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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 16 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 not at first be able to have the same array of options as the Hiigarans due to limitations in the game engine, but there will eventually be upgrades to their abilities to compensate. In the meantime 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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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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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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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. This small resource storage station is the focus for much of the player’s commercial operations

ii. Provides access to Commercial Stations, the principle selling platforms for the player’s manufactured goods

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

iv. Provides storage for up to 100 tons of each resource type
1. This station arrives complete with:
a. 100 tons of Gillium, the primary construction alloy for most ships
b. 50 tons of Thorium, utilized for energy production
c. 25 tons of Basium, utilized for shields
d. 25 tons of Fusorium, utilized in most weapons systems
e. 10 tons of Codrah, utilized in hyperspace cores, and thereby required in order to deploy hyperspace gates or construct hyperspace drives

v. Provides storage for Codrah, the rarest mineral type. This station arrives complete with 10 tons of this precious material

vi. Allows access to the Commercial Orders Panel with three 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


Last edited by Jelrak on Mon Jan 22, 2018 6:56 pm; edited 4 times in total
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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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PostPosted: Mon Jan 22, 2018 4:32 pm    Post subject:  
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e. Engineering Sub-Station
i. The only way to build larger stations is to first engineer their design through the options provided at this station

ii. Provides access to the Engineering Shipyard and Flagship Stations

iii. The Advanced Armour Focus is available through this station

iv. The Advanced Engine Focus is available through this station

v. Provides access to the Engineering Command Shuttle
1. The Command Shuttle provides a site overseer to construction projects
a. Using the site overseer reduces the build time of projects by 10%
b. Useful near manufacturing stations or production ships
c. The overseer commands a high wage, however, so anticipate a hefty annual cost for his services

2. The Command Shuttle is over-engineered and so is not only hyperspace capable, but also naturally immune to hyperspace abort damage

3. The site overseer also scans passing ships for any flaws in their external armour, bestowing a small boost to their maximum health

4. The player is allowed only one overseer
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PostPosted: Mon Jan 22, 2018 5:22 pm    Post subject:  
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f. Power Sub-Station
i. This station still provides all of the player’s energy needs just as in previous versions, with the slight difference that the player is no longer restricted to only a single station at a time

ii. The Advanced Shield Focus is available through this station

iii. Provides access to Energy Field Emitters:
1. Increase defense field time
a. A secondary power source that recharges when not in use, this emitter will lengthen the duration of this very power-intensive energy field in nearby ships
b. Useful near stations that produce defense-fields or as part of a defensive perimeter near which defense-field producing ships might be stationed

2. Decrease dust cloud sensitivity
a. A small field generator that filters the harmful effects of ionized dust-clouds, this simple device can greatly reduce electrical damage produced in these areas
b. Useful near engagement fields where ionized weapons might be conceivably deployed within or near dust-clouds

3. Increase maximum shields
a. A secondary power source that recharges when not in use, this emitter will provide additional power to shields in order to enhance their effectiveness
b. Useful in areas where EMP blasts are most often encountered such as along a defensive perimeter or near ship staging areas

4. Decrease nebula sensitivity
a. A small field generator that filters the harmful effects of radiation caused by nebulas
b. Useful near bases or resource areas located within or near radiated areas

5. Increase shield regeneration rate
a. A secondary power source that recharges when not in use, this emitter will assist in regenerating defense shields
b. Useful near stations that produce defense-fields or as part of a defensive perimeter near which defense-field producing ships might be stationed

6. Reduce Enemy defense field time
a. A reverse polarity generator that effectively absorbs nearby Enemy energy sources and disperses it to the cosmos
b. Useful in areas where incursions of Enemy ships might be expected, or deployed in advance of an invasion

7. Reduce Enemy weapon damage
a. A dampener field producing generator that is capable of absorbing some of the energy from Enemy weapons
b. Useful in areas of common engagement, by resource areas, or temporarily deployed in the midst of a nearby battle

8. Gravity well
a. A reverse-field generator capable of establishing a localized gravitational anomaly that slows all ships in the vicinity
b. Useful in areas where Enemy ships are operating or near the far edges of a defensive perimeter where Enemies might be prone to enter. Can also be helpful near isolated stations to reduce the velocity of missiles and Enemy bombers in order to improve point defense systems, or as a perimeter around resourcing areas
c. Slows both Enemy and player’s ships
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PostPosted: Mon Jan 22, 2018 6:06 pm    Post subject:  
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g. Industrial Sub-Station
i. The Hydraxium Fuel Station is the principle storage facility for the propellant used throughout the player’s empire. Though smaller vessels are typically capable of managing off of the reserve supplied by the Mothership’s internal reactors, larger vessels will require a more dedicated supply

ii. Provides storage for Hydraxium fuel

iii. Provides access to ships larger than Frigates.

iv. Provides access to Industrial Stations such as:
1. The Industrial Complex, the heart of the player’s manufacturing empire. It provides the means to manufacture:
a. Sub-Capital ships (Heavy Frigates, Destroyers, Light Cruisers)
b. Capital ships (Cruisers, Heavy Cruisers, Heavy Platforms, and Carriers)

2. The Refinery, a facility for transforming gas-based Hydraxium into a solid state

3. The Alloy Smelter, a facility for processing various alloys

4. The Heavy Fusion Reactor, a facility for transforming various alloys and resources into enhanced materials

5. The Heavy Industrial Complex, a manufacturing facility of vast proportions

v. Provides access to Industrial Standards Probes:
1. Decrease hyperspace time
a. Improved component sets allow hyperspace gates to function more efficiently
b. Useful if deployed near the entrances to hyperspace gates to reduce transit time

2. Enhance Enemy hyperspace abort damage
a. An experimental probe that vibrates at just the right frequency to potentially enhance damage taken by ships in transit using hyperspace gates
b. Best deployed by rival hyperspace gates prior to destruction
c. Is experimental and may not produce the intended results

3. Reduce Enemy main engine maximum speed
a. A probe that emits a high frequency vibration specially attuned to the engine signatures of Enemy vessels in order to desynchronize their settings and thereby slow the vessel’s main speed, with the potential consequence of enhancing weapon damage
b. Useful in areas where enemy ships rely on speed such as at resourcing operations, along known ship pathways, near defensive perimeters, or at the edges of engagement areas to slow incoming and retreating ships
c. One potential side-effect of this manipulation, however, is the allowance of enemy vessels to do more damage as less energy is devoted to engines and therefor available for weapons systems

4. Reduce Enemy resource capacity
a. A probe that sends out false-full signals to encourage Enemy resource collectors to return with partial loads
b. Useful near enemy resourcing areas

5. Reduce Enemy resource collection rate
a. A probe that sends out false signals to encourage Enemy resource collectors to gather at a reduced speed
b. Useful near enemy resourcing areas

6. Reduce Enemy resource drop off rate
a. A probe that sends out misalignment signals to increase the time necessary for Enemy resource collectors to unload product
b. Best deployed near Enemy resource controllers

7. Reduce Enemy thrusters and acceleration speed, with the side effect of enhancing accuracy
a. A probe that emits a high frequency vibration specially attuned to the engine signatures of Enemy vessels in order to desynchronize their settings and thereby slow the vessel’s thruster and acceleration speeds
b. Useful near engagement areas or near stations to reduce Enemy maneuverability
c. Beware as this effect can also cause an increase in Enemy accuracy

8. Reduce Enemy shield regeneration rate
a. This probe takes advantage of a known frequency flaw in most shield generators, effectively pulsing this signal in order to reduce proper recharging
b. Useful where enemies may deploy any form of defensive shields

9. Reduce Enemy ship hold repair speed
a. Having access to a full database of flawed enemy componentry, this devise resonates along the fracture frequency of the most vulnerable equipment, delaying repairs and inducing new breakages
b. Best used along with a cloaking device in order to be able to deploy near enemy ship repair ships and stations
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PostPosted: Mon Jan 22, 2018 6:26 pm    Post subject:  
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h. Crew Sub-Station
i. This is still the player’s main barracks with the main difference being the player is no longer restricted to a single station

ii. Each increase in rank affords the player additional crew
1. Ensign
a. Crew gained with barracks built: 80 - 150

2. Lieutenant
a. Crew gained with barracks built: 160 - 300
b. Officers gained with barracks built: 3 - 10

3. Commander
a. Crew gained with barracks built: 320 - 600
b. Officers gained with barracks built: 6 - 20

4. Captain
a. Crew gained with barracks built: 640 - 1200
b. Officers gained with barracks built: 12 - 40

5. Commodore
a. Crew gained with barracks built: 1280 - 2400
b. Officers gained with barracks built: 24 - 80

6. Rear Admiral
a. Crew gained with barracks built: 2560 - 4800
b. Officers gained with barracks built: 48 - 160

7. Vice Admiral
a. Crew gained with barracks built: 5120 - 9600
b. Officers gained with barracks built: 96 - 320

iii. Provides access to other Crew Stations such as:
1. The Academy, for increased crew levels
a. Admiral
i. Crew gained with barracks built: 10,240 - 19,200
ii. Officers gained with barracks built: 192 - 640

b. Fleet Admiral
i. Crew gained with barracks built: 20,480 - 38,400
ii. Officers gained with barracks built: 384 - 1280

c. Galactic Admiral
i. Crew gained with barracks built: 40,960 - 76,800
ii. Officers gained with barracks built: 768 - 2560

d. Supreme Commander
i. Crew gained with barracks built: 81,920 - 153,600
ii. Officers gained with barracks built: 1536 - 5120

e. Supreme Sovereign
i. Crew gained with barracks built: 163,840 – 307,200

f. Emperor
i. Crew gained with barracks built: 327,680 - 614,400

2. The Marine Barracks, for infiltration forces
3. Fleet Headquarters, a means of reducing maintenance costs

iv. The Advanced Infiltration Focus is available at this station

v. Provides access to Vulnerability Probes
1. Increase capture speed
a. Maps nearby ships and stations for life signs in order to provide invading marines with the most effective targets in order to swiftly eliminate resistance
b. Useful if deployed in advance of intended marine attacks

2. Reduce Enemy build speed
a. Transmits instructions to agents within the Enemy empire to cause acts of sabotage at key times and locations
b. Useful if deployed near enemy construction bases and carriers

3. Reduce Enemy capture rate
a. Provides defending marines with precise details of invading ships while also masking true numbers and locations of allied defenders
b. Very helpful near targets vulnerable to invasion such as isolated stations and carrier muster points

4. Reduce Enemy ship health regeneration rate
a. Transmits instructions to agents within the Enemy empire to cause acts of sabotage at key times and locations
b. Useful if deployed near enemy battle groups and capital vessels


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PostPosted: Mon Jan 22, 2018 6:45 pm    Post subject:  
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i. Research Sub-Station
i. This is still the player’s primary research base

ii. Provides access to the Advanced Science and Applied Research Base

iii. The Advanced Targeting Focus is available through this station

iv. Provides access to Advanced Physics Probes
1. Increase cloaking strength
a. An amplifier for nearby cloaking generators to boost the effectiveness of their light-bending signals
b. Useful near stations that use cloaking devices

2. Increase cloaking time
a. Emits an advanced energy field that is capable of resonating in sequence with a nearby cloaking generator in order to reduce the energy necessary in order to function
b. Useful near stations that use cloaking devices

3. Increase weapon accuracy
a. Sophisticated computers that assist onboard ship systems to better triangulate and lock on nearby enemies
b. Useful near capital ship mustering areas, defensive Emplacements, Platforms, or Stations

4. Reduce Enemy cloak detection
a. Transmits code that derails Enemy cloaking detectors by providing sufficient false positives to render the search for real targets much more difficult
b. Useful near the edges of stations or staging areas under the protection of cloaking devices

5. Reduce Enemy cloaking time
a. A probe that uses Alpha particles to weaken nearby cloaking modulators
b. Useful in areas where cloaked ships are suspected to frequent
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Jelrak

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PostPosted: Mon Jan 22, 2018 8:41 pm    Post subject:  
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j. Information Bureau Sub-Station
i. The Information Bureau serves as the heart of the player’s bureaucracy. It provides a source of direction and advice to the military branch

ii. Allows access to the Advanced Focuses options
1. Advanced Armour provides facilities that can create units with up to 8 different armour types

2. Advanced Damage provides facilities that can create units with a 25% bonus to all damage dealt as well as ships that do increased focused damage to a given ship class

3. Advanced Defenses provides facilities that can create units with defensive shield capabilities as well as Enhanced Defensive Platforms, Large Platforms, Emplacements, and Battlestations

4. Advanced Efficiency provides facilities that can create units much more swiftly than regular shipyards as well as the ability for fleet batch production commands

5. Advanced Engines provides facilities that can create units with up to 12 different engine upgrades

6. Advanced Finances provides access to a variety of wealth enhancing ships and facilities and is required for use of the advanced economy

7. Advanced Infiltration provides access to improved capturing abilities as well as the usurping of mercenary fleets

8. Advanced Missiles provides facilities that can create units with much more powerful missiles than would otherwise be possible, including the ability to launch heavy nukes, planet killer large missiles, and Juggernauts

9. Advanced Repair provides facilities that can create the only units with self-regeneration capabilities

10. Advanced Shields provides facilities that can create units with up to 11 different shield types, each of which is capable of almost completely blocking all damage from beam weapons of that level or lower

11. Advanced Stealth provides facilities that can create units with enhanced stealth capabilities

12. Advanced Targeting provides facilities that can create units with 200% increased accuracy as well as ships that are able to focus target a single ship class

13. Advanced Weapons provides facilities that can create units with truly powerful weapons typically outside of normal research paths

iii. Provides access to Civilian Stations such as:
1. The Population Station, where civilians can multiply to fill the player’s tax coffers
2. Capital Station, a metropolis with its own economy

iv. Provides access to Spy Probes
1. Increase cloak detection
a. A probe with a strong sensor array especially attuned to cloak-wave signatures
b. Useful at the edge of a player’s visual range, but not much further as it is most important that rival ships be tracked within operating areas

2. Increase primary sensors range
a. A probe that scans the infrared spectrum to provide an improved awareness of approaching enemies
b. Useful anywhere where the enemies might be lurking

3. Increase secondary sensors range
a. A probe that scans the x-ray spectrum to provide an improved awareness of distant enemies
b. Useful to provide an overall awareness of distant enemy operations

4. Decrease sensor distortion
a. A probe that scans all spectrums to better differentiate between real signals and distortions
b. Useful in ranges where enemy distortion probes are extant

5. Increase visual range
a. A probe that scans the visual spectrum to provide an improved line of sight of approaching enemies
b. Useful anywhere where the enemies might be lurking

6. Reduce Enemy cloaking strength
a. A probe that scans in the all non-visual spectrums to provide an improved awareness of absence
b. Useful in areas where cloaked ships are suspected to frequent


Last edited by Jelrak on Thu Jan 25, 2018 4:46 pm; edited 2 times in total
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Jelrak

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PostPosted: Mon Jan 22, 2018 8:54 pm    Post subject:  
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k. Weapon Sub-Station
i. This is still the great defensive weapons platform it has always been

ii. The Advanced Defenses Focus is available through this station

iii. The Advanced Weapons Focus is available through this station

iv. The Advanced Missiles Focus is available through this station

v. The Advanced Damage Focus is available through this station

vi. Provides access to Energy Enhancement Probes:
1. Increase weapon damage
a. Provides a field that lenses energy in order to enhance impact damage
b. Useful in engagement areas

2. Enhance Enemy dust cloud sensitivity
a. Provides a field that focuses ionized energy directly to delicate ship systems
b. Useful near dust clouds that might be expected to become engagement or defensive areas. It is considered good policy to include a probe capable of protecting this device itself from localized radiation

3. Reduce Enemy max health
a. Focuses the cosmic radiation of nearby stars in order to wear down Enemy armour
b. Useful near engagement areas or defensive perimeters

4. Reduce Enemy max shield
a. Uses energetic lensing to leach power from nearby shields
b. Useful near engagement areas or defensive perimeters where ships with heavy shields might be expected to operate

5. Enhance Enemy nebula sensitivity
a. Creates a field that effectively punches holes in standard shielding, increasing the ability for damaging radiation from nebulas to destroy onboard systems
b. Deploy near nebulas, especially along the edges of resource operations or transit lanes. It is considered good policy to include a probe capable of protecting this device itself from localized radiation
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Jelrak

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PostPosted: Mon Jan 22, 2018 9:16 pm    Post subject:  
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l. Recycling Sub-Station
i. A means of automatically converting a portion of the player’s maintenance expenses back into Gillium. Replaces the Recycling Research option if not already built

ii. The Advanced Efficiency Focus is available through this station

iii. The Advanced Repair Focus is available through this station

iv. Nano Assembly Fields are available through this station
1. Increase health regeneration rate
a. Microscopic robots permeating a localized field will bring about improved repair rates to ships capable of this function (requires Advanced Repair Focus)
b. Deploy in regions where recovery from combat is likely to occur

2. Increase ship hold repair speed
a. Microscopic robots permeating a localized field will bring about improved repair rates to ships docked within repair bays
b. Deploy near safe harbours where recovery from combat is likely to occur
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