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My thoughts on complex 11
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The_Annihilator

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PostPosted: Mon Aug 14, 2017 8:07 pm    Post subject:  My thoughts on complex 11
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ok i just played the crap out of complex 11 i can confidently say this mod is a HUGE disapointment...

its severely dumbed down.... probably no thanks to spreading the work load on the taiidan and i presume soon to come the kushan? i mean why.... couldent you have focused all your attention on hiigarans and vaygr first?

also where are the starbases, where the planets, the cruiser classes. battle carriers, fleet carriers. what about the mothership overhaul and what of the ark??

why do battlecruisers seem to be made out of paper? i even put battle duration up to max annnnd doesnt seem to make a difference... a small group of heavy missile frigs dealt almost 50% damage on the battlecruiser.... i dread to think how fragile capitals are on low....

also my personal pet hate and i aoubt im not the only one... why is the unit cap SO SMALL even on huge 28 fighters? 24 corvettes? these are not squadrens by the way.... hell 20 frigates and 28 fighters doesnt seem right.... frigates are much larger an sophisticated then a fighter an you can build almost as many of them as a fighter... this does not seem right.
the unit cap needs ALOT of work to actually balance it out and PLEASE GIVE US THE OPTION OF MUCH LARGER FLEETS even unlimited!!! dont worry about lag WE will worry about it....

after years of waiting for complex to come around its just a complete let down.... version 11 and i just dont get it.....

complex 11 is a mere shadow to complex 9 on the original homeworld...
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Jelrak

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PostPosted: Mon Aug 14, 2017 8:59 pm    Post subject:  
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I believe there is still a hard-coded limit of 250 units that is inherited from the original game, but otherwise the other fixes seem fairly attainable...
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Oni

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PostPosted: Mon Aug 14, 2017 9:52 pm    Post subject:  
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Well the thing is that complex 9 is about more or less 6 years of development. On engine that is much more easy to do in terms of workflow.
Complex 11 is running on remastered engine and it is made from scratch, there is no any reverse compatibility. And the workflow is way more hard to do, in terms of engine limitation and texture, model / hod file management.
There is no any development tools for remastered engine and any source files that can be used/modified because everything is encoded from patch 2.0.
To be fair, you have to wait another 4 years to be comparable with complex 9.
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Beghins

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PostPosted: Thu Aug 17, 2017 3:36 pm    Post subject:  
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different project, unmatchable, sorry for your huge disappointments.
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Last edited by Beghins on Sat Aug 26, 2017 8:23 am; edited 1 time in total
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romas

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PostPosted: Fri Aug 18, 2017 3:36 pm    Post subject:  
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Yep, It's a massive difference in gameplay quality between remastered and good old C9. C11 feels empty, dull. But, at least majority of patreon contributors does not feel like this - the job keeps going on and the contribution flow keeps pumping.

One day, after 4 years of waiting, we can compare C9 to latest version and embrace the glory of Homeworld Complex.
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Beghins

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PostPosted: Sat Aug 26, 2017 8:18 am    Post subject:  
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C11 feels empty, dull. But, at least majority of patreon contributors does not feel like this - the job keeps going on and the contribution flow keeps pumping.

well, so we'll continue to fill this empty case! Positive thinking Laughing

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