Homeworld Walkthrough :
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Walkthrough - FAQ/Walkthrough*********************** *****HOMEWORLD FAQ***** *********************** *Written By Giovanni *Version Updates V-1.4 3-31-01 IMPORTANT! You can no longer contact me at Giovanni@pokeschool.com! I can no longer retrieve messages sent there! If you emailed me any later than 3-26-01, I have not looked over your email! Currently, I have no current email address, and I will get another one as soon as possible. As for good news, I've finally got the Cathedral of Kadesh level up, although you've probably already beaten it. Need to start working on the walkthrough... V-1.3 3-10-01 Added specific research files, and did a little more work on the research tree. The Research section is definitely better. Also reworked the Table of Contents to make it easier to navigate. Lastly, http//DLH.Net has been given permission to host my FAQ. They're a German/American site, and it's worth checking out. V-1.25 3-8-01 Fourth version. Just added Unit Build Times and gave thanks to MetroidMoo for them. Also reworded a couple things. Not much of an update, is it? V-1.2 3-8-01 Third version. Gave everything an update, reworded many things, added sections. Take a look at my Research Trees. And a Story section is now up, with my own version of the story. Longer, but better, than the in-game intro, IMO. V-1.1 3-5-01 Second version. I gave permission to Neoseekers to use my FAQ, so it's OK if they have it. Updated the Walkthrough, added a section, revised how to get the bug in Mission 2. Updated other parts in small amounts, spellchecked the thing, and basically did what I should do. V-1.0 3-3-01 The first version. The FAQ's in it's beginnings... Not much else to say. *Disclaimer This FAQ is not to be used as a motivation for _ ANY _ crime, act, or whatever. The creator of this FAQ, Giovanni, assumes no responsibility whatsoever for anything some person(*cough*) may do because of reading this FAQ. They would have done it anyway sometime, my FAQ or not. ****************** Table of Contents ****************** I~Version Updates II~Disclaimer *Section 1 Miscellaneous Area 1-1 What you can and can't do with this FAQ Area 1-2 Contacting Me *Section 2 The Story of Homeworld *Section 3 The Fleet Area 3-1 The Instruction Book's and My look at Ship Categories Area 3-2 Fighters Area 3-3 Corvettes *Section 4 Battle Tactics/Tips Area 4-1 VS. Computers Area 4-2 VS. Human Players Area 4-3 Tactics Area 4-4 Formations *Section 5 Technologies Area 5-1 Research Trees Area 5-2 Technologies *Section 6 Battle Strategy *Section 7 Frequently Asked Questions *Section 8 Special Thanks/Legal Info ************************ Section 1 Miscellaneous ************************ ------------------------------------------------------------------------ **Area 1-1 What you CAN and CANNOT to with this FAQ** What you CAN do with this FAQ Print it out, in FULL. Print everything. And try to get the latest version. Show it to friends, as long as it's the complete copy and you don't take credit for it. What you CAN'T do with this FAQ Charge a fee for showing it to people. Take credit for it. Post it on a website without my permission! As of this update, the only places where this can appear on the net are GameFAQs http//www.gamefaqs.com Neoseekers http//www.neoseeker.com DLH http//DLH.Net And, if you have this FAQ on your website, you may not modify it in any way, convert it from a text file to something else, wrap it with banners, etc. Basically, just post it, not modified at all, and nothing else on the page it's on. If you find this FAQ anywhere else, email me immediately! And if you want my permission, email me at Giovanni@pokeschool.com ------------------------------------------------------------------------ **Area 1-2 Contacting Me** You may contact me, the author, IF You find it on another website other than one I have given permission to, there's a list above and in the Special Thanks/Legal Info section. You want to point out a mistake. You want to add something I forgot or didn't already have. You want to try to contribute something. All submissions welcome, but please, no stage strategies until something on that stage is already up. No, that doesn't include the previews I may occasionally have at the end. You want to offer me items of monetary value (or pizza). You want to praise me for the great job I've done. You want to... uh... flame me? But why would you want to flame me? You may NOT contact me, the author, IF You want to send me computer viruses. You have threats of any kind. Your email is blocked... You have love letters or type in something 'loving' >_< in your mail... Or anything like that... ********************************* Section 2 The Story of Homeworld ********************************* There are people living on the desert world of Kharak. They all think one of two things Their home planet is Kharak, or their home planet is not Kharak, that they were exiled there by the gods. After some time, a paper is presented to the rulers of this world. It states that "Our helix proteins bear little similarity to most of the life on Kharak." So, the faction that thought they were exiled grew. Over time, space flight was developed. Pilots or those flights reported encounters with strange debris. They brought some back to Kharak, and found they were containing isotope combinations unknown to Kharak - or the whole stellar system. No fragments larger then a hand were found. Then a powerful radar satellite was launched in hopes of locating more debris rings, possibly bearing larger pieces. But a malfunction in a rocket caused it to do an about-face and scan the surface. About 75 feet below the surface of the harshest desert on the planet, a strong return showed where there was supposed to be none. After repeated radar scans, enough high-ranking people were convinced that they pooled resources to take a team out to investigate. Through the harshest conditions on the planet, they excavated it. It turned out to be the first city on Kharak. It was named Khar-Toba. While people were tracing power lines, they burrowed farther underneath and found a power plant - much more advanced then their own at the time. And attached to it was a complete hyperdrive module - which catapulted their technology a thousand years ahead. With the hyperdrive and power plant, the so-called treasures of Khar-Toba, carted away, only a few archaeologists were left to excavate the rest. When they opened up the doors to what was an observatory, they found a stone. It depicted the galaxy, with a line crossing from what was Kharak's position to the central hub. And on it was a single word, ancient and common to all dialects Hiigara, home. The archaeologists brought the stone back, and a project was started to get them back home. First the Scaffold was constructed. It would be the construction yard needed to build the Mothership. Then the Mothership was built. The 600,000 occupants that would travel to Hiigara would be cryogenically frozen inside it's hull. Then, they encountered a problem. There would be so many functions to perform, the staff grew into hundreds. With command added, it became clear that in any sort of crisis, the Mothership would suffer from communication paralysis. Then a neurologist stepped forward with a plan. She was working on biological circuits. When she heard about the program, she demanded that her system be used on her - to transform her into Fleet Command, capable of doing hundreds of responses per second. Now, the testing begins. And you head to the walkthrough from now on. ******************** Section 3 The Fleet ******************** [NOTE There's no ship data besides what there is because I could not find reliable information in either the game stats or the instruction book. The only reason what's there now is there is because that's the truth, at least in my experience.] ------------------------------------------------------------------------ **Area 3-1The Instruction Book's and My look at Ship Categories** *Strike Craft Excerpt This small ship class includes both Fighters and Corvette hulls. While highly maneuverable (Fighters are the only vessel class capable of performing special combat flight maneuvers), Strike Craft are unable to carry enough reactor mass to generate a self-sustaining drive torch, and so they must be refueled. This limits their range from the Mothership, unless a Support Frigate is provided to carry fuel for them. Strike Craft also are too small to carry to carry the hyper drive module and cannot enter hyperspace by themselves. My Analysis They are good at avoiding getting hit, unless they are against other fighters, and vice versa. However, they use fuel, which is their major downpoint. They're good, overall, but the only one that can do serious damage against corvettes is the Plasma Bomber, and it falls to other strike craft in a matter of seconds. *Capital Ships Excerpt This class represents the first generation of large crew vessels and includes the Frigate and Destroyer(book's typo, I know) classes of warships along with the larger support vessels like the Cloak Generator, Resource Collector, and Gravity Well Generator Capital Ships are the hard backbone of any attack fleet, and what they lack in speed and maneuverability is made up for in firepower and armor. Capital Ships have a limited self-repair capability. My Analysis Since it includes the Support Frigate and Multi-Beam Frigate(you capture it in the Cathedral of Kadesh stage), the class has to be good(at least somewhat). You have the Multi-Beam for firepower, and the Assault and Support Frigates for backup. I like it. *Super Capital Ship Excerpt These huge warships represent vast investments of resources, time, and technology, and are as valuable as they are powerful. Second only to the massive Mothership in size and capability, these vessels are dreadnoughts of cutting edge technology. They carry their own hyper drive modules and some even have onboard manufacturing arrays in order to replace ordinance or construct smaller vessels. While extremely powerful and able to absorb large amounts of damage, they are still vulnerable to masses of small ships and should never be deployed without a flotilla of smaller warships. My Analysis "...and should never be deployed without a flotilla of smaller warships." So true. While the Destroyers and Heavy Cruisers kill Capitals and other Super Capitals, never leave without something that can take care of Strike Craft, or your chances of losing your fleet more than double. ------------------------------------------------------------------------ **Area 3-2 Fighters** *Scout Cost 35 RUs Build Time 12 seconds Special Function Speed Burst Required Technology None Excerpt True to it's name, the Scout is a fast, cheap ship that is useful for scouting out enemy locations. Because of it's high maneuverability, the Scout is excellent for My Analysis Besides the 7 you get at the beginning of the game, don't get any more. 7 is sufficient for the first two stages-then they're useless after that. *Interceptor Cost 55 RUs Build Time 18 seconds Special Function None Required Technology Fighter Drive, Heavy Fighter Chassis Excerpt While less maneuverability than the Scout, the Interceptor easily compensates with it's with it's much heavier weaponry. The Interceptor is a good Fighter killer and stacks up favorably against Capital Ships when used in greater numbers. My Analysis Vastly improved version of the Scout. Keep 20-30 on hand in the beginning of the game to get rid of enemy fighters. Near the end of the game, they grow obsolete, as the main use is to kill other enemy fighters, which the Missile Destroyer does better. *Attack Bomber Cost 85 RUs Build Time 20 seconds Special Function None Required Technology Fighter Drive, Heavy Fighter Chassis, Plasma Bomb Launcher Excerpt A technological advance created plasma bomb technology small enough to fir in a Fighter-sized craft. The Attack Bomber was born. While it's slow-moving plasma bombs can be outrun by Fighters, they make short work of Frigates and other Capital ships. My Analysis For some reason, these things have a tendency to die. Is it that they just get hit more, I don't know. Anyway, that combined with a high cost for a fighter and slow build time for a fighter make it bad. Avoid these if you can, but don't be that afraid to use these if you have to, they're not that bad. *Defender Cost 65 RUs Build Time 9 seconds Special Function None Required Technology Fighter Drive, Heavy Fighter Chassis, Defender Sub-Systems Excerpt Although it's slow speed keeps the Defender from being a primary attack force, it's gimbaled guns and high power rotational thrusters allow it the greatest coverage of all Fighters. My Analysis There are 3 rules to using these things 1-Don't attack with them. 2-Only defend with them(preferably defend Mothership). 3-Always use in large numbers if you use them. If you follow those 3 rules, they end up being pretty decent. Break the rules(especially 3), and they end up being worthless. *Cloaked Fighter Cost 85 RUs Build Time 45 seconds Special Function Cloaking Required Technology Fighter Drive, Heavy Fighter Chassis, Cloaked Fighter Excerpt With cloaking sails active, the Cloaked Fighter is the stealthiest ship around. Highly useful for simple surveillance, the Cloaked Fighter is also a good attack craft. It must, however, de-cloak to fire, making it vulnerable for a short period of time. My Analysis It beats the Scouts beautifully at their own game. While, unlike the Cloak Generator, it doesn't need to recharge, it does use fuel, so it's balanced. The major downfalls are that it takes a while to build and costs a lot. *Defense Fighter Cost 85 RUs Build Time 20 seconds Special Function None Required Technology Fighter Drive, Heavy Fighter Chassis, Defense Fighter Excerpt The Defense Fighter has no attack weaponry to speak of; instead it fires beams from it's emitter dome to shoot down oncoming enemy fire. This makes the Defense Fighter an excellent mobile protective force, especially when used with other Fighter craft. My Analysis If only they shot down all enemy weaponry... Oh well. Since they build rather fast for an 85 RU fighter, it can actually be put to use. However, use the Defender's 3 rules. ------------------------------------------------------------------------ **Area 3-3 Corvettes** *Light Corvette Cost 135 RUs Build Time 22 seconds Special Function None Required Technology Corvette Drive, Corvette Chassis Excerpt It's heavy-duty engine, chassis, and armor make the Light Corvette significantly slower than any of the Fighter-class ships(besides the Defender). It's salvation comes in a powerful turreted gun which is fast enough to hit Fighters flying at full speed. My Analysis Bad. By the time you can use this, one more research topic and you get the much better Heavy Corvette, and you can do the research for the Heavy Corvette on the same stage. Never use these. *Heavy Corvette Cost 250 RUs Build Time 25 seconds Special Function Charged Burst Attack Required Technology Corvette Drive, Corvette Chassis, Heavy Corvette Upgrade Excerpt More armored than it's light cousin, the Heavy Corvette adds a second high powered turret to an already powerful craft. It's turrets allow the Heavy Corvette to track two fighters at once and also make it a moderate threat to Capital Ships. My Analysis First, the Charged Burst Attack is worthless. Second, it's a decided improvement over the Light Corvette. Better firepower, better armor, and better coverage make it one of the best corvettes. *Repair Corvette Cost 150 RUs Build Time 20 seconds Special Function Can Repair and refuel Strike Craft Required Technology Corvette Drive Excerpt The Repair Corvette is capable of repairing and refueling Fighters "in the field." While equipped with only a small gun, the Repair Corvette has heavy armor to protect itself and the craft it's repairing. Timely support from a Repair Corvette can be quite useful in a long battle. My Analysis Never use. NEVER. By the time you'll need to repair stuff, the Support Frigate will be in your arsenal. And it's 10 times better. *Salvage Corvette Cost 220 RUs Build Time 30 seconds Special Function Capture of enemy ships Required Technology None in Single Player, Corvette Drive and Corvette Chassis in Multiplayer Excerpt This beefy Corvette was once used exclusively for towing junk and salvaging derelicts. After being adapted for combat, the Salvage Corvette gained the ability to capture enemy ships that are heavily damaged. Once captured, these ships are towed back to a Carrier or the Mothership for refitting. My Analysis Don't be thinking you need to damage a ship for the Salvage Corvette to capture it, you don't. Also, you need a certain amount of ships to capture certain things. Right from the Readme file, here's the list Frigate = 2 Salvage Corvettes Destroyer = 3 Salvage Corvettes Heavy Cruiser = 5 Salvage Corvettes Carrier = 5 Salvage Corvettes And, since they can capture any Capital/Super Capital Ship, they are insanely useful. Build 12 before stage 7 and never let their number run below that. *Multi-Gun Corvette Cost 225 RUs Build Time 28 seconds Special Function None Required Technology Corvette Drive, Corvette Chassis, Fast-Tracking Turrets Excerpt Following advances in turrets and auto-targeting, the Multi-Gun Corvette was conceived. It sports a full six articulating turrets. This allows it to track numerous fast-moving targets at once, making it especially deadly against large groups of Fighters. My Analysis The second-best Corvette, next to the Salvage Corvette. Sure, it does less damage to Capital Ships, but since you'll be avoiding most of their fire, it doesn't really matter(unless up against a Multi-Beam Frigate or Missile Destroyer). And, since it's much deadlier against Fighters than the Heavy Corvette, it's better than the Heavy Corvette. *Minelayer Corvette Cost 295 RUs Build Time 40 seconds Special Function Creation of Minefields Required Technology Corvette Drive, Corvette Chassis, Minelaying Tech Excerpt While the Minelayer has normal attack capability(dropping mines that float slowly towards the target), it can also perform a force mine drop, where a wall of mines are laid at the current location. Running into a minefield with a fleet of Capital Ships is sure to ruin anyone's day. My Analysis There is no place where these things can really be put to use. Except maybe the Hiigara level, these things, if built, are probably going to stay docked the entire game. Sure, they're not that bad, but save your money and don't build any. Great idea, but it's just not worth it. ------------------------------------------------------------------------ **Area 3-4 Frigates** *Assault Frigate Cost 575 RUs Build Time 1 minute Special Function None Required Technology Capital Ship Drive, Capital Ship Chassis Excerpt The Assault Frigate is the most general purpose combat ship of the capital ships. It has four large turrets, which afford it excellent coverage, as well as two fixed plasma bomb launchers. While it's turrets are too slow to track fast-moving fighters, they can take out the slower Corvettes with ease. My Analysis No, they can't 'take out Corvettes with ease'. They keep missing when the Corvettes are on Evasive tactics. These things are bad against all Strike Craft, as almost all Capital and Super Capital Ships are. Overall, pretty decent, and the only thing you have to do with these is have some sort of Strike Craft neutralizers. *Ion Cannon Frigate Cost 650 RUs Build Time 1 minute Special Function None Required Technology Capital Ship Drive, Capital Ship Chassis, Ion Cannons Excerpt When ion power was harnessed, the scale necessary to produce a severely damaging beam meant that an entire Frigate could only hold one cannon. The acceleration ladder alone runs the entire length of the ship. What results is a devastatingly powerful, focused ion beam. My Analysis Certain death FROM Strike Craft, not to. The Assault Frigate has better chances against them, and it can barely kill one or two when a squadron attacks. I'm sorry, but it's impossible NOT to die to fighters if your whole fleet is filled up with these things. However, it's also the best against other capitals, so it should merit some positions in you fleet. But, don't give it more than half of those positions. *Support Frigate Cost 425 RUs Build Time 1 minute 5 seconds Special Function Can repair and refuel Strike Craft, repair Capital Ships Required Technology Excerpt Giving support to Strike Craft in combat is the Support Frigate's main role. It has ten Fighter docking pads and four Corvette docking arms for repairing and refueling. Although it is well armored, the Support Frigate has only one large turret for defense and is best left alone. My Analysis No, it's main role is repairing Capital Ships. The Strike Craft repairing and refueling is just a bonus. Best left alone, this thing is the only thing that saves you in the Hiigara level. Set them to heal the mothership in the Hiigara level, not your attack craft. No exceptions. And, on a finishing note, it's the best Frigate in the game. *Drone Frigate Cost 800 RUs Build Time 1 minute 15 seconds Special Function Drone Launching/Retraction Required Technology Capital Ship Drive, Capital Ship Chassis, Drone Technology Excerpt The Drone Frigate is essentially a holding and control system for the 24 drones it houses. These highly maneuverable drones each contain a powerful gun and, when launched, form a protective sphere around the Drone Frigate, giving it superb protection against Fighters. My Analysis Never used these, so I can't say anything, but I hear that the drones can be used to destroy mines, as they project far enough ahead to attract them. Once the mines are destroyed, scrap the Frigate itself. *Defense Field Frigate Cost 800 RUs Build Time 1 minute 15 seconds Special Function Defense Field(always active) Required Technology Capital Ship Drive, Capital Ship Chassis, Defense Field Excerpt Like the Defense Fighter, the Defense Field Frigate has no attack capability. It can, however, deflect almost 100% of all oncoming enemy fire, with the exception of ion beams, mines, and missiles. My Analysis First, it costs too much for something with that small of an effect area. Second, it can't deflect ion beams, the most devastating weapon in the game. Yes, I know, I said the Defense Fighter was OK, but that was because it'll take more time to kill a whole flotilla centered around the Mothership than a slow, obnoxious, easy bait Capital Ship that can easily be taken down with ion cannons. You can't exactly hit something that moves with an ion beam that easily. *Ion Array Frigate No data available Build Time N/A My Analysis You capture these from the Turanic Raiders with two Salvage Corvettes in the Great Wastelands Part 1 stage. They are just Ion Cannon Frigates with a new appearance, and I think they're a bit slower, too. But, since you get them for free, what did you expect? *Multi-Beam Corvette No data available Build Time N/A My Analysis This awesome Frigate is a small, cramped ship with four ion cannons. You capture it in the Cathedral of Kadesh stage from the Kadesh. And, the best thing about it is that it's inaccurate. What? You heard me right. Since it's inaccurate, it can sort of 'sweep' the battlefield and destroy Fighters and Corvettes. And, since Frigates and Super Capital Ships are big, the inaccuracy doesn't really matter that much. So, I say in conclusion Capture as many as you can! *Fuel Pod No data available Build Time N/A My Analysis Another ship you capture from the Kadesh, only this time you can capture it in both of the Kadesh stages. It does have a small gun, but it's like all other support vehicles-small and only there because it needs one. No use for it really, except to sell for a couple hundred RUs and be that much richer. ------------------------------------------------------------------------ **Area 3-5 Super Capital Ships** *Destroyer Cost 1,350 RUs Build Time 2 minutes 30 seconds Special Function None Required Technology Super Capital Ship Drive, Ion Cannons Excerpt When it comes to taking down other Capital Ships, the Destroyer is a first choice. It has twin ion cannons and two modified large turrets. With maneuverability almost equal to a Frigate, the Destroyer is able to move around well in combat and react quickly to changes in battle. My Analysis Pretty good. You should build these over Heavy Cruisers, as you can capture the latter and they dish out more if you build 2 than 1 Heavy Cruiser. They're also faster than one. *Missile Destroyers Cost 1,500 RUs Build Time 2 minutes Special Function Missile Volley Attack Required Technology Super Capital Ship Drive, Guided Missiles Excerpt Although it's total firepower is significantly less than that of a regular Destroyer, the guided missiles it launches make the Missile Destroyer a formidable foe to Strike Craft and Capital Ship alike. For supply, the Missile Destroyer has a full missile manufacturing center in it's belly. My Analysis Only take one or two of these along to destroy Fighters, otherwise, the Destroyer is a better choice. Not bad for it's purpose, however, which is to destroy Fighters. *Heavy Cruiser Cost 3,700 RUs Build Time 7 minutes Special Function None Required Technology Super Capital Ship Drive, Super Heavy Chassis, Heavy Guns, Ion Cannons Excerpt The goliath of Capital Ships, this bruiser carries four twin-mounted ion cannons and six heavy turrets, each almost half the size of an entire Frigate. When a Heavy Cruiser shows up on the scene, things get really quiet really fast. My Analysis Two Destroyers more equal this thing in combined firepower, and they cost less. Sure, they can be useful, but you can capture them in later levels of the game, so why not? *Carrier Cost 2,000 Build Time 4 minutes 41 seconds Special Function Can repair and refuel Strike Craft Required Technology Super Capital Ship Drive, Super Heavy Chassis Excerpt A veritable feat of engineering, the Carrier incorporates an entire construction center, capable of building up to Frigate-class ships. In addition, a huge docking array provides space for up to 50 Fighters and 25 Corvettes. It's rapid-fire deck guns give it adequate defense. My Analysis Mothership 2. These are extremely helpful for organizing your Strike Craft fleet. You only need like one through the whole game, though, so capture the one in Great Wastelands Part 2 and keep it. ------------------------------------------------------------------------ **Area 3-6 Motherships** *Mothership Cost N/A Build Time 25 years Special Function None Required Technology N/A Excerpt The massive mothership contains three main sections navigation, the fleet foundry, and cryogenics. Navigation analyzes local sensor data, the foundry provides complete construction capability, and cryogenics maintains the 600,000 colonists aboard. My Analysis Don't rely on it's guns to do anything except explode a couple fighters or Corvettes. They are the worst guns in the game, believe it or not. Well, maybe they're a little better than a Scout's, but not by that much. Just keep this thing alive, you lose the game if it's destroyed. ------------------------------------------------------------------------ **Area 3-7 Non-Combat Ships** *Research Ship Cost 700 RUs Build Time 1 minute Special Function None Required Technology None Excerpt Each Research Ship is a fully-functioning science facility that develops new technologies for the fleet. Newly-built research ships will link up with existing ones, increasing the aggregate armor of the facility. My Analysis Really, one of the objectives you have to complete on the first mission is building one. Building another later on is useful, but not necessary. *Resource Collector Cost 650 RUs Build Time 1 minute Special Function Can refuel Strike Craft Required Technology None Excerpt Using a modified Phased Disassembler Array, the Resource Collector extracts at a molecular level the base elements in any resource. It then converts these elements into Resource Units, the generic term for base levels of material necessary for construction. My Analysis You MUST have more than two by the end of the fifth level. These are necessary for you to make it through the game, like the Harvesters in C&C. Resource Units(RUs) give you every other ship, so... Also, it gets 650 RUs per load, so it pays for itself in one load. *Resource Controller Cost 680 RUs Build Time 1 minute 5 seconds Special Function Can refuel Strike Craft Required Technology Capital Ship Drive Excerpt The Resource Controller provides remote drop-off capability to the Resource Collector, minimizing the time spent in transit. Additionally, it supports refueling of six Fighters and two Corvettes at once via it's docking pads. My Analysis Also VERY helpful. You can get by without these, but it's not easy at all. Try to have one guarding each Resource Collector you have for maximum usage. *Probe Cost 30 RUs Build Time 6 seconds Special Function None Required Technology None Excerpt The Probe is outfitted with a one-time use engine which provides a huge power output for a short period of time. This results in very fast travel, but once in place the Probe can't be moved again. My Analysis Not wholly useful in the single player game at all, but I do have some tactics for use against computer skirmishes in the Battle Tactics section. *Proximity Sensor Cost 50 RUs Build Time 6 seconds Special Function None Required Technology Proximity Detector Excerpt A remote sensor pack with an engine strapped onto it pretty much sums up the Proximity Sensor. Beyond normal watch-dogging, it's ability to detect cloaked vessels can make the lowly Proximity Sensor a handy ship to have around. My Analysis It's handy for detecting cloaked enemy vessels, yes. And for scouting. You should build a few, and have a couple guard the Mothership while you do something else with the rest. Have the leftover ships guard the Mothership if they don't have something better to do. *Sensors Array Cost 800 RUs Build Time 1 minute 20 seconds Special Function None Required Technology Proximity Detector, Sensor Array Excerpt Expanding the sensor ability of the Mothership with it's larger-scale design, the Sensors Array provides full data on the local environment, letting you see the position and number of all enemy ships, as well as resource pockets. My Analysis Actually, you don't need this ship to see resource pockets. To me, it's quite handy to see what enemies are flinging at you, but to other people, it's trash. I don't think it can detect cloaked vessels, so it's not a total replacement for the Proximity Sensor. I guess you decide how good it is to you. *Cloak Generator Cost 500 RUs Build Time 1 minute Special Function Cloaking Required Technology Capital Ship Drive, Cloak Generator Excerpt The Cloak Generator creates a cloaking field large enough to contain up to two Frigates. Any ship inside the field is completely invisible except when firing. The generator can operate only for a fixed amount of time before recharging must occur. My Analysis Cool, but pretty useless. However, since I've never tried it in Multiplayer or single player, I may be wrong (Note feedback wanted). *Grav Well Generator Cost 800 RUs Build Time 1 minute Special Function Captures Strike Craft in it's field Required Technology Capital Ship Drive, Gravity Generator Excerpt The Grav Well Generator creates a strong field around it which stops all Strike Craft in place. Gravity Well technology is less understood than cloaking and, as a result, the Grav Well's unstable field must be shut down after a certain time and never restarted. My Analysis Not that good. Why not bring a Missile Destroyer instead - it's actually reusable! Really, it'd be much better if it could actually recharged so it could be used again. Also, give Special Thanks to MetroidMoo for letting me use the Unit Build Times from his Homeworld Units FAQ! He supplied the build times for Fighters through Super Capital Ships. I suggest you go check it out! (Note I supplied the Mothership's Build Time.) ****************************** Section 4 Battle Tactics/Tips ****************************** ------------------------------------------------------------------------ **Area 4-1 VS. Computer** One of the reasons I like this game so much is because of the Skirmish mode. Here are some tips for beating the computer. *Enemy Resource Collectors If anybody who reads this has played Command And Conquer, you have good practice with managing harvesters. And, it's a LOT easier do destroy the enemy's Resource Collectors here, since the AI doesn't do anything about it. At least on Easy... But, instead of destroying them, capture them instead. Still, make sure you can fend off an attack if you go after them, because the computer does sometimes attack when you do that. *Scouting the Enemy The Computer AI attacks anything besides itself within a set distance of it, I believe. And there is a flaw, or the set distance should at least be bigger. You see, you can position a ship far enough above the enemy mothership so that you can Alt focus in on the mothership and see all the ships they're building, etc., and have the enemy not attack you. Also, this could work in real-life multiplayer if the human opponent is stupid, but don't count on it. I only tested it on the Easy setting, so the radius may vary from difficulty to difficulty. It's worth a shot, though. *Easy Computer Kills There's a really easy way to kill the enemies Capital Ships, and in theory, Strike Craft, also. Send a Probe or something and take a look at the computer's forces. Do they have a lot of capital ships just sitting there, say over 10? You can take out some without getting a shot fired back in return. OK, Hyperspace a small fleet of capital ships (say, 5 Assault Frigates and 3-5 Ion Cannons) to the end of that line of capitals, away from the Mothership. Now, attack the last one. Sure, it'll be knocked backward, but you should still be able to kill it. Now, keep doing this until they start firing at you. It's OK if the computer builds more ships, it's just wasted resources on their part and more bounty on yours if you have that option on. Even after they start firing back, you can kill a few. Hyperspace back away when your fleet ends up in bad condition. Also, I've only done this once, and on the Easy difficulty, too. It may not work on hard. ------------------------------------------------------------------------ **Area 4-2 VS. Human Players** As almost everybody who has the game and a brain knows, Homeworld has an multiplayer Internet battle option which is hosted by WON (World Opponent Network). Here are some tips for it, and the computer may never use these themselves, but you can use these for all they're worth. Look above for VS. Computer specifically tips. *The Probe Screen I saw one player (FinalKnight on WON, I believe) do this when I was playing him. He/She sent out several dozen probes all around his Mothership. The point is to gather information on what is coming at you so you have a better chance of dealing with it. Proximity Sensors should also work well, as you could detect a cloak attack, although they're untested and more expensive. VS. Probe Screen You have two options Either Hyperspace past them or so close to your target it won't matter if you're detected, or take a few ships and blast them for money if you have Bounties on. Now that I think about it, I should have done that >_ |
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