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How to Play Homeworld

  1. Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #1
    Legendary JAL-18's Avatar
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    How to Play Homeworld

    Hey guys. Some of the staff are working on a little project to make Homeworld easily accessible and playable for newbies (ie, 90% of these forums.) We think we've scavenged all the necessary files from the far corners of the intertubes, but having the ships is only half the battle! One needs to know how to use them!

    This is where you come in. O Homeworld veterans of old, we seek thy wise and divine knowledge of the pewpew. Post your tips, tricks, and strategies for newbies (or the very rusty) and help them figure out how our beloved classic works!

    Kharak needs every pilot and crew member, men! We must unite and share, as the great clans did, for one purpose:

    Returning to Hiigara.

    Our Homeworld.



    Good luck.

  2. Child's Play Donor Homeworld Senior Member  #2
    it's nice today. molo's Avatar
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    Homeworld I'm not a pro, but:

    Use support frigates to repair damaged ships OR while assembling formations. The veterans can explain corvette walls better than I, but the trick with supporting properly is to make sure that the frigates repair each other as well as their 'wards'. Of course, you can always just micro, but where's the fun in that?

    Also, for multi, make sure to harass your opponents' resourcers early on. Even just making them turn back ONCE (because they're set to 'normal' tactics) can cost the lead in the early game.

  3. #3
    Huh? Are you talking about some kind of tutorial or game guide, or a mod?

    I tried playing HW briefly a couple of years ago, and found it rather newbie-unfriendly, so this might be a good thing for those who are still interested in giving it a shot.

  4. Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #4
    Legendary JAL-18's Avatar
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    Looking for multiplayer and mechanical advice mostly - ie, focus firing, formations, build orders, how to manage your fleet effectively. Basically anything, big or small, that you think it might be useful for someone to know. For example:

    Resource controllers greatly speed up your harvesting efficiency by providing a mobile, on-the-spot drop-off point for your collectors. Have a controller "guard" (keyboard shortcut G) a group of two or three collectors and it will automatically follow them around. Try to keep collector/controller groups near each other - the controller will attempt to stay equidistant from its charges, so if they're harvesting dust clouds on opposite sides of the map it's going to be a very long haul! You can manually readjust where your collectors harvest by selecting the collector(s) and right-clicking on an asteroid. You can also bandbox select a group of asteroids using the H keyboard shortcut.

  5. #5
    Member MelvinVM's Avatar
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    Build lotsa scouts.
    Protip.

  6. #6
    Atmospheric Entry Elephant The5thElephant's Avatar
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    For singleplayer: Make salvage corvettes. Steal, everything.

  7. The Studio Senior Member Dawn of War Senior Member  #7
    as a tip for MP
    fighters will not be your mainstay the whole game
    do not invest too much in them.
    they are great harassment units
    but when the light corvette comes out to play,
    fighters better well stay away from them
    simply because of the sheer armor increase in the corvette class.

    use fighters to harass and scout for wandering resource collectors
    but once any corvette walls start sniffing your way.
    you'll lose a lot of RU spent on fighters

  8. #8
    Member Aesaar's Avatar
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    Note: Mainly for SP, as I haven't played HW MP for a long time.

    Don't waste frigates by building support frigates. Use repair corvettes instead. 4 repair corvettes are more effective than a support frigate, and aren't much more expensive.

    2 drone frigates are quite expensive (800RU each) , but can effectively protect most formations. Use them to escort other frigates, and keep missile destroyers for the capitals.

    Heavy Corvettes. Build them.

    You won't need more than 2 collectors and 1 controller.
    Last edited by Ghostwind1; 21st Sep 09 at 8:15 PM.

  9. Child's Play Donor General Discussions Senior Member Tabletop Senior Member Homeworld Senior Member  #9
    Basic strategies...

    Lights/caps - generally used on maps where you don't get a lot of research ships (Talas), your research tree goes light corvettes and then up the capital ship tree. Put the corvettes in a wall with support frigates behind them. Your goal here is to hold off the enemy swarm/wall while getting a sufficient capital fleet to squash the other guy.

    ints/caps - alternative to lights caps, where you seek to rapidly dominate the fighter battle and destroy enemy collectors.

    Double wall - light corvettes, then capital ship drive, heavy corvettes, then the rest of the capital ship tree. Goal is to either hold off the swarm or crush a light wall. Works better when you can get more research ships (e.g. 2 on Talas).

    Triple wall - the main strategy on subjugate. Lights, capital ship drive, heavy and multigun corvs, then up the capital ship tree. Not very good without being able to get lots of research ships.

    Bomber swarm - tends to get light corvettes, optional capital ship drive, then interceptors and attack bombers. Aims to crush enemy strike craft and hit their collectors before they can build up their own strike craft or corvwall to be able to defend.

    Defender swarm - hypothetical hard counter to bomber swarm. Same research path, would have the same goal if put against any other strategy (kill enemy strike craft, then hit the collectors).

    Straight caps - not very viable on most maps unless mixed with grav wells or defense frigates due to vulnerability to any sort of early strike craft strategy.

    All strategies are map dependent. Each map has different openings of collectors, controllers, and research ship numbers. You tend to get 4 collectors and a controller on Talas and Subjugate, 5 or six collectors and two controllers on Dante's Fate, and I can't really remember any other maps off the top of my head.

    Don't waste frigates by building support frigates. Use repair corvettes instead. 4 repair corvettes are more effective than a support frigate, and aren't much more expensive.
    A repair corvette heals 45 damage per second, a support frigate repairs 100. While repair corvettes are cheaper than support frigates, they're also much more fragile. They tend to get volleyed before you can tell them to heal each other, a problem support frigates don't suffer until very late game with massive capital ship fleets or battleballs running around. You'll end up replacing a lot more repair corvettes than support frigates.

  10. #10
    Senior Member TheDividedGod's Avatar
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    ...In multi, though, you'll need a lot more than that.

    hiroshi has good advice - I lost many a frustrating game to a few corvettes in the right place at the right time, after having spent far too much money on fighters and fighter upgrades. However, they are not useless - even unupgraded, they (inties or bombers) are the perfect resourceop-harassment unit, and that is something you'll want to be doing constantly throughout the game. Getting and keeping control of resource fields is huge (though this could be seen as rather trite advice for any experienced RTS player)

    As far as singleplayer goes, 5th's advice is actually quite sound. Go ahead and experiment - you'll be surprised at all the cool ships you can steal. Why build an expensive destroyer when you can just salvage all three enemy destroyers for the half the cost and some careful timing?
    "It is the mark of an educated mind to be able to entertain a thought without accepting it." - Aristotle

  11. Child's Play Donor  #11

  12. #12
    Shouldn't we start a wiki page for this?
    http://homeworld.wikia.com/wiki/Homeworld
    On this wiki?

    You could make a page called "Tactics" or something.
    Irreverent derision is just one of the many quality services I provide.

  13. #13
    Tell your opponent you haven't played for ages but secretly be awesome at the game.

  14. #14
    Logico-Fishosophicus ionfish's Avatar
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    Guard your collectors!



    Mon: what's wrong with the community wiki?

  15. #15
    Member Ultraxwing's Avatar
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    I am not a pro, nor noob when it comes to this game, always the most obvious word of advice for this game... DO A BARREL ROLL! no sorry thats not it, well how i beat the game was like this, i kept my Ru harvesting highly protected via drone frigate i had atleast 2 Mobile refineries and 6 Miners for the bigger ones, i usually only went between 3 to 4 on smaller zones... but thats to keep your money up. I rarely built a single corvette, or a single frigate for battle period. but as time went on and i kept on getting better fighter research, i eventually got that gravity thingy you know when the fighter just twists around and is helpless. i think these affected mine too. but to keep to the point, i never built a corvette i had well over 40 fighters, but when i got cloaked fighters, i would just cloack and tell them to run over to the killer zone, and let them do there thing, seeing how they cloak back immediatly after a bombing run. but if you use frigate or cap ships they are much of a hassle, funny part is that i actually beat the game no building one assault capital ship, the Kadesh were much easier than normal too. but thats just suggestion for the lazy type...

    Do you Remember Love?

  16. #16
    Cat in disguise! MadCatChiken's Avatar
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    Support frigs can repair corvettes using the green beam so you don't have to dock them. This can be handy if you're trying to capture the enemy heavy cruiser. Also for cap ships and frigs is to focus fire on the biggest damaging ship first, then the 2nd, then 3rd etc while using corvettes and fighters to protect the caps. Though if you hate using fighters and corvettes, then use grav wells but carefull not to try hyperspace out near an active grav well, even your own.

    I made a game! :D Clicky!

  17. #17
    Forum punned-it Retroboy's Avatar
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    Here's my tip: play the first three missions of the campaign. It's only then that the story starts taking hold.


  18. #18
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    Convince your oponent that typing in ACCESS will arm the Momship with Multi-beams or some such nonsense
    The universe we observe has precisely the properties we should expect if there is, at bottom, no design, no purpose, no evil and no good, nothing but blind pitiless indifference.

  19. #19
    Heh, reminds me of "Press Alt-F4 for God mode"...

  20. #20
    Cows & Guns Vaarok's Avatar
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    Four assault frigates in Wall/Agressive, a DFF, and a support frigate can kill an ungodly number of Destroyers if you gut-rip from below and keep move-attacking to stay out of the ion cannons.
    The hungry, ignorant man immediately grasps that he is handed a fish, but is bewildered when handed a net. The man who shivers in the cold thinks happily of the man who invites him to sit by his fire, and somewhat poorly of the man who loans him an axe, flint and steel.

  21. Child's Play Donor General Discussions Senior Member  #21
    Long distance runner Harmanoff's Avatar
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    I know nothing of strategy, i just want to acknowledge to JAL that i notice the italics.


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  22. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #22
    Finally done. Moe's Avatar
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    I can't believe nobody has mentioned F2kzzzzzz.

  23. #23
    Suspended Starblade's Avatar
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    Co-ordinate strikes with your teammates, and don't leave them hanging if they're getting stomped. Resource control is key. Speaking of resources, be careful as Ion Cannons can ionize dust clouds, damaging any ship that enters.

  24. Child's Play Donor Homeworld Senior Member  #24
    it's nice today. molo's Avatar
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    Moe, 1.04 rip.

  25. #25
    I can't believe nobody has mentioned F2kzzzzzz.
    the last public patch got rid of it.

    edit - i got ninja'd.

  26. General Discussions Senior Member Homeworld Senior Member  #26
    Israelie greasemonkey Alliance's Avatar
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    battleballs, they're awesome

  27. Child's Play Donor Homeworld Senior Member  #27
    it's nice today. molo's Avatar
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    Alliance, care to share how to create one?

  28. #28
    Cat in disguise! MadCatChiken's Avatar
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    Press capslock, at the bottom left corner where you can see player names, right click on the player of your choice and click, form alliance.

  29. General Discussions Senior Member The Studio Senior Member  #29
    I haz nori, u want? Nurizeko's Avatar
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    I remember once playing HW2 skirmish or something that I moved my fleet around the map in a big ball of ships, that seemed pretty effective...

  30. #30
    Member MelvinVM's Avatar
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    use a scout, put every other strike craft on sphere and guard the scout, move the scout and the sphere starts shooting the hell out of things while it moves like a scout.

  31. Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #31
    Legendary JAL-18's Avatar
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    Some good responses so far guys. I would ask, that, while it's okay and good to be funny, please be sure you're being constructive. We are trying to build a general repository of strategies and tactics, it can't just be full of in-jokes.

    Some leading questions:

    -Which are more cost-efficient, ion cannon frigates or assault frigates?
    -What are the practical differences between the two races? Is one better than the other?
    -What is probe bombing? When is it used?
    -What is ramming and how does one do it?
    -What units are best for aggressive strategies? Defensive strategies?
    -What are good teamplay strategies? Should tasks be specialized (one person harvests, one goes anti-fighter, another anti-cap-ship) or should everyone generalize?
    -Camera-usage. How do you orient the camera when giving orders? Zoomed out, top-down, or do you zoom around the battlefield? What do you recommend?
    -Are there any terrain features that affect strategy or the way you play? Obviously resource placement, but stuff like electrifying dust clouds that Starblade mentioned.

    If anyone else has any questions (hypothetical or ones they'd actually like answered) feel free to post them. Please keep in mind this is HW1 discussion, not Cata or HW2.

  32. The Studio Senior Member Dawn of War Senior Member  #32
    Battle Balls
    Melvin got the bball down.
    fighters in sphere guarding a scout or two
    move the guarded fighter to move the bball around
    however it has its time and place.
    a heavy corvette special attack can wipe out a bball easily
    so always be wary of any heavy corvettes getting close to it
    bballing is basically like having a drone frigate,
    but much more powerful, fast and expensive
    it moves faster than a standard sphere attack
    and you can manoeuvre to hit that sweet damage spot on frigates

    down side is that its a lot or RU in fighters
    if you lose the scout that's being guarded
    your battle ball will go into disarray and the fighters will be easy pickings
    and you can't pick which ship the fighters attack

  33. #33
    Probe bombing:

    Scuttling a Kushan probe causes a fairly large explosion that can destroy a scout and damage other fighters.

    Probe bombing involves sending probes so that they move through a mass of enemy scouts and timing the scuttle so that the explosion catches some or all of them.

    It doesn't work so well with the Taiidan probe which has a much smaller explosion radius.

    Probe golf:

    Probe golf is a useless but rather amusing game to be played pre match where you see if you can strike the enemy mother ship with a sensors manager aimed probe. It's easier vs a Taiidan mothership as the probe has less chance of dodging.

    Racing collectors:

    Build a scout and a collector.

    Select the scout and put it in a group.

    Select the collector and order it to "kamikaze" the scout (k).

    The collector will start moving towards the scout.

    Select the scout.

    When the collector gets close it will speed up a lot, now move the scout away!

    If you time it right the collector will keep its speed boost and will chase the scout.

    Once you're where you need to go, just cancel the collector's orders.

    Micro claws:

    Scouts and fighters in general should be formed up in small, "micro" claw formations of usually 5 ships each. You can have them all in one group but the smaller formations give the benefits of formations without the huge manoeuvring times that come with large formations.

    Hyper scouts:

    When you attack enemy scouts with your own scouts put them on evasive and order them to kamikaze just before they engage. Now hammer the speed burst button. They will be much more effective and will not actually collide much. This is often referred to as "F2kzzzzzz". The timing of the z can actually be important.

    A counter to this is to just cancel the orders on your scouts, usually everything dies as the enemy actually hit their targets but you may get lucky and be left with some ships.

    You can get some really cool screenshots if you do this to a dust cloud, just get your scouts to force attack the cloud then F2kzzzz, it's a really cool effect, just don't forget to zzz or they'll all hit each other

    Research ramming:

    On small maps with more than one research ship to start (subjugate is a prime example) your research ship can be a weapon. Move it to the centre of the map and when you see enemy collectors or controllers try to move your research ship through them. If you do it well the collisions will kill the enemy ships and you won't take much damage.

    NEVER ELECTRIFY ION CLOUDS IN A MULTIPLAYER GAME This will generate a sync error and the game will be useless, you'll start seeing different things from the other players.
    Last edited by mecha; 18th Sep 09 at 1:39 PM.

  34. #34
    Member MelvinVM's Avatar
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    Hyperspace trap
    If you somehow manage to get a gravity well near enemy ships hyperspacing, turn it on, the ships will not be able to escape hyperspace but they are salvageable without being able to fight.

    Scout super dogfighting.
    Put scouts in a wall formation, keep pressing Z and use ctrl and target 3 or less enemy strike craft at a time, keep re targeting and pressing Z, your scouts will fight and move like crazy flies on steroids.

    Protip : Every unit has a use, you need the right trick and tactics.

    Carrier ramming
    Your carriers can ram the enemy ship by moving them close to them, them move them again a couple of times, this is a ideal tactic in carrier only games.

    Taidan support frigates can knock enemy frigates away in a few numbers.

    Defense fighter weapon
    The defense fighter has a weapon, attack a target, release the target and kamikaze, you have a small chance of the defense fighter using a kind of beam that slaughters corvettes and hurts frigates a bit.
    Mostly used as last resort.

    Reuse a probe
    Select the used probe, press home and quickly press M, you can use the probe again.

    Simple tips
    Don't forget, let the resource controller guard a collector so it keeps following, also use escorts on collectors (logical)

    The interceptor can easily get outnumbered by scouts, no doubt, the defender is a real pain as its build pretty quickly and is a ideal sniper.

    While the light corvette isn't really strong, it's cheap and overwhelm other corvettes, heavies and multies included.

    Minefields are always a pain, always, although with control+shift+drag select you can order ships to attack mines, very effective with a missile destroyer.

    Missile destroyers have overall lower firepower than normal destroyers, do not use them for anti capital needs.

    Support frigates can hyperspace strike craft, dock all strike craft (carefully) so when the first one starts entering the dock, hyperspace, the frigate waits for all ships that entered dock-formation and dock, then it hyperspaces the party.

    If goodie crates are enabled, use probes and always look at the sensors manage often in the game, in my best game I had 3 destroyers, 6 frigates, a carrier and 20.000 ru overall from them.

    Nebulas contain tons of resources, it's good to go for those first in a game.

    The Taidan Heavy Cruiser is also effective againts corvettes as it's ion cannons turn quickly enough and have a far better firing arc than the kushan one.
    Last edited by MelvinVM; 18th Sep 09 at 12:54 PM.

  35. #35
    Probe reuse:
    That's a neat trick, there's a more elaborate but more reliable way too. Group the probe and mothership in 1. Group the probe in 2. In the sensors manager select 1 and M. Now select 2, you'll still be in move mode.

  36. Gamers Lounge Senior Member Modding Senior Member  #36
    Adventure Time Ira Aduro's Avatar
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    IIRC sphere formation of bombers make very short work of capital ships and others large ships without anti-fighter/bomber point defenses. However any fighters, missile frigates, or corvettes will eat bombers in sphere formation alive so this can only be done in situations where those units are tied up or not there. Or if you really have to kill something quick no matter the cost.

  37. #37
    A176's Avatar
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    Jump your mothership into the enemy's.
    <Hyperian> yes treb
    <Hyperian> teach me how to be a player like you
    <treb|coffee> 1. learn to dance 2. be yourself 3. treat them as friends
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  38. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member Forum Subscriber  #38
    Not wearing pants. reki's Avatar
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    Quote:
    I can't believe nobody has mentioned F2kzzzzzz.
    the last public patch got rid of it.
    I think you're thinking of super scouts, where you could keep retargeting your opponents scouts to make your scouts keep restarting their attack run - that was patched out with 1.05. F2kzzz are hybrid scouts, which are superfast scouts that ram up behind your opponents scouts and chase them along whilst shooting them. Its kind of an exploit of the kamikaze command, and definitely still works in 1.05.

    The other famous one, of course, is evil scouts. ES is basically fast formation switching, which creates "twitching" scouts that are really difficult to shoot down.

    Another cool one, which is a bit more involved, is "Albino" scouts. Initially set your scouts to f2 for the first attack. Z burst them around a little bit and break up your opponents scouts.

    When they are spread out a bit, set your scouts back to f4 aggressive and then f9 wall. Here comes the pudding: Attack run, your scouts are on f9. When they pass their opponent, switch to f11. They will flip around really quickly, then set them back to f9. All this time you are doing speed bursts (z) regularly.

    Rinse, repeat.

    Occasionally, your scouts will hit a real purple patch where they will find many opponent scouts in front of them. They will do a kind of "muzzle run", where they switch really quickly from target to target, aggressively eating up everything in its path. They can literally take out an entire swarm in one run when it gets into this mode.

    p.s. Battleballs won't work unless your fighters are set to f4 (aggressive). You also don't need to guard other scouts - it will work if you guard anything (and you can also use bombers and interceptors in your ball).


    reki

    // for all your scout exploiting needs.
    Last edited by reki; 18th Sep 09 at 3:55 PM.

  39. #39
    Tell the truth Jal... There's no project, you just forgot how to play, amirite?
    "Fear nothing except in the certainty that you are your enemy's begetter and its only hope of healing. For everything that does evil is in pain."
    -The Maestro Sartori, Imajica by Clive Barker

  40. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member Forum Subscriber  #40
    Not wearing pants. reki's Avatar
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    Protip: Kushan support frigs can heal themselves (just z-double click them), but taiidan support frigs have a better scuttle blast radius (will take out a bunch of fighters if they are close). Support frigate micromanagement is one of the expert skills in the game - you will know you are playing a pro when you just can't kill their supports.

  41. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #41
    Finally done. Moe's Avatar
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    For massive hilarity, play vs the AI with resource injections and have 50 minelayer corvs deploy huge amounts of mines near the enemy mothership.

  42. #42
    When you bball, i dont recommend a scout or two.. i prefer light vets. A skilled player is going to be able to take out one or two scouts in seconds, thus causing your bball to expand and be destroyed extremely quickly.

  43. #43
    I be Alpha_1_SLS most places. Alpha_1's Avatar
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    A-176,

    Yes please, if you want to lose your mother ship PLEASE hyperspace it into ANY ship, it'll die while my ship will only take about 40-60% damage.
    There is power in words.

  44. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member Forum Subscriber  #44
    Not wearing pants. reki's Avatar
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    They work pretty well with probes too. Be warned with battleballs, though - one scuttled collector or repair frigate can kill 30-40 scouts set in a bball with one explosion. The skilled bballer learns how to stay at arms length.

    Alpha, I think that was A1's point

  45. #45
    Member Salamander's Avatar
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    Quote Originally Posted by MelvinVM
    Support frigates can hyperspace strike craft, dock all strike craft (carefully) so when the first one starts entering the dock, hyperspace, the frigate waits for all ships that entered dock-formation and dock, then it hyperspaces the party.
    To add to this, do not, under any circumstances, cancel the dock order on the strike craft when the hyperspace window has opened. It seems to cause them to vanish into hyperspace and stay there.
    Rejected by zombies

  46. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member Forum Subscriber  #46
    Not wearing pants. reki's Avatar
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    In multiplayer team games, if you hyperspace all your ships just before your mothership blows up, they will re-appear out of hyperspace and you can still control them & attack people, even though you are dead (as long as you still have one or more alive team-mates).

  47. #47
    Suspended Starblade's Avatar
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    Just don't send your only carrier. When in hyperspace, it's not in the game as far as Homeworld is concerned, so if your Mothership explodes, you lose (but you get control of ships in hyperspace anyway).

  48. #48
    Now, how would a newbie get hold of a copy of Homeworld?
    i thought it's off the shelfs and have been for quit a while.

  49. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member Forum Subscriber  #49
    Not wearing pants. reki's Avatar
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  50. #50
    I think they are looking for stuff like this :

    Casefigure strat I wrote 6 years ago




    a good link that still works is:

    Soban Force strategy forums
    This page has a plethora of general tips and tricks and beginner to advanced strategies. Not all of it is 100% reliable, but there is definately some good stuff in there.
    Last edited by Lrkr; 19th Sep 09 at 2:15 AM.

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