its health as it isn't powerful but constant hammering can hurt after a while. Salvaging Kadeshi This is difficult in waiting it can take a long time but if you are that kind take out fuel pods everywhere (the world ship doesn't matter) and then send in salvage corvettes ,Kadeshi will put up a token volley and then evade your salvagers now you justhave to wait till they runb out of fuel. 9B advanced Fleet engagements A few loose ends for fleet engagements , as in which way to attack ,sure fighters can move like a jacked up street samurai (shadow run) but fighters are still vulnerable when attacking from certain directions (go try a frontal assault using bombers on a destroyer you'll lose quite a few from its ion cannon raking and guns).You may want to note this refers to first pass only for fighters and possibly frigates and it also considers turrets are in their standard position when they jump into a system or when they are built. Attacking support frigates Kushan Top 0 turrets Bottom 1 turret Sides 1 turret front 1 turret This isn't really needed since they pack so little firepower you can sit a scout next to one and not be harmed (much) best to adopt best practices for the bigger ships and this is good practice. Taiidan Top 2 turrets Bottom 0 turret Sides 1 turret front 2 turret Same again but on the front and top it has more coverage. Attacking assault frigates You ought to attack from behind if possible however if not the kushan assault frigate you ought to attack from this order: Top x1 turret bottom x3 turret sides x 2.5* Front x 4 turrets + plasma bombs This is because although it has 4 turrets only the top turret can fire upwards and the side turrets are on the sloping sides and it leaves a huge gap in its coverage in a V shape. *depends on if you attack at a high elevation or depression in relation to the sides Taiidan Assault frigate Top x2 Bottom x2 Sides x2 Front x4 + plasma bombs This frigate it all the more equal you nearly always face two turrets from all directions except for the rear. Ion cannon frigate Attack from anyside but the front as the ion cannon can rake your strike craft easily Destroyer Top x2 turrets Bottom x 0 turrets sides x 2 turrets Front x 2 turrets + 2 ion cannon This is easy both taiidan and kushan destroyers have a huge coverage hole under neath and need to turn to fire at this direction , the ion cannon make the front a extremely dangerous place to attack from. Heavies Kushan Top x5 turrets Sides x 4 turrets (+possible 4 ion cannon) bottom x3 turrets front 4 ion cannon 6 turrets Obviously you want to attack fromthe sides or the rear of course as you are less exposed to fire , the ion cannons have be discounted from a side attack or reduced to a possible since the ion cannons take a very long time to turn. Taiidan Top x 4 turrets Sides x3 turrets (+possible 4 ion cannons) Bottom x4 turrets Front x4 ion cannon + 6 turrets Obviously you want to attack from behind or from the sides if possible as the least firepower can be bought to bear upon you. Drone frigates 50% all directions if you get close it goes to 100% Avoiding scuttle damage as a fighter jock. Guestimate before the enemy ship explodes most if not all players will wait till the last second before scuttle , so make the capitalship burst into flames then a few more runs then leave them alone (retreat) and kami some scouts to finish it off or return some bombers after he thinks their capital ship is safe. ************** 10-Multiplay ************** This game is pretty old but I've seen a few online games the key is to spend Rus effectively and if you need to research decide a path corvette paths are good so are grav well methods.You need to adapt as humans are unlike CPU players they change colours easily , if you know your opponent play a counter to him a fighter dependant person is slaughtered by corvette walls and is weakened badly when his forward support frigates die.A person who hyperspaces major fleets into your MS zone use gravity well to trap and steal his fleet a person who uses lots of probes or you suspect of using cloaked fighters to spy on you cloak gravity wells to stop any attacks and even move out your MS around often. The Achilles heel of all players is the resourcer no Rus no ships , and in games that involve research the research ship also.Above all have fun and if you are expert give some slack to the newbies. Notes - drone frigates , mines and Missile destroyers can really affect game speeds and conection reliability The most fun games are games with infrequent resource injections medium starting resources crates off bounties on small and research on. Opening moves (if research is on) Set resourcers to harvest then decide what path you want to take capital ships or fighters research the path you want and build another research ship or two.Build several groups of 5 scouts and have them patrol 30Km away from your MS at the front and sides to intercept any scouts orprobes to keep the enemy from seeing what you are up to. keep a few scouts to find out where his resourcers are and harrass them constantly with scouts.You may want to escort a few of your collectors though scouts do a pretty bad job for it. The rest is up to you though I suggest: Even being a fighter jock that you research and invest in a few capital ships as gravity wells can really spoil your day. As capital ship master use plenty of corvettes to keep fighters at bay Go after enemy resourcers and controllers when ever you can no Rus = no ships (for a while) In a research game go get his research ships they are somewhat expensive slow to build and if they go boom they lose ability to get even if you have superior technologies Hide your own research ships somewhere safe. thats it I leave you with that as it would not be fun if I told you how to utterly crush your enemies each time experiment but above all have fun , and play in moderation heh there was humor about this on the HW boards and I will email it to anybody who asks as it doesn't make much interesting reading on its own and really you had to be there. Ships can be attacked AS the come out of hyperspace , though obviously its better to trap them in grav wells and salvage them. *************** 11-Evil tactics *************** These tactics are evil hence the section named evil tactics #1 imagine you are in fighters Vs fighters situation after the first pass press K then select a fighter then before your fighters crash cancel the order and retarget for another pass , you'll smoke most of this fighters before he realises what is going on as your fighters will 180 degree pitch instantly and fire at his fighters all the way.Careful as smart players will order his wing to stop and you'll both loose everything.If he has bigger fighters than yours you will lose if he counters.It is somewhat effective with bombers as well right after a pass. #2 Missile destroyer supporting bombers , the MD makes a nice big target which people will target first now have a bomber wing someplace behind and use the bombers on capitalships you come across as they will nearly always be shooting at the MD .If they use fighters to retaliate they'll be cut to pieces by the MD missiles. #3 Mine walls , you need 4 mine layer corvettes 2 scout wings of at least 10 and at least one support frigate , imagine he sends a large capital ship fleet at you , keep them busy with a wing of scouts while force laying mines a good distance away from the MS or their objective now rotate your scout wings on the support frigate.And they will get caught in an awesome mine cross fire #4 Mines using 2-3 attack bombers go right through a mine wall the lack of speed of the bomber means the mines follow quite close by , when you see a juicy capital ship of the enemy attack it, the bombers will fly right at the capital ship mines in tow.It will pass once and veer off at the last second but the mines won't veer off quickly bye bye capital ship. #5 Sacrifice deception , send a cloaked fleet under the enemy to his MS with a large scout wing from above circling harassing the ships above.Then atack from below his ships will have turned up to attack the scouts exposing their flanks to major damage. #6 Bridge of sighs , assemble alarge fleet od ion cannon say 10-25 sphere them around your MS then when you have the Rus hyperspace them to the enemy MS they will point outwards jumping out butpoint inwards jumping in which = quick death for enemy MS beware grav wells however! #7 Using 4 cloakers assemble a fleet put it in wall then manually move the ships tighter and tighter assemble 4 cloakers in sphere put a weak ship in the middle where there is a gap in the field .Move turn on the cloak , move this fleet to the enemy fleet who'll think its just a single ship decloak and show him he thought wrong. #8 Support your MS heavily and use it as a plough right through his expensive capital ship fleet #8.1 It is actually possible to ram one mother ship into another at massive damage cost to both ships ,(usually the one with less health dies but it is easily possible to die being the rammer rather than the rammie ) I have no real idea of how to do it properly and can only do it rather inconsistantly, you sort of move mother ships together and have them pass extremely close and suddenly repeatedly order a closer pass.They will clip each other and somebody will die in this situation , though you cannot ram exactly (middle of MS vs middle of MS) you can only clip the edges of motherships as they are programmed to avoid each other at all costs!.I have seen this on multiplay quite alot although I can't do it others I have seen do it consistantly and its lethal although rather cheaty .Also the taiidan mothership is considered a better battering ram than the Kushan MS as it turns away later and you get more of the taiidan ship impacting with the enemy MS. #9 Play lots of probe golf - to hit something like fighters is hard , motherships are easy set a trajectory to run through the enemy mothership at more than a few screens distance so the probe can accerate to 4000m/s .If you set the course directly on the enemy MS it will decelerate as it reaches its destination but as it passes scuttle her and boom you got her , not much damage but psycholgically harmful. #9.1 Probe golf on fighters requires some finess if you see a group you suspect of being a fighter group set a probe to travel through where you think they will be so that they will pass each other and scuttle just before they pass you'll get scouts and even kill scouts if they are close enough. #10 Cloak your corvette walls (these are nigh impossible to remove if they are moved around) 100% nullifying fighters (except for cloaked fighters) #11 Mix expensive fighters with cheap scouts to reduce probe golf and kamikazi attack damage (counter by keeping them docked danger as it keeps your fleet slow as they need time to launch) #12 Guestimate his resourcers , latch up 10 bombers and 4 heavies to a support frigate hyperspace in take out the resourcer and hyper space back. You can waste his grav walls hypering in things like resourcers. #13 Use Ion cannon on his dust clouds it causes them to kill fighters who stray near them and damages resource collectors #14 Keep a small squad of salvage corvettes cloaked teamed up with a gravity well use the grav well to nullfy the fighters and the salvagers to capture the capital ships. #15 If you see a power attack coming at you ie well escorted fleet of capital ships and corvettes , go attack their MS to send them running home and the same time attacking their ion cannon frigates in the fleet since these have the worst armour and go boom quickly #16 Sensors array can only allow you to see ship positions so be nasty fake some fleets gather 9 scouts and put them in wall and manually spread them out some and on sensors if you move themslowly they look like capital ships , which is good to tie up their fleet assets.This is even better with defenders since they move like destroyer speeds and have big gas tanks.They may not believe it but its psychological warfare much like rommel Vs montgomery , rommel knew an attack was coming but not where from monty faked tank formations and maybe rommel believed him maybe not but it made him doubt it and have to split his forces to defend from each possible side (same in space above and beyond operation round hammer and in the italian campaign in the film the man who never was).Pragmantic players will send scouts which can quickly be shot down , but will still somewhat waste his resources in building them and tying them up for other duties. #17 Better subtefuges - cloak a strike fleet capable of major damage dealing add a few scouts , use other scouts in open formations moved slowly to emulate sensor capital ship readings.Move at least 3 scout groups to the enemy MS pragmatic players will send scouts in your strike fleet move your scouts out of the cloak field and engage their scouts.This can make it appear as if it is a completely fake fleet movement.You can move in your strike fleet with the opponent unaware and possibly unprepared #18 As in SP you can hide frigates < in resource clouds if they have no sensors array #19 raming set a course through and enemy ship (make sure yours is bigger) set to aggressive then cancel their orders as they move to engage (the std for aggressive orders) boom dead enemy ship.Best for this is carriers , and cruisers. #20 hyperspace trap cloak your entire fleetleaving just your MS visible (if only you could cloak it) put scouts in a open formation somewhere on your map this is a subtefuge to lure them in either via hyperspace or normal drives.If they hyper in you decloak and opn fire they have three choices hyper out fight or be destroyed (as ships run they expose their rear to 160% damage so they can't really run away via normal drives) if you have a bigger fleet they will lose the fight (or if you use better tactics) if they hyperspace out they lose Rus in hyperspace usage and or you can use a gravity well to trap and steal them which is a double loss (hyperspace costs and ship costs). #21 Cloaked fighters are worthless in combat but if he has a sensors array build a few of them and put them into open wall formations to emulate capital shipsmove these around the opposing MS quite a distance from it however.And group them so you press 1 then decloak then move a little then cloak group 2 decloak move a little then cloak etc.I had this done to me once and it really confused me where the enemy strike fleet was coming from. #22 Build a carrier dock as many fighters as you can , build an assault frigate an ion cannon frigate and anything else , pause justbefore completion and resume when you arrive at the enemy MS it looks like a cheat but isn't frigates coming out of the carrier.Launch fighters instantly as well a deadly strike force , if you include a support frigate you have an instant strike team. #23 Build a carrier Send it directly towards the enemy MS building as many ion cannon frigates or assault frigates you can in it , they won't be able to come out due to the speed of the carrier.When the carrier arrives all the ion cannons will come out and the victim wil think youare a cheat.But it is a perfectly legal tactic and looks quite innocent since on sensors you see a carrier but it is so much more.... #24 You can also do exactly as above but you pause production right before a certain ship is complete.Then hyperspace , this is best with the taiidan mothership or carriers as the kushan MS needs to open to door close the door open the door.You can only build a single of each capital ship type though , but a heavy cruiser coming out of a MS or a destroyer or 3 frigates may spoil my day. #25 With enough ion cannon frigates you can stop a frontal fighter assault as the ion cannon beams form a cone which fighters HAVE to fly through in formation you can use this to your advantage. #26 Hyperspace times are somewhat long entry transit and exit but they are consistant transit times , hyperspace your fleet away to only a short distance away from your current position . Hyperspace away something else small far away or even at the enemy MS so the enemy goes chasing that.. #27 Hyperspace small objects behind the enemy MS they can't see what it is without line of sight (or its massive like an MS , carrier or Cruiser) you can have them run to intercept something small as all purple hyper space blobs( inwards or outbound) are the same size on the sensors managers. #28 Even better hypersomething harmless to the rear of an enemy MS let it die , then hyper in the rest of your fleet which may trick your opponent into thinking its just a skirmish fleet. #29 Same thing but hypersomething small behind the enemy MS so he calls off his attack to defend his MS. ************* 12A-loose ends ************* For multiplay you can change your name by editing the homeworld.cfg file line 28 where it ougt to say unnamedplayer formated ships and grouped shis move at the speed of the slowest ship in the group Cancel formations by putting them into formation then pressing cancel and then movesetting to neutral These are loose ends I couldn't really fit any place else or didn't seem to fit anywhere else At Tenhauser gate the cut scene the bentusi show you the ships that veer off eventually become the Kadeshi. From the final mission fleet command is uneeded If you have more than 5 carriers to launch ships or build from them select them in normal view then press L for the launch menu or B for the build menu Pilot view 1. Go to Start->Programs->Sierra->Homeworld or wherever your Homeworld shortcut is and right-click on the Homeworld shortcut. In the Target field, add a space after homeworld.exe and type in /pilotview. You have just added a command-line parameter to HW, C:\Sierra\Homeworld\homeworld.exe /pilotview You can use other switches as well , press W to activate in game when you are focused on one single ship , its not perfect but works , you can also pilot view enemy ships as well while they are being fried. Screen shot with scroll lock images are saved in the HW DIR Mines can also be targeted by MDs you need to force attack them however Scuttle causes the blast radii to increase from the ship 5 times its size damaging everything heavily in this radii , being blown up does negligible damage to ships around that deadship. Hyperram (hyperspace into enemy MS) does 400% damage to self and only 40% of ship hit points this was to prevent people hypering MS into your MS to force a draw. Your smaller ships can easily by hyper rammed when fleets jump in keep your salvagers a sensible distance away or you will lose them. When you have zero Rus in multiplay with no resourcers and few ships your Ru count will increase slowly up to a maximum of 500 Ru.I suppose this is to give you some sortof chance but 500Ru doesn't buy much and the fleet you can buy with it (14 scouts or 9 interceptors , one assault frigate , one support frigate or 5 bombers) maximum Rus is 65000 you won't ever mine that many in a SP game (well maybe if you had max resourcers and consumed everything in diamond shoals which is unlikely as its wide and each rock needs to be shot at to let them be harvested) You can get this number of Rus via ship retirement lets say 300 Rus for a frigate of any kind you can capture well over 250 of them in game which gives over 75000 Ru which you can't have and most likely can't spend due to built fleet restrictions. Armour multipliers for capitalships Sometime in mission 5 fleet intel tells you about capital ship armour being thinner on top bottom and sides.What he doesn't tell you is how much by and about the rear into the engines here are multipliers I recall from somewhere or other: front 90% damage from all weapons* Side 130% damage from all weapons* Bottom 130% damage from all weapons* Top 130% damage from all weapons* Rear 160% damage from all weapons* *not 100% of its armour as that would be some what silly a scout kills a cruiser in a single pass would not happen (unless those HW2 idea labs boys introduce vulnerable bridge areas on capital ships which nobody seemed to think that 100000-1 things like these could happen if it was to be introduced)but say if a weapon does 10 damage a hit from the front reduces its damage to 9 the sides would increase damage done by that shot to 13 damage points a rear aspect shot would do 16 damage points etc. Also the MS is not affected by these values it takes the same from above or below front or rear. So as you can see the rear is more effective to attack getting to it though isn't that easy as ships don't just sit there they will turn and bank to engage you. The turanic raiders seem to make a similar sound to the sound of imperial probes in star wars the empire strikes back. Homeworld ships are capital ships ie self sustaining mini cities attached to fighting ships and therefore fully autominous and needing no outside support.HWC ships are not true capital ships as they need support points for each ship which is rather strange alright fighter pilots need fuel and food but capital ships ough to have it onboard. The ship at the end (council) was actually supposed to be a ship that harrassed you all the way from Kharak to Hiigara (ie jumping in damaging you heavily then jumping out again) .The originaldesignwas supposed to resemble a star shape with 6 arms slightly twisted and swirling , though this idea was rejected due to clipping of the arms and ships trying to go through them. Kadeshi have blue ion cannon beams Turanics have blue beams Kushan are different and have red Bentusi are also different and have white To break groups select a single ship and assign it the group number of the group you want to cancel.Then reselect the ships you wanted and reassign that group back to the new number , this avoids ships being in two groups which can be useful sometimes especially for mixing in fighters and pulling pinchers on various ships. To prevent missile destroyers attacking asteroids which contain RUs set them to evasive or cancel their orders then set to evasive. Super scouts / dancing scouts were scouts that were obsessively micro managed so that you altered orders retargetted and repeat rapidly so scouts would dance on their tails firing constantly and not completing any attack runs.They were impossible to defeat even with corvette walls with anything except perhaps probe golf scuttles and space plow capital ships.if you want to try it on V1 of the game do this: target an enemy ship , then press F2 then press Z then press F2 then retarget press F2 then Z repeat until fuel runs out cheaty but legal tactic until v1.05 came about.Still heavies could still eat them alive especially when you used masses of burst you could also easily kami them or probe golf them or just use a cruiser to go right through them and players who did this often tied themselves up so production research and possitions were poorer even though their scout losses were near zero..So it never really bothered me all that much. being trapped in hyperspace isn't what it sounds like when a gravity well friendly or otherwise is active when a ship jumps out or jumps in to its area of effect the hyperspace gate stays open and the ship gets trapped and 100% vulnerable (it cannot move it cannot shoot it can't even scuttle) in single player divide your corvettes between carriers the MS equally as it allows you to launch them all quickly as the MS and carriers are limited to 2 fighters and 2 corvettes at a time. To force ships to dock at one support ship select the ships and double click , support frigates will only accept queues of 20 ships if you press D and your fighters and corvettes will move elsewhere for fuel breaking your formations and wings apart! Repair corvettes are painful to dock with the mouse sometimes they do with double clicks on MS or carriers , but often they do not as they think of it as a support order.Just move support frigates some distance away and press D instead. Sometimes capital ship engines are active for no reason at all (like in military parade formation or right after a hyperspace jump) you can cancel this effect by pressing cancel orders. kami your own ships is done in this manner: press K hold crtl+alt then click on your own ship Though sometimes your pilots may ask for confirmation which you need to redo the entire sequence Even though the game is played out with mobiles you can actually trap enemy ships against the corners of the map esp in multiplay. You can also target ships outside the map just band box them repeatedly when fighters try to turn back.You can't target ships miles outside the map though however , there is an example of the two sensors arrays at hiigara they are supposed to be invulnerable by virtue of being off the map but bombers will go after them if you repeatedly order them to do so. Kushan are the exiles even though there are taiidan ships at the start of the manual (the taiidan scout) as found out in HWC , though then again it could go in vicous circles.Kushan win then they force the taiidan into exile then they come back and force the Kushan into exile etc. It was a idea to make the first war in which the Kushan were exiled to karak in HW2 but I do not know how far this went.Though seeing what is in karos from past wars there ought to be some insane hardware (imagine what the ship in the background would be like to have pieces that large). ************* 13-Known MODS ************* There are several mods that I know of: Turanic mod Which allows you to play as the turanics in multiplay (they replace the taiidan on the fleet selection menu) Turanic carrier mod This mod allows you to capture the turanic raiders lord attack carrier however you cannot build and if you dock strike craft with them the game crashes Kadeshi world mod This mod also replaces the Taiidan fleet selection on the multiplay menu but it allows you to play as the Kadeshi fleet using swarmers. The cruisers you see at Karos are kadeshi cruisers x4 rapid fire plasma bomb launchers x4 super ion cannons x2 of these red (not red ion cannon) beams that are lethal anti fighter defence cannons 100% coverage And more , the carriers are also kadeshi carriers and the fuel pods have enhanced attack ability , and multibeam frigates are also avalible to construct .Limited ship types (they are on the build menu but you can't build them) but each ship is much more powerful , fuel limitations aside.You can also use the resourcers to harvest ships which does very little damage but if you keep it up long enough they vanish. If you want any of these mods email me and I'll go dig out the CDRs which they are copied onto.Or look for them on the web I answer my email infrequently these days. ************ 13-contact details ************ I can be contacted on email@example.com most of the time . ************ 14-Credits ************ Myself obviously and my memory and many days in university contributing to the forums at relic. Sunny Delight - a good friend who let me testmost of these nasty tactics on him and for proof reading the guide IA - for Being such a good target drone on this and other games Other Forum members who invented far nastier tricks than in this guide Other forum members who fried my butt so many times All forum members you know who you are Relic for HW negative thanks for HWC as support units were crap and made for tiny fleets and tiny fleet enagements theres nothing quite like seeing 100's of frigates battle it out BPcannel for providing the missile corvette count. ********** 15-sites with permission to publish this document ********** www.gamefaqs.com www.neoseeker.com www.dlh.net http://www.gamers-realm.com ********** 16 Final thoughts ********** Thats it until homeworld 2 which may come somewhat soon in relation to the authoring of this guide .HWC guide may come soon.... This document belongs to firstname.lastname@example.org any reproduction on the web in games magazines or in any cover mounted or otherwise CDROMs is strictly forbbiden.
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