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Complex Empire
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Jelrak

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PostPosted: Sun Jan 14, 2018 8:38 pm    Post subject:  Complex Empire
Description: The Total Amalgamation Mod Is Almost Complete
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In my other thread I will continue to detail the progress of this mod, but here I will devote primarily to the essential overview and user-guide:


Complex Empire

Overview:
This mod seeks to combine the talents of all contributing members of the community in an effort to leave no stone unturned. Every available HW2 Classic mod has been combined in order to bring you this expansion of the Complex concept. This is for the long-player; the empire builder. This is not a game that will end within a few hours.


Key Concepts:
    1) Sub-Stations Matter A Great Deal
    a. Sub-Stations are small, satellite stations buildable only by the Mothership as expansions of its basic systems

    b. There are now 15 sub-stations that make up this entourage. These facilities are very important as they provide the gateways to almost everything else. Rushing strategies that seek only to target these sub-stations might be the only means of carrying out a successful and impactful raid…but be warned, these structures are not easily vanquished in the early game.


    2) Mothership Manufacturing Restrictions
    a. The mothership is able to manufacture only the basic versions of each ship class

    b. Due to the inefficient nature of attempting to produce such a wide variety of ships all in one facility, the mothership produces ships at a rate of about 50% that of dedicated factories


    3) Focuses Add Variety To Gameplay

    a. There are now 13 different focuses available for the player to choose so that no match against an opponent need ever be played out with the same strategy

    b. Each focus is mutually exclusive, providing unique stations, ships, research, and abilities

    4) Enhanced Economy
    a. There are now several different ways to earn R.U.s throughout the game beyond the basic harvesting depending on which focus is chosen and which ships are built

    b. Economic activity scales up with the introduction of multiple mineral type harvesting and the availability of industrial and commercial stations and ships


    5) Unit Types

    a. There are 4 different unit types available to deploy depending on which focus is chosen. They are:

    i. Home Fleet (unit-cap based on population)
    ii. Mercenary (unit-cap based on one-shot fleet)
    iii. Ally (unit-cap based on honour)
    iv. Trade Group (unit-cap based on resources)


    6) Weapon Types
    a. The 6 different weapon types now have different levels of impact based on which shields are being used

    b. Beam weapons have further been broken down into 11 sub-categories which will be implemented in Phase II of this mod


    7) Unit Classes
    a. Unit classes have been expanded to 39 different categories

    b. Small weapons will typically not penetrate larger targets while larger weapons are unable to target smaller ships


    8) Gameplay
    a. The overall concept is to build up your economy and/or forces however you prefer before launching an assault on your opponent while keeping in mind the following important strategic differences:

    b. Rushing Strategies Against The Mothership Will Simply No Longer Work
    i. The Mothership and corresponding stations have been furnished with sufficient staying power that all efforts to rush your opponent prior to building up a sizeable fleet will be entirely in vain

    c. Only Carriers and Flagships can hyperspace directly; all other ships must use gates or dock with one of the two hyperspace class above
    i. This means that Carriers play a strategic role in positioning your fleet and that it is no longer possible to jump in and out of an area without some advanced planning
    ii. Placing a fleet in the wrong sector can now be a serious mistake
    iii. Multiple fleets of various sizes guarding strategic points rather than one large, jump-fleet is probably the best way to survive

    d. Bigger is not always better
    i. Without Hyperspace being available to larger ships they can now be outflanked by smaller, swifter moving fleets so considerations must be made before always investing in larger technology
    ii. Bombers also always remain strong assets against capital ships

    e. Except when it is
    i. Stations are strong and meant to last—a wartime society that does not invest the utmost importance into the hull strength of its most vital asset is not likely to long survive
    ii. The best means of dealing with them is the use of large ships. Anything less than a cruiser will have minimal impact

    f. Defensive perimeters can be important
    i. Without hyperspace jumps making the battlefield entirely random, it is now possible to visualize pathways of most probable attack and plan accordingly

    g. Stations, Carriers, are expensive…
    i. …and so is almost everything else so do not expect to be able to build large fleets early. The best strategy is to manage reasonable resource operations guarded by small fleets until your economy has matured. Things will scale up fairly quickly once this has been allowed to progress properly

    h. If slow moving ships are taking too long to traverse space, consider using one of the station tug ships to guard it. This will greatly increase its speed.

    i. Stations (other than sub-stations) have one-shot movement so position them carefully!
    i. This is to underscore the fact that population centers should largely be stable and set up with long-range planning in mind from the onset.

    j. This is not meant to be a quick game
    i. Set aside some serious time if you plan to play a game to completion—it will take a while
    ii. There are well over 1800 unique ships/stations (~3000 due to repetition) in this game as well as 5000 different weapons so take some time to explore as deeply as you like—chances are you will not see all of them even after many different games

    k. The Vaygr will never be able to have the same array of options as the Hiigarans due to limitations in the game engine so if you are playing against the AI it is recommended that you group multiple Vaygr opponents under a single unified team in order for them to have a fair chance of giving a challenge. If playing against human players it is recommended all choose Hiigaran.


    9) The system requirements for this game are a lot heavier than the vanilla version

    a. Because of the 2 GB limitation of this game engine the best possible performance will come from a high-end video card with sufficient memory

    b. Yes, it will take a while to load on most systems, but do not panic, as it runs fairly gracefully afterwards
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ALC

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PostPosted: Mon Jan 15, 2018 6:53 pm    Post subject:  
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Complex Empire is also a merger of Complex and Warlords, right?
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I'll have a Neutron Blaster please...
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In that case I'll have a glove...
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Jelrak

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PostPosted: Mon Jan 15, 2018 7:01 pm    Post subject:  
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Yes it is one and the same Smile
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Jelrak

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PostPosted: Sat Jan 20, 2018 10:09 pm    Post subject:  
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10) List And Description Of Sub-Stations

a. Diplomacy And Fleet Control Sub-Station
i. The only means of contacting any of the 27 different potential allied fleets

ii. Allows the establishing of Embassies in neighbouring empires
1. Embassies increase honour points. Higher honour points will allow access to more potential allies.

2. Embassies allow the forging of alliances

3. Alliances enable the ability to encourage allies to spawn ships from any of the available Allied Bases or Flagships based on the Ally Command Panel settings
a. Allied fleets have no up-front costs, but high maintenance costs

iii. Allows access to the Ally Control Panel, with three chief settings:
1. Summon Assistance: Allied nations will consider the player’s goodwill standing and supply fleets accordingly at no up-front costs based on honour points, the length of their relationship with the player, and the player’s overall fleet strength* [*pending]. Prolonged summons will have a negative impact on goodwill over time.

2. Increase Goodwill: A percentage of income will be diverted towards the spread of goodwill in the allied nation

3. Maintain Ties: A neutral setting that neither increases, nor decreases goodwill

iv. Provides access to the Allied Station and Gate Construction ship

v. Provides access to the Station Tug, a ship capable of greatly enhancing the speed of the player’s stations as they are placed in position

vi. Provides access to Navigation Buoys to control fleet traffic
1. Increase ship overall speed and acceleration, at the expense of accuracy
a. Fleet Command overrides some of the ship’s manual controls to achieve improved accelerations and speeds
b. Useful in laying out short navigation waypoint systems or for creating set areas of fleet superiority (eg designing runways from production stations to muster points or hyperspace gates; or for establishing defensive spheres where combat is likely to occur)
c. Decreased accuracy is the inevitable result of this enhancement technology

2. Increase ship main maximum attainable speed only, at the expense of potential damage
a. Fleet Command overrides some of the ship’s manual controls to achieve prolonged, increased speed
b. Useful in laying out extended navigation waypoint systems (eg. for long-distance commercial operations) or for placing between Carriers and an anticipated area of engagement in order to boost entry into battle or retreat
c. Decreased damage is the direct result of transferring more power to the engine and thereby away from weapons systems
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PostPosted: Sat Jan 20, 2018 10:18 pm    Post subject:  
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b. Underground Beacon Sub-Station
i. The main means of accessing any of the 86 Mercenary fleets on their secret underground frequencies

ii. Allows access to the Mercenary Control Panel, with six chief settings:
1. Hire Dark Mercenaries: Allows the player to spend a higher combination of honour points and R.U.s to hire Mercenaries with some of the worst reputations possible. This option will be available if the player’s honour level is below a certain threshold (must have either Offensive Mercenary Gate)

2. Hire Neutral Mercenaries: Allows the player to spend a moderate combination of Honour and R.U.s to hire Moderate Mercenaries. This option will be available if the player’s honour level is above a certain threshold (must have either Mercenary Gate)

3. Hire Light Mercenaries: Allows the player to spend a lower combination of Honour and R.U.s to hire from among some of the more reputable mercenary groups. This option will be available if the player’s honour level is above a certain threshold (must have either Defensive Mercenary Gate)

4. Supply Arms: Allows the player to supply arms to known mercenary groups, decreasing honour points, but increasing R.U.s (must have Industrial Station and either Mercenary Gate)

5. Usurp Leadership (available if playing with the Advanced Infiltration Focus only): Infiltrate a given Mercenary Group in order to take control of its fleet without R.U. cost. Expect a large honour penalty proportional to the size of the fleet

6. Keep Options Open: A neutral setting that allows the player to bide his time

iii. Provides access to the Hyperspace Gate Construction ship

iv. The Advanced Infiltration Focus is available through this station

v. Provides access to Distortion Probes:
1. Decrease Allied hyperspace recovery time
a. Electronic synchronizer that greatly increases individual ship’s computers capacity to re-calculate hyperspace coordinates
b. Useful near muster areas which ferrying Carriers might frequent in order to immediately return them to active service

2. Enhance Enemy hyperspace recovery time
a. Electronic scrambler that targets enemy hyperspace drive, infecting it with a virus that delays re-use of the system
b. Useful near strategic points where the player wishes to encourage enemy Carriers or Flagships to enter, but not to easily escape (eg. a region in which the player has a strong, but concealed presence in order to launch an ambush)

3. Enhance Enemy hyperspace transit time
a. Pulse scrambler that fragments the enemy hyperspace signal, creating uncertainty and thereby delaying the sequence necessary to exit hyperspace
b. Useful near strategic points where the player wishes to delay enemy incursions rather than outright halting them with a more costly inhibitor, or to place near locations where an inhibitor would be impossible (such as right next to enemy hyperspace gates—where it functions particularly well if utilized along with a cloaking beacon) to cost effectively slow an inevitable invasion

4. Reduce Enemy primary sensors range
a. Energy refractor that diminishes a ship’s capacity to properly read its nearby environs
b. Useful in advance of vanguard positions, surrounding distant outposts, or near long-range weapons in order to effectively slow the response time of enemy ships from attacking by narrowing the range in which they might detect nearby targets. Can serve to camouflage the extent of a player’s true fleet strength

5. Reduce Enemy secondary sensors range
a. Lensing technology that helps to create feedback loops to successfully blank out nearby space from long-range sensors
b. Useful as a means of hiding activity from long-range enemy interest (such as muster points or distant bases)

6. Enhance Enemy sensors distortion
a. An Electronics Counter-Counter Measure device that uses the enemy’s own coding system to confuse its signals
b. Useful in regions in which it is suspected that the enemy is also using distortion probes, this will greatly assist to mitigate their effectiveness

7. Reduce Enemy visual range
a. Using a combination of light scattering technology and frequency jammers this probe is able to greatly reduce nearby visibility
b. Useful as a means of clouding enemy sights, especially against the prying distance afforded by Probes. Also helpful in the later game as larger ships will come onto the field of play with considerably wider visual range

8. Reduce Enemy weapon accuracy
a. Sends a constantly changing signal that interferes with Enemy friend-or-foe recognition systems
b. Useful as a cost-effective means of swinging an otherwise evenly matched battle into the player’s favor. Deploy these into typically contested regions or along a defensive perimeter
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PostPosted: Sat Jan 20, 2018 10:20 pm    Post subject:  
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c. Commercial Sub-Station
i. Provides access to Commercial Stations, the principle selling platforms for the player’s manufactured goods

ii. Provides access to Resource Stations, the heart of the player’s operations

iii. Provides storage for Codrah, the rarest mineral type

iv. Allows access to the Commercial Orders Panel with 3 main options:
1. Gather: Places resource operations on accrual mode, storing up all product for future needs

2. Sell: Begin shipping extra resources either to the Commercial market (with Advanced Finances Focus) or to the Export Gate (requires Commercial Stations/Export Gate). Resources will be sold at the current market rate until it changes. Resources will be sold in proportion to current supply.

3. Increase Operations: Increase the size of the resourcing operations by purchasing additional collectors and transports

v. Provides access to Electronic Override Probes:
1. Increase resource capacity, at the expense of ship health
a. Overrides ship’s safety shut-off in order to enable over-loading
b. Useful to encourage R.U. resource units to carry more in areas when harvesting in required above all other considerations
c. Causes additional wear-and-tear on the vessel

2. Increase resource collection rate, at the expense of ship health
a. Overrides ship’s actuators in order to push the limits of gathering speed
b. Useful to encourage R.U. resource units to collect at a faster rate than usual when harvesting is required above all other considerations
c. Causes additional wear-and-tear on the vessel

3. Increase resource drop-off rate, at the expense of ship health
a. Overrides ship’s typical unloading buffers in order to enable swift unloading
b. Useful to encourage R.U. resource units to collect at a faster rate than usual when harvesting is required above all other considerations
c. Causes additional wear-and-tear on the vessel as well as some damage to the controller
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PostPosted: Sun Jan 21, 2018 12:47 am    Post subject:  
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d. Financial Sub-Station
i. Provides a 10,000 R.U. storage facility as well as additional buildable 1500 R.U. storage banks* [*pending]

ii. The Advanced Finances Focus is available through this station

iii. Provides access to Market Manipulation Probes
1. Decrease hyperspace cost
a. Allows marketplace manipulations in certain target areas that decrease the cost of hyperspace components, fuels, and systems
b. Useful near hyperspace staging areas such as Carrier/Flagship rendezvous points or possibly near hyperspace gates* (*s/b verified)

2. Enhance Enemy hyperspace cost
a. Allows marketplace manipulations in certain target areas that increase the cost of hyperspace components, fuels, and systems
b. Useful near enemy hyperspace staging areas such as Carrier/Flagship rendezvous points or possibly near hyperspace gates* (*s/b verified). Consider coupling this with a cloaking probe to help avoid discovery
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