Right then...
As a biproduct of my efforts for the Homeworld 2 Map, I suddenly wondered one day "Hey, what if I combine this Homeworld map (which I had right in front of me) with a boardgame? Specificly, some kind of hex-and-counter game like the old ones Avalon Hill used to make- and maybe make it even playable!".
So I immediately hexified the map (See the Map thread), and took the idea and ran with it. So now I have a map more or less done (just adding info in the blank spaces), the rules have a solid direction...
and three sheets' worth of counters:
Sheet1
Sheet2
Sheet3
(Notes on counters: Left value is combat strength. This is taking into account the unit's composition, overall quality of the ships in the unit, and the average training of the fleets for that unit. The Right value is movement. Yellow movement factors mean that this unit is a raider and has special properties.
Units in outline are reserve units, and have either special scenario applications, or are other forces available for more players in the game.)
Before you complain about being unable to see the type, the counters were created to be 1/2 inch in scale. I can adjust this, and the final map, if requested- but one of the default sizes of the printers here on my campus is the large size of the map.
Rules need polishing and need to be put in a playable state, as well as at least one scenario written, before they are released. Right now I"m trying to decide on a combat-resolution mechanic. It's a tossup between Probability ratios (i.e., like most old wargames: find a ratio of attacker-to-defender strength, roll a die and look at the result), or difference between combat factors (plus the die thing).
Current version of the Map here
To my knowledge this is the only attempt I know of to make another kind of game based on the Homeworld universe and get this far. I might not have any skills in modding, but I hope this can make up for it.





