_ _ _____ __ __ _____ _ _ _____ ____ _ ____ ____ | | | | _ | `v' | ____| | | | _ | _ \| | | _ \ |__ \ | |_| | | | | |\ /| | |_ | | /\ | | | | | |_) | | | | \ | | | | _ | | | | | V | | _| | |/ \| | | | | /| | | | || / / | | | | |_| | | | | |___| /\ | |_| | |\ \| |___| |_/ | / /__ |_|_|_|_____|_|___|_|_____|__/ \__|_____|_|_|_|_____|____/_____|_____| /_________YOU RECLAIMED YOUR HOME. NOW RECLAIM YOUR DESTINY...________\ \____________________________ _____________________________________/ \ / \/ 10 20 30 40 50 60 70 12345678901234567890123456789012345678901234567890123456789012345678901 Save to your Hard Drive and Open with WordPad. If you open this with internet explorer or notepad I cannot guarantee your results. _______________________________________________________________________ - - - - - - - - - ~ Strategy Guide and Walkthrough ~ - - - - - - - - - - - - - - - - - - - - - - - - - ~ v0.925~ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~ For v1.1 ~ - - - - - - - - - - - - - - _______________________________________________________________________ Note: This is a Strategy Guide which also contains a Walkthrough. This is not s simple 'FAQ' as this document only has about 6 questions in it in total. Creator: MouseNo4 - Lindsay Butler Contact details: Email mouseno4@yahoo.com ICQ 65495929 MSN mouseno4is@hotmail.com AIM MouseNo4 YahooID MouseNo4 (All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders) ##################################################################### !!!!!IMPORTANT NOTE: If anyone has been given permission to host this FAQ and has not been mentioned in the relevant section of this FAQ, PLEASE email me ASAP!!!! I will add it right there and then. I sincerely apologise for that. - If you are NOT listed on the black list, and wish to host this FAQ, then by all means send me an email ASAP and I will immediately begin the respectability test and hopefully will give you a reply within 24 hours. ##################################################################### FIRST NOTE: This is a work in progress. Not all sections are complete yet. The last of the TBC's will disappear in the next 2 updates. If there are any discrepancies in any part due to a new patch, please send me a mail and I will fix it. Current Sites with permission to host this guide: GameFAQ's http://www.gamefaqs.com Action Trip http://www.actiontrip.com IGN FAQ's http://faqs.ign.com (unfortunately) Cheats.DE http://www.cheats.de NeoSeeker http://www.neoseeker.com If this guide is hosted on a site other than the ones above please email me with the link to it so I can take action to fix it. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site, magazine cover CD or otherwise distributed digitally or in hard copy publicly without advance written permission. Use of this guide on any OTHER web site or as part of any public display is strictly prohibited, and a violation of copyright. _______________________________________________________________________ - - - - - - - - - - - ~ -!- Table of contents ~ - - - - - - - - - - - - _______________________________________________________________________ (To go directly to a specific section, in Notepad or WordPad, hold down CTRL and press the F key. Then type in the section number eg. “-VI-A-” Press OK and your there! Oh and BTW I, II and III etc are roman numerals if you didnt realise) -I- Introduction - Greetz. -II- Reason For This FAQ - Personal reason for making this document. -III- Revisions - A listing of the revisions to this document. -IV- Abbreviations And Terms - Like D, BC, vettes and wing etc. -V- Problems, Corrections And Submissions - For any spelling or other errors as well as any submission you wish to make. -VI- Story and Relationships Of HW, HW:C + HW2* - Story so far on the Homeworld series and their relationship to each other. -VI-|- Relations Guide - A detailed guide which compares the three versions of Homeworld. Graciously provided by Seb Haque. -VI-||- Homeworld Storyline. -VI-A- Pre-Homeworld* - The backstory before the game Homeworld. -VI-B- Homeworld* - The storyline of Homeworld. -VI-C- Homeworld: Cataclysm* - The Storyline of Homeworld: Cataclysm. -VI-D- Homeworld 2* - The storyline of Homeworld 2. -VII- Ship Details* - Details about the individual ships. -VII-A- Ship Stats* - The basic and boring statistics of each ship -VII-|- Hiigaran - Hiigaran ships in detail. -VII-||- Vaygr* - Vaygr ships in detail. -VII-B- Research - Details the effects of various upgrades. -VII-C- Single Player Campaign Tech Tree* - Explains when and how you get certain units/research upgrades in the campaign. -VII-D- Facilities And Modules* - Information fOR the various facilities and modules to be built -IIX- Tactics* - Tactics section describing tactics for each ship type. Note: Hiigaran will be present here only, but Vaygr will come much later. Prolly around the ~v0.95 onwards. -IIX-A- Fighter Class tactics* - Scouts, ints, assault craft, lance's, bombers etc. -IIX-B- Corvette Class Tactics* - All Vettes, minelayers and movers etc. -IIX-C- Platform Class Tactics* - Ion, gun, hypergates and HM plats. -IIX-D- Frigate Class Tactics* - Ion, flak, HMF, assault, infs, torp and marine frigs. -IIX-E- Capital Ship Class Tactics* - Destroyer and carrier. -IIX-F- Super Capital Ship Class Tactics* - BC and DN. -IIX-G- Utility Class Tactics* - Collectors, refineries etc. -IIX-H- Mothership Class Tactics* - Pride of Hiigara, Flagship and the SaJuuk. -IX- Strike Groups/Formations* - Strike groups explained and manual formations. -X- Mission Walkthrough - Complete mission walkthrough with every level covered. -XI- Build Times* - When you can exploit the triggers to force give you time to build/harvest/research before the mission ends. Note: This is not the construction times of units as this is pretty much useless information of which will not be in my guide. -XII- Multiplayer Tactics* - Submission for this section are welcome as I wont be doing it. However they must be realistic in details. -XIIV- FAQ - Yes, an FAQ! -XIV- Copyright Notice And Disclaimer - All the legal crap you have to put in this kinda thing. -XV- Credits - Credits and thankyou's to those that helped this FAQ. -XVI- Final Thoughts - Last words on life and the meaning of it (the FAQ actually). For every version update, check here for info about the FAQ and its progress. -XVI-A- Cheats - For the dishonest or the frustrated to have a little help. -XVI-B- Ramblings - Homeworld 2 thoughts (ignore on sight!) * - Not complete _______________________________________________________________________ ~ -I- Introduction ~ _______________________________________________________________________ Hey there! If your reading this your either after a walkthrough or just some general help regarding the game Homeworld 2. Well as this starts to take a more complete shape it will become more complete and more comprehensive. I hope you all like what I suggest and type. After all this is for the guys who need it and not for the 1337 dudes online. Enjoy this guide and the game. The first time I played HW2 I got cained every level and ended up with very little forces and RU. But I got the hang of it very quickly and found how to exploit triggers and such to make sure I win and win with as close a full fleet as possible and max RU. _______________________________________________________________________ ~ -II- Reason for this FAQ ~ _______________________________________________________________________ Well the reason I am writing this (and yes I am still writing this even as you read it - believe me I am a perfectionist) is because I got sick of spending five to ten minutes on many forums writing a strat for one mission where someone needed help, only to have them ignore whatever I said. This way I write what someone needs and I don't have to repeat it. Besides I like helping people who appreciate being helped. Mission statement: To make my FAQ/Guide/Walkthrough as good, as in-depth and as thorough as the first FAQ that I ever read. The Unofficial C&C Strategy FAQ written by the great Roger Wong. _______________________________________________________________________ ~ -III- Revisions ~ _______________________________________________________________________ v0.925 081004 - Public Version. + Added an alternate strategy to mission 8. v0.92 0300904 - Public Version. + Added small reference to Homeworld: Cataclysm in Homeworld 2 Story. Thanks for that Stephen Fitzgerald. + Added an FAQ and updated sites list. + Added an entirely new section - Relations Guide = submitted by Seb Haque. Thanks. + Added a Cheat section for all you guys/girls who dont want to do it the normal and hard way. =) + Fixed some typos regarding data on ships. v0.90 180504 - Public Version. + Finished all of the patch updates and alterations. + Finished the FAQ section. More please! + Started on individual ship tactics. This will take a while. + Finished off research section. + Pretty much finished the ship stat section. Phew! + Begun on the story section. v0.80 280404 - Public version - This version never made it online. + Major update due to the fact that the patch altered many things. + Revised the overall look to make it look less cheesy. + Did a major spell check. Damn there's a lot of typos. + Fixed up the section search parameters. + Started an overhaul of the walkthrough due to alterations in difficulty and unit stats caused by the patch. v0.69 250304 - No version - Never made it online. + Added new sites and misc text. + Decided to finally get the update patch and check for discrepancies. v0.68 200304 - Public Version. + Added misc text all over the place. Too many to name... trust me! + Began on mission 9. Damn, how did I miss that? + Added a new section - FAQ's. Questions that I have been emailed go in here, with an answer, if I have it. Or you could submit a second answer or an answer to one that hasn't been answered. If you want your name withheld, changed or whatever, please notify me. + Added all the multiplayer strategies and alternate mission strategies that I have been mailed. v0.65 031003 - Public Version - This version never made it online. + Finished off the Hiigaran fleet on section 7. v0.61 021003 - Public Version. + Missed an important part of the guide that cannot be left out. v0.60 011003 - Public Version. + Added various stuff all over the place - too many to mention. + Added missions 13, 14 and 15. v0.56 011003 - Public Version - This version never made it online. + Added detail to the copyright section. Its getting a joke of late. Really I shouldn't have to even include that section. v0.55 300903 - Public Version. + Added mission 11. + Added a table to the ship specs area of the ship run through. + Added some of section 12. + Added most of the Vaygr ships in section 7. + Lots of misc changes, additions and alterations. =) v0.50 290903 - Public version. + Added mission 10. + Another overhaul of the old 79 character problem. God I am really hating it now. v0.45 290903 - First TRUE public version. + Purty much finished a few sections. + Added a lot of addition touches to many things. + Altered a couple of the missions, among other tweaks. + Added mission 8. v0.40 270903 - Internal version - Made public due to need. + Finished construction of section 7. + Altered the entire document to txt from rtf. 79 characters wide now. Kinda forgot about that. Doh! v0.30 260903 - Internal version. + Added part of 15. + Added mission 6 and 7. + Begun constructing section 7 and 8. v0.20 250903 - Internal version. + Altered look of FAQ to make it more obvious what section is what. + Added mission 5. v0.10 240903 - Internal version - Creation of Guide. + Added sections 1-5 and 14-15. + Added mission 1-4 and 12 walkthroughs. ~o~ _______________________________________________________________________ ~ -IV- Abbreviations And Terms ~ _______________________________________________________________________ TBC = To Be Completed D = Destroyer BC = Battlecruiser Frig = Frigate Vette = Corvette MS = Mothership Coll = Resource Collectors Refineries = Mobile Refineries Int/Ceptor = Interceptor Gunvettes = Gunship Corvettes Pulsars = Pulsar Corvettes Torp = Torpedo Frigates Flak = Flak Frigates Ion = Ion Cannon Frigates DFF = Defence Field Frigate Cap/Capfrig = Capture Frigates - Infiltration Frigates/Marine Frigates Marine = Marine Frigates SY = Shipyard Plat = Platforms - Both Ion Platforms and Gun Platforms Ion Plat = Ion Platforms Gun Plat = Gun Platforms Prox = Proximity Sensors SDP = Sensors Distortion Probe Assfighter = Assault Fighter Lancer = Lance Fighter Missile = Missile Corvette Laser = Laser Corvette Comm = Command Corvette Minelayer = Minelayer Corvette HMF = Heavy Missile Frigates Assault = Assault Frigates Inf = Infiltration Frigates HM Plat = Heavy Missile Platforms Hypergate = Hyperspace Gate PAP = Peiceap--- (you get the idea) ATM = At the moment ATI = Advanced Tactical Interface TO = Tactical Overlay _______________________________________________________________________ ~ -V- Problems, Corrections And Submissions ~ _______________________________________________________________________ If you find an error in my strat, a spelling error or grammar incorrection please send me an email or an instant message ASAP and I will immediately rectify it. It means a lot to me to have this as correct as possible. Also if you would like to submit any specific mission strats or anything you feel would be good for this document, please do! I would love to add them to my strat! You will be quoted and credit will be given if you give a name with your submission or course. Please send any submission to my email. They will be appended to the current version and put online with the next update. Also I am actively looking for anyone with ANY multiplayer strats as I am not going to be doing that part. Seeing as how I don't and wont be playing HW2 online. I aint 1337 like the PSA dudes. _______________________________________________________________________ ~ -VI- Story and Relationships Of HW, HW:C + HW2 ~ _______________________________________________________________________ ----------------------------------------------------------------------- ~ -VI-|- Relations Guide ~ ----------------------------------------------------------------------- This section is entirely the work of "Seb Haque" with some editing done for spelling and grammar etc. Permission has been given for the use of this body of work to appear in my guide, encompassing the first " to the second " henceforth. As such any opinions, feelings or 'itches' found within this section is the view and beleifs of its author and may not necessarily coincide with my views or opinions. "_ _ _ _ | | | | ___ _ __ ___ _____ _____ _ __| | __| | | |_| |/ _ \| '_ ` _ \ / _ \ \ /\ / / _ \| '__| |/ _` | | _ | (_) | | | | | | __/\ V V / (_) | | | | (_| | |_| |_|\___/|_| |_| |_|\___| \_/\_/ \___/|_| |_|\__,_| ...A RELATIONS GUIDE Homeworld's continuity in the series is pretty well thought out. The storyline can be a bit weak at times, but overall the continuity is very well laid out. ,-----------------. | STORY RELATIONS | '-----------------' Homeworld 1 Story ----------------- Shortly after their relocation to the harsh desert world of Kharak, the Exiles forgot both their origins and technology. It took them 3,000 years to struggle back to the stars. Having rediscovered hyperspace and the location of their original planet, all the families of Kharak, or kiith, united to build a mothership that could take them home. Just as they prepared to embark, however, the brutal Taiidan Empire took notice and attacked. Enforcing an ancient decree forbidding the Exiles from developing hyperspace technology, the emperor had his forces bathe the planet in fire. Only those already in space survived. This cruel slaughter appalled dissidents throughout the empire, and the mothership's heartening retaliation and escape catalyzed a long-overdue rebellion. Amid wholesale civil war, and with the help of the highly advanced trader race known as the Bentusi, the Exiles regained their homeworld, and the emperor and his pirate mercenaries were defeated. ~o~ Homeworld Cataclysm Story ------------------------- Society on Kharak is organized along loose family associations, many of which now include hundreds of thousands of members. An extended family grouping is called a kiith (plural: kiithid), and most antrhopologists agree it is a social artifact that probably dates back before their arrival on Kharak itself. Interpretation of ancient legends and translations of texts found in the ruins of Khar-Toba suggest that their ancestors journey to this world had been arduous enough to break down all social structures except the most basic family bonds. When the power plant at Khar-Toba failed, refugees in all probability fled in small groups of friends and relatives. Harsh conditions and the passage of hundreds of years hardened what was originally a practical system, taking care of your own loved ones first, into a ritualized system of alliances and loyalties they had come to know as the kiith system. A kiith has a loose hierarchy based on one's social position within the family. Originally this was based primarily on seniority, but as technology had changed the face of life on Kharak, the kiithid too had changed, and now family ranking is based more on wealth or personal influence than simple age. Organization within the kiith is recursive in nature, and models that of a core family unit. Where a single family has a primary leader, a secondary and then a group of dependents, the next level of kiith organization is based on the same system - there will be a Primary family that makes policy decisions, a Secondary family that hears disputes and makes recommendations, and a number of families of lesser power that have sworn allegiance to the Primary. The Primary family of families for a kiith is called the kiith'sa. This structure is not static by any means, and while it is not a trivial matter, families are free to change their primary allegiances as they see fit. A family's position within the kiith rises and falls with the number of people who swear allegiance to them. Although it is much more rare, from time to time a family will move from one kiith to another or even feel the need to become their own full kiith. In ancient times, a kiith'sa could direct the entire kiith to war, demand that all families dedicate time and finances to special projects, or even move the kiith to another region. In modern times, the kiith'sa is a political and financial leader only in that it acts on the wishes of the entire kiith as established by referenda. The kiith'sa from all over Kharak meet in the Great Daiamid located in the capital of Tiir to debate global policy and resolve legal conflicts between kiithid. Traditionally, kiithid usually concentrate their power in one or two disciplines and gather families under their banner by being the best place to find advancement in a particular field. For example, Kiith Sjet has been associated with the sciences on Kharak for over a thousand years, and is known to have the most advanced computer labs in the world. Bonded couples interested in the field often apply to a Sjet family associated with such labs. Alliances between kiithid are also based on mutual interests, and they often lead to closer ties or complete reorganizations. During the last century, when the manufacturing families of Kiith Hraal realized that the future was in orbital systems, they first tried to influence Sa Hraal to begin investing in aerospace technologies. When this gambit failed, the entire manufacturing branch of Kiith Hraal broke away and joined with a relatively small kiith that specialized in space technologies. The new kiith, LiirHra, has gone on to take the lead in the design and construction of the Mothership. In the modern era, the kiithid have slowly had their power transferred to the individual, but it should be noted that it is still a powerful means of social identity. Today Kharakian society pursues a single goal, and our new sense of racial destiny has reminded us that we are all families of one grand kiith. Unfortunately for the unity of our people, tradition dies hard, and it takes little stress for any Kharakian to think of their family first and Kharak second. ~o~ Homeworld 2 Story ----------------- In Homeworld, the inhabitants of a forsaken planet discovered an ancient tablet that revealed their true origins and launched them on a perilous voyage to their ancestral home, the far-distant world of Hiigara. After building a massive Mothership and taking aboard thousands of colonists they set forth with high hopes, little realizing the dangers that awaited in their journey across the galaxy. After apocalyptic battles and grievous loss of life, they finally reached Hiigara, the homeworld of their forebears, and reclaimed their birthright. Homeworld 2 continues the epic struggle of the Hiigarans and their leader Karan S'jet. Many thought their hardships would end when they returned to Hiigara, yet fate has not been so kind to the Exiles. Now the Hiigarans face a new and bitter enemy, a renegade clan from the eastern fringes of the galaxy, who wield the power of the ancients. Homeworld 2 chronicles the valiant journey of the Mothership and its crew into the oldest regions of the galaxy to confront their new foe and discover the truth behind their exile. The story layout is pretty good: HW1 is basically escaping from capturers, HW:C is a small expansion to that, where a disease is unintentionally brought to life, and the fleet must fight to protect the universe from this massive threat. Homeworld 2 is set many, many years later, where some fleets have broken off and formed their own colonies. The two main colonies: Hiigaran and Vaygr are fighting it out fiercely: the Vaygr are trying to seize Hiigara and the Hiigarans are trying to eliminate the Vaygr. Homeworld was not really intended to have a sequel. The first story generally would have provided a sufficient storyline to satisfy the average gamer. However, the mass interest taken in Homeworld prompted Sierra to make a sequel. Thus, the designers were rounded up and thrown back to their posts.* They came up with the idea of a futuristic fleet, with a heavily armed and moveable mothership (due to popular demand) and a bio-mechanical virus which this fleet must fight against. This may have also been sufficient, but Sierra were not contempt with that. They decided to take it EVEN further and produce a SECOND sequel. This sequel was to bring back the old interface (Homeworld Cataclysm's interface was not really enjoyed) and provide a host to the older ships. This was the basis for Homeworld 2, which we are now playing (hopefully). There are rumours of a THIRD Homeworld sequel, but this is unlikely (at least for a few years). ,----------------. | SHIP RELATIONS | '----------------' The relations between game ships is not very good. This is not really surprising, since technology will have moved on in 200 years. However, Homeworld 2 shows the return of some of the older ships, and the older interface too. Sierra (the makers of Homeworld) held a poll to see which interface, ship design and gameplay the public liked most, and Homeworld 1 won (Homeworld 2 wasn't out at the time). The ships themselves have changed quite a lot. Even though the names may still remain, the ship designs have changed significantly. Example: Homeworld 1 - Homeworld Cataclysm Multi Beam Frigate - Homeworld 1's was a non-buildable, high power 4 beam frigate, whereas Homeworld Cataclysm had a 6 pulsar frigate, which was buildable. Homeworld 1 - Homeworld 2 Scout - Homeworld 1 had a faster, more combat-able scout, where as 2 had a group of 3 weak things that could EMP and Ping the sensors. Homeworld Cataclysm - Homeworld 2 Modules - Homeworld Cataclysm's did not function independently and could not be targetable. Homeworld 2 had the complete opposite of this. ,-----------------. | OTHER RELATIONS | '-----------------' The other relations (apart from being made by the same person)** are quite minimal. Everything has changed, as you would expect it to do in 5 years. Homeworld 1 was the first one to set the pace for a space-based RTS game, whereas Homeworld Cataclysm fell short of that boundary, and Homeworld 2 totally shattered it. If any other relations can be found, email either MouseNo4 mouseno4@yahoo.com or Seb Haque, seb_da_web@hotmail.com. By Seb Haque -credits to the Sierra website." * + ** - I do not beleive this is true due to the fact that the company called 'Barking Dog Studios' created Homeworld: Cataclysm and not Relic. Although Sierra did published it. ----------------------------------------------------------------------- ~ -VI-||- Homeworld Storyline ~ ----------------------------------------------------------------------- This is my personal spin on the story. This just the plain story with a little bit of added effect. ,----------------------. | -VI-A- Pre-Homeworld | '----------------------' TBC ,------------------. | -VI-B- Homeworld | '------------------' TBC ,-----------------------------. | -VI-C- Homeworld: Cataclysm | '-----------------------------' "Just one small thing. The Cataclysm story is included with respect to the "Great Harbour" ship of Bentus, the last of the Bentusi, although this is only a slight reference to the events of cataclysm, and rightly no mention of the ships the Beastslayers used has been made." "Fitzgerald, Stephen" TBC ,--------------------. | -VI-D- Homeworld 2 | '--------------------' Vaygr ----- The Vaygr, a nomadic race, have come across one of the three Cores - the keys the Far Jump Hyperspace. The Cores unlock the secret to power among the space bourne races. This power is the ability to 'Far Jump' which means to jump further than like, say the size of the map in a mission. It allows the user to jump vast distances almost instantly. Since the Vaygr travel using conventional drives, they now become a vastly more powerful force. Using this new found ability, their warlike tendencies are pushed even further than their home area of space known as the Eastern Galactic Fringe, which enables them to enslave any civilisations they find and use their technology to augment their own. The Vaygr mostly are vasts fleets, known as Crusades, who's composition mainly entails many clans with one all powerful and ruthless warlord. One such warlord, Makaan, since already beleiving the ancient progenitor relics found by their clans makes them SaJuuk-Khar (Chosen of SaJuuk), uncovers one of the three ancient progenitor Cores deep in the Hethlim Ice-Fields. Makaan, with the remnant Taidanii in tow, embarks on a search, a search for the last two of three aincient relics. The other two Cores, one of which the aincent Progenitors called the Bentusi have installed the the Great Harbour Ship of Bentus and the other is in the possession of the Hiigarans under the guard of a Karen S'jet. Makaan, whilst in possession of one of the three Cores can sense the location of the other two, has moved into the Hiigaran area of space in search of the other two Cores. Hiigarans --------- The Hiigarans, after claiming their homeworld from the oppression that was the imperialistic Taiidani, had secured a lasting peace with the surrounding galaxy. That is until the Vaygr arrived. Coveted in the hold of the Mothership that brought them to the aincent homeland of Hiigara, was the core that they had stolen and kept into their exile to Kharak. Using this Core they forged a whole new and better Mothership, branded the Pride of Hiigara, and sought to bring this new threat to an end anyway possible. But with overwhelming force, the Vaygr lay seige to their homeworld and threatened annihilation unless the Core was given to the Vaygr warlord and leader, Makaan. The Hiigarans, in total secret, built this new Mothership from the hull of the original Mothership and is about to embark on another quest. A quest to cull the threat that the Vaygr pose to the galaxy and once again bring peace to their region of the galaxy. Mission 1 --------- The Great Wastelands. The Core is transported to the Pride of Hiigara. With the Core locked in the hold of the Mothership, tests are initialised to ensure its operability. Once the Pride of Hiigara is operational, a few other tests are done. Unfortunately the test area is crashed by invading Vaygr and the surrounding stations begin to protect the Mothership. The Mothership dock, Tanis and the Perimetre base, Chimeara, defend against the Vaygr as best they can whilst the Mothership charges the hyperspace Core to attempt an emergency jump. Just as an unstoppable force arrives, the Pride of Hiigara jumps out to safety. The Vaygr lay waste to Tanis and Chimeara. A huge explosion ensues. Mission 2 --------- The Mothership jumps into the homeworld system in the shadow of the Angel Moon, only to find that all 6 transports under attack by Vaygr forces. The Hiigarans mount a desperate defence of the Motherships crew transports. Just as the battle starts a Carrier is spotted in amounst the enemy fighters and bombers. In a long battle the crew transports are safe and the Hiigarans launch an attack on the enemy carrier. It doesnt get very far before a force of frigates hyperspace in and start attacking one of the transports with overwhelming force. Just as one of the transports hulls begin to buckle, Captain Soban of the Hiigaran Defence Fleet Hyperspaces in with more frigates than the enemy and proceeds to give the Heavy Missile Frigates and Assault Frigates a good pasting. Captain Soban advises that the Mothership Must leave ASAP and that he must return soon to the front. The enemy fleet is dispatched and only the Carrier remains. It attempts to make a quick retreat but is beaten back and defeated by the Hiigaran Defence Fleet and the Motherships new crew members - Elite bombers and Gunship crews. The Pride of Hiigara hyperspaces out. Mission 3 --------- The Vaygr lay seige to Hiigara. The Mothership roundevous with the Shipyard at Sarum in an attempt to strengthen the fleet to help with the seige. The Mothership arrives to find that the Shipyard already under attack and requesting assistance. Reinforcements arrive and lay waste to the attackers. Soon after the attackers are defeated, a resourcing operation is begun in one of the nearby asteroid fields. However this does not last long, for a Vaygr Carrier hypers in and begins to attack the resourcers mining ore. Strike craft is brought in from the shipyard and the Mothership to assault the attackers and the Carrier that brought them. These are quickly disposed of. The Shipyard requests repairs, so in amongst the fighting, a few resourcers are sent in to make some quick repairs on the Shipyard. All of the sudden, just as the last repairs are completed on the Shipyard, three Carriers hyper in each launching attackers consisting of Infiltration Frigates, Heavy Missile Frigates, Assault Frigates and an endless wave of strike craft. The Shipyard completes its construction of a Carrier and transfers control of it to the Mothership. Immediately construction is begun on Flak Frigates to counter the enemy strike craft and Marine Frigates to make sure that the shipyard remains in allied hands. The Flak Frigates' crew work tirelessly to help maintain superiority with the Pulsar and Gunship Corvetes whilst the marines aboard the Marine Frigates capture as many enemy Frigates as possible. With the Bombers aide the Carriers Frigate and Fighter Facilities dont last very long and soon after lay waste to the Carriers themselves. The Mothership sets a course for the Oracle outskirts. Mission 4 --------- Gehenna Outskirts. The Mothership hypers in nearby to three sets of hyperspace inhibitors and a Command Station undergoing repairs. With quick thinking, Karen orders the destruction of all of the hyperspace inhibitors and the capture of Hyperspace Gates which allows the fleet to use their newly captured Heavy Missile Frigates, Assault Frigates and Infiltration Frigates to destroy a resourcing operation, three Carriers reinforcing the enemy fleet and, using the Infiltration Frigates, capture of a Vaygr Destroyer. As soon as the last of the hyperspace inhibitors are desposed of, the fleet initiates a strike hyperspace to enable the quick destruction of the Command Station and its protectors. One by one the Heavy Missile Frigates and Assault Frigates are destroyed and soon after, the Command Station. Mission 5 --------- The Mothership hypers inside a dust cloud to remain hidden from the unsuspecting enemy Vaygr. Resourcing operations begin and the fleet begins construction new ships and research in attempt to bolster the size and impact of the fleet. Minefields are laid to protect the Mothership until the time is right to strike. After the fleet is ready for a fight, a number of probes are seen being launched in the general direction of the Mothership and its fleet. Scouts are then sent to intercept and destroy them to prevent them transmitting a warning to the Vaygr as to their presence. The Vaygr make an assumption when the Probes fail to transmit anything at all, that there is an enemy out there and thus sends out its three surrounding garrisons to investigate, intercept and destroy any threats to the digsite. The Hiigarans launch their own counter-offensive once the Vaygr's numbers have been thinned by the minefield. Frigates are destroyed and captured. Destroyers are wasted. Fighters are used to grease the Flak Frigates guns. A Shipyard is spotted and therefore taken out by the captured Destroyer. After a short firefight, the Oracle is taken by a Marine Frigate and placed inside the Mothership for study. All of the sudden the Oracle takes control of the hyperspace Core and initiates a hyperspace jump. Mission 6 --------- Without warning the Oracle hyperspaces the entire fleet to the Karos Graveyard and almost immediately set upon by robot sentries called 'Movers'. The Movers chase after the Corvette class with a veangeance. All of the Corvette Class crew immediately dock their craft except one Pulsar Corvette Squadron. Scouts are built and a new technology is designed, called 'EMP' or Electro-Magnetic-Pulse' and immediately fitted to the scouts already sophisticated hull. The Scouts are sent off to fire these EMP blasts at the movers in order to stop them to allow the Frigate and Capital Class ships to hit them and prevent them from doing much damage to the fleets assets. During this time the Oracle charges the Motherships hyperspace Core and jumps again. This time only a short distance. The fleet rushes to catch up with the Mothership and defend against the Movers. The Torpedo Frigates crew fires endless torpedoes at the endless Movers in an attempt to slow their attacks. The Motherships sensors notes a damaged Mover and orders a Resource Collector to salvage it. The two defending active Movers are dealt with and the Resource Collector brings the Mover back to the Mothership for study. As soon as the analysis is complete, research is conducted on how to counter the Movers. The research is a success and the Movers are much more easily dispatched. The Oracle Charges the Core again for one more jump. Once it completes the jump to the large Hulk in the far distance the rest of the fleet rush to its aide. The Motherships drives engage and begins to move inexorably to the end Hulk. The Mothership finally arrives and the Oracle communicates with it, which results in the Movers ceasing their attacks and powering down. With this threat now defeated, the Mothership and its fleet hyper to their new destination. The DreadNought Berth. Mission 7 --------- Information retreived from the Oracle tells Karen that the Oracle took control of the hyperspace Core and attempted to travel to its last known location. The Large Hulks were actually the bridge section of a much larger Progenitor ship which broke apart ten thousand years ago. The peices of the ship have been drifting through this section of space ever since. Information also tells Karen that there is actually a very powerful DreadNought ship located in the aft section of this ship. It is referred to as 'The Gatekeeper of SaJuuk'. Fleet Command sets its course for the DreadNoughts berth in an attempt to commadeer the ship and use its power to fight back against the Vaygr. The Mothership is all of the sudden pulled out of hyperspace by dense radiation that is causing quantam wave form irregularities that prevent the Core from initiating a hyperspace jump. ~o~ Mission 8 --------- Mission 9 --------- Mission 10 --------- Mission 11 --------- Mission 12 --------- Mission 13 --------- Mission 14 --------- Mission 15 --------- _______________________________________________________________________ ~ -VII- Ship Details ~ _______________________________________________________________________ ----------------------------------------------------------------------- ~ -VII-A- Ship Stats ~ ----------------------------------------------------------------------- Note: These are un-upgraded specs. Weapon locations - Fore/Aft/Middle Left/Right/Centre Top/Bottom. ,--------------------------. | -VII-A-|- Hiigaran Fleet | '--------------------------' _____________ Fighter Class ------------- 1. Scout Squadron Role: Reconnaissance Squadron Speed: 480 Attack: 9 Cost: RU 350 (3 craft) Hit Points: 90 Armament: 1 x Autogun (Locked forward) Specials Abilities: 1 x Small EMP 1 x Sensor Ping (1000 RU) Research: Enhanced Sensors - 500 RU - Allows 'Ping' ability EMP - 1500 RU - Allows 'EMP' ability 2. Interceptor Squadron Role: Anti-Fighter Speed: 325 Attack: 36 Cost: 500 RU (5 craft) Hit Points: 150 Armament: 1 x Kinetic AutoGun (Locked forward) Research: Level 1 Engines - 300 RU - 325-407 Level 2 Engines - 500 RU - 407-488 3. Bomber Squadron Role: Anti-Capital Ship Fighter Speed: 260 Attack: 439 Cost: 550 RU (5 craft) Hit Points: 150 Armament: Twin Fusion Bomb Launchers (Locked forward) Research: Improved Bombs - 1500 RU - Allows Anti-Subsystem Bombs Level 1 Engines - 300 RU - 260-325 Level 2 Engines - 500 RU - 325-390 3.5 Special Version: Elite Bomber Squadron Role: Anti-Capital Ship Fighter Speed: 451 Attack: 789 Cost: N/A (5 craft) Hit Points: 450 Armament: 1 x Twin Fusion Bomb Launchers (Locked forward) Notes: Given to player on successfully saving 5 transport vessels in single player mission 2. ______________ Corvette Class -------------- 4. Gunship Corvette Squadron Role: Anti-Fighter Speed: 215 Attack: 56 Cost: 625 RU (3 craft) Hit Points: 1200 Armament: 2 x Dual Kinetic Autogun Turrets (360 Degree Turrets) Weapon Locations: Middle centre top; Middle centre bottom. Research: Level 1 Hull - 500 RU - 1200-1560 Level 1 Engines - 300 RU - 215-258 Level 2 Hull - 750 RU - 1560-1920 Level 2 Engines - 500 RU - 258-291 4.5 Special Version: Elite Gunship Corvette Squadron Role: Anti-Fighter Speed: 226 Attack: 112 Cost: N/A Hit Points: 3000 Armament: 2 x Dual Kinetic Autogun Turrets (360 Degree Turrets) Weapon Locations: Middle centre top; Middle centre bottom. Notes: Given to player on successfully saving 6 transport vessels in single player mission 2. 5. Pulsar Corvette Squadron Role: Anti-Corvette Speed: 215 Attack: 54 Cost: 625 RU (3 craft) Hit Points: 1200 Armament: 1 x Pulsar Turret (360 Degree Turret) Weapon Location: Middle centre top Research: Level 1 Hull - 400 RU - 1200-1560 Level 1 Engines - 300 RU - 215-258 Level 2 Hull - 750 RU - 1560-1920 Level 2 Engines - 750 RU - 258-291 6. Minelayer Corvette Role: Deploys and Clears Mines Speed: 215 Attack: 48 Mine Attack: ? (3-4 will kill a frigate) Cost: 800 RU (1 craft) Hit Points: 400 Armament: 1 x Kinetic Autogun turret (360 Degree Turret) 1 x Minelaying device Weapon Location: Fore centre bottom Research: Minelaying - 750 RU - Allows Minelayer construction 7. Mover Role: Unknown Speed: 230 Attack: 334 Cost: 200 RU (1 craft) Hit Points: 1000 Armament: 1 x Twin Chaingun Fusion Bomb Launchers (Locked forward) Special Abilities: Radiation immune. Notes: Movers with 5000 hit points are the enemy in mission 6. However the movers that the player is able to build from the Mover Facility are only 1000 hit points. In mission 6, after the Anti-Mover research has been attained, the enemy movers become the same as the ones built by the player later on in the campaign. _____________ Frigate Class ------------- 8. Torpedo Frigate Role: Anti-Corvette Speed: 161 Attack: 305 Cost: 700 RU Hit Points: 12000 Armament: 1 x Dual Torpedo Launcher Weapon Location: Bow Research: Improved Torpedoes - 1000 RU - Allows Anti-Capital Ship Torpedoes Level 1 Hull - 800 RU - 12000-15599 Level 1 Engines - 500 RU - 161-194 Level 2 Hull - 1400 RU - 15599-19200 Level 2 Engines - 750 RU - 194-218 9. Flak Frigate Role: Anti-Fighter Speed: 161 Attack: 50 Cost: 700 RU Hit Points: 16000 Armament: 2 x Dual Kinetic Burst Cannon Turret Weapon Locations: Aft left top ; Fore centre bottom Research: Level 1 Hull - 800 RU - 16000-20800 Level 1 Engines - 500 RU - 161-194 Level 2 Hull - 1400 RU - 20800-25600 Level 2 Engines - 750 RU - 194-218 10. Ion Cannon Frigate Role: Anti-Capital Ship Speed: 150 Attack: 315 Cost: 700 RU Hit Points: 16000 Armament: 1 x Ion Cannon (locked forward) Weapon Location: Bow Research: Level 1 Hull - 800 RU - 16000-20800 Level 1 Engines - 500 RU - 150-180 Level 2 Hull - 1400 RU - 20800-25600 Level 2 Engines - 750 RU - 180-203 11. Marine Frigate Role: Boarding Vessel Speed: 230 Attack: 80 Cost: 700 RU Hit Points: 18000 Armament: 1 x Heavy Vulcan Kinetic Turret (360 Degree Turret) Special Abilities: Boarding party (Capture) Weapon Location: Middle left top 11.5 Special Version: Captain Soban's Ship Role: Boarding Vessel Speed: 230 Attack: 500 Cost: N/A Hit Points: 50000 Armament: 1 x Heavy Vulcan Kinetic Turret (360 Degree Turret) Special Abilities: Boarding party (Capture) Weapon Location: Middle left top Notes: Hero unit and is given to player on mission 13. 12. Defence Field Frigate Role: Defence Field Speed: 161 Attack: 17 Cost: 1200 RU Hit Points: 18000 Armament: 1 x Dual Heavy Vulcan Kinetic Turret (360 Degree Turret) Weapon Location: Aft centre bottom (on extension pylon) Special Abilities: Defence Field - Anti-Radiation Defence Field Research: Defence Field - 1500 RU - Allows Defence Field Frigate Construction _____________ Capital Class ------------- 13. Carrier Role: Ship Production Speed: 75 Attack: 40 Cost: 2800 RU Hit Points: 40000 Armament: 4 x Hull Defence Guns Weapon Locations: Fore left top; Aft left top; Fore centre bottom; Aft centre bottom Production Slots: 3 Module Slots: 2 Sensor Slots: 1 Research: Level 1 Hull - 750 RU - 80000-104000 Level 1 Engines - 500 RU - 75-90 Level 2 Hull - 1000 RU - 104000-128000 Level 2 Engines - 1000 RU - 90-102 Improved Manufacturing - 1000 RU - Increases Carrier production by 30% 14. Destroyer Role: Anti-Frigate Speed: 115 Attack: 915 Cost: 2000 RU Hit Points: 85000 Armament: 4 x Dual Heavy Kinetic Cannon Turrets (360 Degree Turret) 2 x Heavy Missile Launchers Weapon Location: Fore centre top; Middle centre top; Aft centre top; Middle centre bottom; Bow; Bow Research: Destroyer Chassis- 1500 RU - Allows Destroyer construction Level 1 Hull - 1000 RU - 85000-110499 Level 1 Engines - 1000 RU - ?138? Level 2 Hull - 1500 RU - 110499-136000 Level 2 Engines - 1500 RU - 138-156 Improved Torpedoes - 1000 RU - Allows Anti-Capital Ship Torpedoes *Upgrade located on Torpedo Frigate Research Panel* 15. Shipyard Role: Factory and service bays Speed: 15 Attack: 120 Cost: 3200 RU Hit Points: 160000 Armament: 8 x Hull Defence Autoguns Weapon Locations: All over the thing Production Slots: 4 Module Slots: 6 Sensors Slots: 1 Research: Level 1 Hull - 750 RU - 160000-195000 Level 1 Engines - 500 RU - 15-18 Level 2 Hull - 1500 RU - 18-21 Level 2 Engines - 1500 RU - 195000-240000 Improved Manufacturing - 1000 RU - Increases SY production by 30% 16. Battlecruiser Role: Long Range Capital Ship Killer Speed: 69 Attack: 5200 Cost: 4000 RU Hit Points: 240000 Armament: 2 x Dual Heavy Ion Beam Turret (360 Degree Turret) 4 x Pulsar Beam Turret 4 x Dual Heavy Kinetic Burst Cannon (360 Degree Turret) Weapon Locations: Aft middle top; Aft middle bottom; Fore right edge; Aft right edge; Fore left edge; Aft left edge; Aft left edge bottom; Aft right edge bottom; Fore middle bottom; Fore middle top Production Slots: 0 Module Slots: 2 Sensors Slots: 0 Special Abilities: Many Research: Battlecruiser Chassis - 1800 RU - Allows Battlecruiser Construction Level 1 Hull - 2000 RU - 240000-312000 Level 1 Engines - 1000 RU - 69-83 Level 2 Hull - 3000 RU - 312000-384000 Level 2 Engines - 1500 RU - 83-94 17. Gatekeeper of Sa'Juuk (DreadNought) Role: Gatekeeper of Sa'Juuk Speed: 69 Attack: 8268 Cost: N/A Hit Points: 500000 Armament: 1 x Phased Cannon Array (Great Cannon) 1 x Dual Cannon Turret (360 Degree Turret) Weapon Locations: Bow; Fore centre bottom Notes: Player is given this ship in mission 8. However the great cannon doesn't fully work until the Bentusi repair it in a later mission. It also has a few really small guns on it but I will add them later. ______________ Platform Class -------------- 18. Gun Platform Role: Anti-Fighter StatiMinelayer Corvettec Defence Speed: 200 (one shot move) Attack:32 Cost: 300 RU Hit Points: 5000 Armament: 2 x Dual Vulcan Kinetic Turret (360 Degree Turret) Weapon Locations: Middle centre top; Middle centre bottom Note: About the role - Ask relic, they named it in the game. Research: Level 1 Hull - 500 RU - 5000-6500 Level 2 Hull - 800 RU - 6500-8000 19. Ion Cannon Platform Role: Anti-Frigate Defence Speed: 200 (one shot move) Attack: 167 Cost: 300 RU Hit Points: 5000 Armament: 2 x Dual Ion Cannon Turret (360 Degree Turret) Weapon Locations: Middle centre top; Middle centre bottom Research: Platform Ions - 600 RU - Allows Ion Cannon Platform Construction Level 1 Hull - 500 RU - 5000-6500 Level 2 Hull - 800 RU - 6500-8000 _____________ Utility Class ------------- 20. Resource Collector Role: Collects material for processing into RU's Speed: 276 Attack: 0 Cost: 400 RU Hit Points: 2000 Armament: Not armed Special Abilities: Resource Collection Repair Ability Salvage Ability Research: Repair - 750 RU - Allows Repair Ability Level 1 Hull - 400 RU - 2000-3000 Level 2 Hull - 800 RU - 3000-4000 21. Mobile Refinery Role: Resource Drop Off Speed: 225 Attack: 80 Cost: 800 RU Hit Points: 18000 Armament: 8 x Hull Defence Guns Weapon Locations: All over the thing Special Abilities: Resource Drop Off Research: Level 1 Hull - 500 RU - 18000-23400 Level 2 Hull - 1000 RU - 23400-28800 22. Probe Role: Single-burn Reconnaissance Unit Speed: 600 Cost: 150 RU Hit Points: 1200 Armament: Not Armed, except for probe golf. Note: Once you move it once, you cannot move it again. 23. Proximity Sensor Probe Role: Cloak Detector Speed: 600 Cost: 200 RU Hit Points: 100 Armament: Not Armed Note: Once you move it once, you cannot move it again. Research: Proximity Sensor Pobe - 500 RU - Allows Proximity Sensor Probe Construction 24. Sensors Distortion Probe Role: Disrupts Enemy Sensors Speed: 600 Cost: 1000 RU Hit Points: 100 Armament: Not Armed Note: Once you move it once, you cannot move it again. Research: Sensors Distortion Probe - 500 RU - Allows Sensors Distortion Probe construction. ________________ Mothership Class ---------------- 25. Pride of Hiigara Role: Mothership Speed: 40 Attack: 120 Hit Points: 200000 Production Slots: 4 Module Slots: 4 Sensors Slots: 1 Armament: 8 x Hull Defence Autoguns 4 x Side Hull Defence Guns Special Abilities: Many Research: Level 1 Hull - 500 RU - 200000-300000 Level 1 Engines - 500 RU - 40-48 Level 2 Hull - 750 RU - 300000-400000 Level 2 Engines - 750 RU - 48-54 Improved Manufacturing - 1000 RU - Increases MS production by 30% Hyperspace 1 - 500 RU - Decreases cost of Hyperspace jumps by 20% Hyperspace 2 - 1000 RU - Decreases cost of Hyperspace jumps by a further 25% Note: Without this baby, you be dead. 26. SaJuuk Role SaJuuk Speed: 100 Attack: 26778 Hit Points: 350000 Armament: 1 x Very Heavy Phased Cannon Array 5 x Very Heavy Lasers 4 x Very Heavy Kinetic Guns Special Abilities: Hyperspace Jump Note: You are given the almighty SaJuuk on the final level where you throw the MS away and keep the SaJuuk. LEVEL 0 - Unupgraded Unit |Role |Speed |Attack |Cost |HP |%|## --------------+-------------------+-------+-------+------+------+-+-- Scout |Recon Squadron |480 |9 LOL! |350 |90 |3| 1 Interceptor |Anti-Fighter |325 |36 |500 |150 |5| 2 Bomber |Anti-Capital Ship |260 |439 |550 |150 |5| 3 Elite Bomber |Anti-Capital Ship |451 |789 |X |450 |5|%3 Gunship Vette |Anti-Fighter |215 |56 |625 |1200 |3| 4 EliteGunVette |Anti-Fighter |226 |112 |X |3000 |3|%4 PulsarCorvette|Anti-Corvette |215 |54 |625 |1200 |3| 5 MinelayerVette|DeploysMines |215 |48 |800 |400 |1| 6 Mover |Unknown |230 |334 |200 |1000 |1| 7 TorpedoFrigate|Anti-Corvette |161 |305 |700 |12000 |1| 8 Flak Frigate |Anti-Fighter |161 |50 |700 |16000 |1| 9 IonCannonFrig |Anti-Capital Ship |150 |315 |700 |16000 |1|10 Marine Frigate|Boarding Vessel |230 |80 |700 |18000 |1|11 Captain Soban |Boarding Vessel |230 |500 |X |50000 |1%11 DefenceFieldFr|Defence Field |161 |17 WTF?|1200 |18000 |1|12 Carrier |Ship Production |75 |40 |2800 |80000 |1|13 Destroyer |Anti-Frigate |138 |915 |2000 |85000 |1|14 Shipyard |Factory+ServiceBays|15OMG! |120 |3200 |160000|1|15 Battlecruiser |Anti-Capital Ship |69 |5200 |4000 |240000|1|16 DreadNought |GatekeeperOfSaJuuk |69 |8268 |X |500000|1|17 Gun Platform |Anti-CorvetteStDef.|200 |32 |300 |5000 |1|18 IonCannon Plat|Anti-Frigate |200 |167 |300 |5000 |1|19 Res. Collector|Collection Of RU's |276 |X |400 |2000 |1|20 MobileRefinery|Resource Drop Off |225 |80 |800 |18000 |1|21 Probe |SingleBurnReconUnit|600 |X |150 |1200 |1|22 Prox.SensProbe|Cloak Detector |600 |X |200 |100 |1|23 Sens.Dist.Pr. |SensorsDisruption |600 |X |1000 |100 |1|24 PrideOfHiigara|Mothership |40 |120 |X |200000|1|25 SaJuuk |SaJuuk |100 |26778 |X |350000|1|26 LEVEL 1 - Upgraded Engines and Hull to level 1 Unit |Role |Speed |Attack |Cost |HP |%|## --------------+-------------------+-------+-------+------+------+-+-- Scout |Recon Squadron |480 |9 LOL! |350 |90 |3| 1 Interceptor |Anti-Fighter |407 |36 |500 |150 |5| 2 Bomber |Anti-Capital Ship |325 |439 |550 |150 |5| 3 Elite Bomber |Anti-Capital Ship |451 |789 |X |450 |5|%3 Gunship Vette |Anti-Fighter |258 |56 |625 |1560 |3| 4 EliteGunVette |Anti-Fighter |226 |112 |X |3000 |3|%4 PulsarCorvette|Anti-Corvette |258 |54 |625 |1560 |3| 5 MinelayerVette|DeploysMines |215 |48 |800 |400 |1| 6 Mover |Unknown |230 |334 |200 |1000 |1| 7 TorpedoFrigate|Anti-Corvette |194 |305 |700 |15599 |1| 8 Flak Frigate |Anti-Fighter |194 |50 |700 |20800 |1| 9 IonCannonFrig |Anti-Capital Ship |180 |315 |700 |20800 |1|10 Marine Frigate|Boarding Vessel |230 |80 |700 |18000 |1|11 Captain Soban |Boarding Vessel |230 |500 |X |50000 |1%11 DefenceFieldFr|Defence Field |161 |17 WTF?|1200 |18000 |1|12 Carrier |Ship Production |90 |40 |2800 |104000|1|13 Destroyer |Anti-Frigate |138 |915 |2000 |110499|1|14 Shipyard |Factory+ServiceBays|18 |120 |3200 |195000|1|15 Battlecruiser |Anti-Capital Ship |83 |5200 |4000 |312000|1|16 DreadNought |GatekeeperOfSaJuuk |69 |8268 |X |500000|1|17 Gun Platform |Anti-CorvetteStDef.|200 |32 |300 |6500 |1|18 IonCannon Plat|Anti-Frigate |200 |167 |300 |6500 |1|19 Res. Collector|Collection Of RU's |276 |X |400 |3000 |1|20 MobileRefinery|Resource Drop Off |225 |80 |800 |23400 |1|21 Probe |SingleBurnReconUnit|600 |X |150 |1200 |1|22 Prox.SensProbe|Cloak Detector |600 |X |200 |100 |1|23 Sens.Dist.Pr. |SensorsDisruption |600 |X |1000 |100 |1|24 PrideOfHiigara|Mothership |48 |120 |X |300000|1|25 SaJuuk |SaJuuk |100 |26778 |X |350000|1|26 LEVEL 2 - Upgraded Engines and Hull to level 2 Unit |Role |Speed |Attack |Cost |HP |%|## --------------+-------------------+-------+-------+------+------+-+-- Scout |Recon Squadron |480 |9 LOL! |350 |90 |3| 1 Interceptor |Anti-Fighter |488 |36 |500 |150 |5| 2 Bomber |Anti-Capital Ship |390 |439 |550 |150 |5| 3 Elite Bomber |Anti-Capital Ship |451 |789 |X |450 |5|%3 Gunship Vette |Anti-Fighter |291 |56 |625 |1920 |3| 4 EliteGunVette |Anti-Fighter |226 |112 |X |3000 |3|%4 PulsarCorvette|Anti-Corvette |291 |54 |625 |1920 |3| 5 MinelayerVette|DeploysMines |215 |48 |800 |400 |1| 6 Mover |Unknown |230 |334 |200 |1000 |1| 7 TorpedoFrigate|Anti-Corvette |218 |305 |700 |19200 |1| 8 Flak Frigate |Anti-Fighter |218 |50 |700 |25600 |1| 9 IonCannonFrig |Anti-Capital Ship |203 |315 |700 |25600 |1|10 Marine Frigate|Boarding Vessel |230 |80 |700 |18000 |1|11 Captain Soban |Boarding Vessel |230 |500 |X |50000 |1%11 DefenceFieldFr|Defence Field |161 |17 WTF?|1200 |18000 |1|12 Carrier |Ship Production |102 |40 |2800 |128000|1|13 Destroyer |Anti-Frigate |156 |915 |2000 |136000|1|14 Shipyard |Factory+ServiceBays|21 |120 |3200 |240000|1|15 Battlecruiser |Anti-Capital Ship |94 |5200 |4000 |384000|1|16 DreadNought |GatekeeperOfSaJuuk |69 |8268 |X |500000|1|17 Gun Platform |Anti-CorvetteStDef.|200 |32 |300 |8000 |1|18 IonCannon Plat|Anti-Frigate |200 |167 |300 |8000 |1|19 Res. Collector|Collection Of RU's |276 |X |400 |4000 |1|20 MobileRefinery|Resource Drop Off |225 |80 |800 |28800 |1|21 Probe |SingleBurnReconUnit|600 |X |150 |1200 |1|22 Prox.SensProbe|Cloak Detector |600 |X |200 |100 |1|23 Sens.Dist.Pr. |SensorsDisruption |600 |X |1000 |100 |1|24 PrideOfHiigara|Mothership |54 |120 |X |400000|1|25 SaJuuk |SaJuuk |100 |26778 |X |350000|1|26 .------------------------. | -VII-A-||- Vaygr Fleet | '------------------------' _____________ Fighter Class ------------- 1. Survey Scout Squadron Role: Reconnaissance Unit Speed: 420 Attack: 9 Cost: 350 RU (3 craft) Hit Points: 90 Armament: 1 x Autogun (Locked forward) Specials Abilities: EMP Research: Level 1 Engines - 600 RU - 420-525 Level 2 Engines - 1000 RU - 525-630 EMP - 1000 RU - Allows 'EMP' ability. 2. Assault Craft Squadron Role: Anti-Fighter Speed: 325 Attack: 30 Cost: 500 RU (7 craft) Hit Points: 210 Armament: 1 x Flachette Cannon (Locked forward) Research: Level 1 Engines - 600 RU - 325-407 Level 2 Engines - 1000 RU - 407-488 3. Bomber Squadron Role: Anti-Capital Ship Speed: 260 Attack: 332 Cost: 550 RU (6 craft) Hit Points: 180 Armament: 2 x Plasma Bomb Launchers (Locked forward) Research: Level 1 Engines - 600 RU - 260-325 Level 2 Engines - 1000 RU - 325-390 Impact Delay Fusion Bombs - 250 RU - Allows Bomber Construction. Anti-Subsystem Bombs - 1500 RU - Allows Anti-Subsystem bombs. 4. Lance Fighter Squadron Role: Anti-Corvette Speed: 260 Attack: 43 Cost: 500 RU (5 craft) Hit Points: 150 Armament: 1 x Light Plasma Lance (Locked forward) Research: Level 1 Engines - 600 RU - 260-325 Level 2 Engines - 1000 RU - 325-390 Plasma Lance - 250 RU - Allows Lance Fighter Construction. ______________ Corvette Class -------------- 5. Missile Corvette Squadron Role: Anti-Capital Ship Speed: 215 Attack: 26 Cost: 625 RU (5 craft) Hit Points: 1600 Armament: 2 x Light Concussion Missile Launchers Research: Corvette Chassis - 500 RU - Allows Corvette Class Construction. Level 1 Hull - 900 RU - 1600-2080 Level 1 Engines - 800 RU - 215-258 Level 2 Hull - 1800 RU - 2080-2560 Level 2 Engines - xxx RU - 258-301 6. Laser Corvette Squadron Role: Anti-Capital Ship Speed: 215 Attack: 350 Cost: 650 RU (5 craft) Hit Points: 1600 Armament: 2 x Laser Bolt Cannon Research: Corvette Chassis - 500 RU - Allows Corvette Class Construction. Laser Corvette Chassis W/ Laser Systems - 500 RU - Allows Laser Corvette Construction. Level 1 Hull - 900 RU - 1600-2080 Level 1 Engines - 800 RU - 215-258 Level 2 Hull - 1800 RU - 2080-2560 Level 2 Engines - xxx RU - 258-301 7. Command Corvette Role: Mobile Fire Control Tower Speed: 215 Cost: 400 RU Hit Points: 600 Armament: Not armed. Research: Corvette Chassis - 500 RU - Allows Corvette Class Construction. Command Corvette Chassis W/ Command Systems - 500 RU - Allows Command Corvette Construction. Level 1 Hull - 900 RU - 600-780 Level 1 Engines - 800 RU - 215-258 Level 2 Hull - 1800 RU - 780-960 Level 2 Engines - 1600 RU - 258-301 8. Minelayer Corvette Role: Minelayer Speed: 215 Attack: 48 Cost: 800 RU Hit Points: 400 Armament: 1 x Minelayer 1 x Light Laser Bolt Cannon Special Abilities: Mines Research: Corvette Chassis - 500 RU - Allows Corvette Class Construction. Minelaying - 1500 RU - Allows Minelayer Corvette Construction. Level 1 Hull - 900 RU - 400-520 Level 1 Engines - 800 RU - 215-258 Level 2 Hull - 1800 RU - 520-640 Level 2 Engines - 1600 RU - 258-301 _____________ Frigate Class ------------- 9. Heavy Missile Frigate Role: Anti-Frigate Speed: 150 Attack: 351 Cost: 700 RU Hit Points: 16000 Armament: 2 x Heavy Fusion Missile Launcher 1 x Concussion Missile Launcher Research: Frigate Chassis - 1800 RU - Allows Frigate Class Construction. Level 1 Hull - 1600 RU - 16000-20800 Level 1 Engines - 1000 RU - 150-180 Level 2 Hull - 2800 RU - 20800-25600 Level 2 Engines - 1500 RU - 180-203 10. Assault Frigate Role: Anti-Fighter Speed: 161 Attack: 127 Cost: 650 RU Hit Points: 16000 Armament: 1 x Concussion Missile Launcher 3 x Flachette Cannon Turrets (Small degree turret) Research: Frigate Chassis - 1800 RU - Allows Frigate Class Construction. Assault Frigate Chassis - 650 RU - Allows Assault Frigate Construction. Level 1 Hull - 1600 RU - 16000-20800 Level 1 Engines - 1000 RU - 161-194 Level 2 Hull - 2800 RU - 20800-25600 Level 2 Engines - 1500 RU - 194-218 11. Infiltrator Frigate Role: Capture Frigate Speed: 230 Attack: 53 Cost: 800 RU Hit Points: 18000 Armament: 1 x Concussion Missile Launcher 1 x Flachette Cannon Turrets (Small degree turret) Research: Frigate Chassis - 1800 RU - Allows Frigate Class Construction. Infiltration Pods - 1000 RU - Allows Infiltrator Frigate Construction. Level 1 Hull - 1600 RU - 20800-26000 Level 1 Engines - 1000 RU - 230-276 Level 2 Hull - 2800 RU - 26000-32000 Level 2 Engines - 1500 RU - 276-311 _____________ Capital Class ------------- 12. Destroyer Role: Anti-Frigate Speed: 115 Attack: 1100 Cost: 2000 RU Hit Points: 85000 Armament: 3 x Dual Kinetic Cannons 4 x Heavy Fusion Missile Launchers Research: Destroyer Chassis - 2000 RU - Allows Destroyer Construction. Level 1 Hull - 4000 RU - 85000-110499 Level 1 Engines - 3500 RU - 115-138 Level 2 Hull - 6000 RU - 110499-136000 Level 2 Engines - 5000 RU - 138-156 13. Carrier Role: Ship Production Speed: 75 Attack: 200 Cost: 1700 RU Hit Points: 55000 Armament: 4 x Hull Defence Guns Production Slots: 1 Module Slots: 2 Sensor Slots: 1 Research: Level 1 Hull - 4000 RU - 55000-71500 Level 1 Engines - 3500 RU - 75-90 Level 2 Hull - 6000 RU - 71500-88000 Level 2 Engines - 5000 RU - 90-102 Improved Manufacturing - 1000 RU - Improves Construction Speed by 30%. 14. Shipyard Role: Ship Production Speed: 15 Attack: 550 Cost: 4000 RU Hit Points: 160000 Armament: 8 x Hull Defense Guns Weapon Locations: All over the thing Production Slots: 4 Module Slots: 6 Sensors Slots: 1 Research: Level 1 Hull - 4000 RU - 160000-208000 Level 1 Engines - 3500 RU - 15-18 Level 2 Hull - 6000 RU - 208000-256000 Level 2 Engines - 5000 RU - 18-21 Improved Manufacturing - 1000 RU - Improves Construction Speed by 30%. 15. Battlecruiser Role: Super Capital Ship Speed: 69 Attack: 5404 Cost: 4000 RU Hit Points: 240000 Armament: 3 x Trinity Cannon 8 x Heavy Fusion Missile Launchers 4 x Lasers Research: Battlecruiser Chassis - 2500 RU - Allows Battlecruiser Construction. Level 1 Hull - 4000 RU - 240000-312000 Level 1 Engines - 3500 RU - 69-83 Level 2 Hull - 6000 RU - 312000-384000 Level 2 Engines - 5000 RU - 83-94 ______________ Platform Class -------------- 16. Gun Platform Role: Anti-Fighter Defence Speed: 125 Attack: 32 Cost: 300 RU Hit Points: 5000 Armament: 2 x Dual Kinetic Guns Research: Level 1 Hull - 1000 RU - 5000-7500 Level 2 Hull - 1600 RU - 7500-10000 17. Heavy Missile Platform Role: Anti-Capital Ship Defence Speed: 125 Attack: 127 Cost: 300 RU Hit Points: 5000 Armament: 2 x Heavy Fusion Missile Launchers Research: Platform Missiles - 1200 RU - Allows Heavy Missile Platform Construction. Level 1 Hull - 1000 RU - 5000-7500 Level 2 Hull - 1600 RU - 7500-10000 18. Hyperspace Gate Role: Hyperspace Gate Speed: 600 Cost: 750 RU Hit Points: 16000 Armament: Not Armed. Research: Hyperspace Gate - 750 RU - Allows Hyperspace Gate Construction. Level 1 Hull - 1000 RU - 16000-24000 Level 2 Hull - 1600 RU - 24000-32000 _____________ Utility Class ------------- 19. Resource Collector Role: Collects material for processing into RU's Speed: 276 Cost: 400 RU Hit Points: 2000 Armament: Not armed Special Abilities: Resource Collection Repair Ability Salvage Ability Research: Level 1 Hull - 1200 RU - 2000-3000 Level 2 Hull - 2400 RU - 3000-4000 Repair - 500 RU - Allows Repair Ability. 20. Mobile Refinery Role: Resource Drop Off Speed: 226 Attack: 40 Cost: 800 RU Hit Points: 18000 Armament: 4 x Hull Defence Guns Special Abilities: Resource Drop Off Weapon Locations: All over the thing Research: Level 1 Hull - 1200 RU - 18000-27000 Level 2 Hull - 2400 RU - 27000-36000 21. Probe Role: Single-burn Reconnaissance Unit Speed: 600 Cost: 150 RU Hit Points: 50 Armament: Not Armed, except for probe golf. Note: Once you move it once, you cannot move it again. Research: Level 1 Hull - 1200 RU - 50-75 Level 2 Hull - 2400 RU - 75-100 22. Proximity Sensor Probe Role: Cloak Detector Speed: 600 Cost: 250 RU Hit Points: 50 Armament: Not Armed Note: Once you move it once, you cannot move it again. Research: Proximity Sensor Probe Chassis - 500 RU - Allows Proximity Sensor Probe Construction. Level 1 Hull - 1200 RU - 50-75 Level 2 Hull - 2400 RU - 75-100 23. Sensors Distortion Probe Role: Disrupts Enemy Sensors Speed: 600 Cost: 500 RU Hit Points: 50 Armament: Not Armed Note: Once you move it once, you cannot move it again Research: Sensor Distortion Probe Chassis - 800 RU - Allows Sensor Distortion Probe Construction. Level 1 Hull - 1200 RU - 50-75 Level 2 Hull - 2400 RU - 75-100 ________________ Mothership Class ---------------- 24. Flagship Role: Mothership Speed: 40 Attack: 120 Hit Points: 200000 Production Slots: 4 Module Slots: 3 Sensors Slots: 1 Armament: 8 x Hull Defence Guns Special Abilities: Many Weapon Locations: All over the thing Note: Without this baby, you be dead. Research: Level 1 Hull - 4000 RU - 200000-259999 Level 1 Engines - 3500 RU - 40-48 Level 2 Hull - 6000 RU - 259999-320000 Level 2 Engines - 5000 RU - 48-54 Improved Manufacturing - 800 RU - Improves Construction Speed by 30%. LEVEL 0 Unit |Role |Speed |Attack |Cost |HP |%|## --------------+-------------------+-------+-------+------+------+-+-- Survey Scout |Reconaisance Unit |420 |9 |350 |90 |3| 1 Assault Craft |Anti-Fighter |325 |30 |500 |210 |7| 2 Bomber |Anti-Capital Ship |260 |332 |550 |180 |6| 3 Lance Fighter |Anti-Corvette |260 |43 |500 |150 |5| 4 Missile Vette |Anti-Capital Ship |215 |26 |625 |1600 |5| 5 Laser Corvette|Anti-Capital Ship |215 |350 |650 |1600 |5| 6 Command Vette |Mobile FCT |215 |x |400 |600 |1| 7 MinelayerVette|Minelayer |215 |48 |800 |400 |1| 8 HeavyMissileFr|Anti-Frigate |150 |351 |700 |16000 |1| 9 AssaultFrigate|Anti-Fighter |161 |127 |650 |16000 |1|10 InfiltratorFri|Capture Frigate |230 |53 |800 |18000 |1|11 Destroyer |Anti-Frigate |115 |1100 |2000 |85000 |1|12 Carrier |Ship Production |75 |200 |1700 |55000 |1|13 Shipyard |Ship Production |15 |550 |4000 |160000|1|14 Battlecruiser |Super Capital Ship |69 |5404 |4000 |240000|1|15 Gun Platform |Anti-FighterDefence|125 |32 |300 |5000 |1|16 HeavyMissilePl|Anti-CapShipDefence|125 |127 |300 |5000 |1|17 HyperspaceGate|Hyperspace Gate |600 |x |750 |16000 |1|18 ResourceCollec|CollectsRU's |276 |x |400 |2000 |1|19 MobileRefinery|Resource Drop Off |226 |40 |800 |18000 |1|20 Probe |SingleBurnReconUnit|600 |x |150 |50 |1|21 ProximitySenPr|Cloak Detector |600 |x |250 |50 |1|22 SensorsDistPro|DisruptsEnemySensor|600 |x |500 |50 |1|23 FlagShip |Mothership |40 |120 |x |200000|1|24 LEVEL 1 Unit |Role |Speed |Attack |Cost |HP |%|## --------------+-------------------+-------+-------+------+------+-+-- Survey Scout |Reconaisance Unit |525 |9 |350 |90 |3| 1 Assault Craft |Anti-Fighter |407 |30 |500 |210 |7| 2 Bomber |Anti-Capital Ship |325 |332 |550 |180 |6| 3 Lance Fighter |Anti-Corvette |325 |43 |500 |150 |5| 4 Missile Vette |Anti-Capital Ship |258 |26 |625 |2080 |5| 5 Laser Corvette|Anti-Capital Ship |258 |350 |650 |2080 |5| 6 Command Vette |Mobile FCT |258 |x |400 |2080 |1| 7 MinelayerVette|Minelayer |258 |48 |800 |2080 |1| 8 HeavyMissileFr|Anti-Frigate |180 |351 |700 |20800 |1| 9 AssaultFrigate|Anti-Fighter |194 |127 |650 |20800 |1|10 InfiltratorFri|Capture Frigate |276 |53 |800 |26000 |1|11 Destroyer |Anti-Frigate |138 |1100 |2000 |110499|1|12 Carrier |Ship Production |90 |200 |1700 |71500 |1|13 Shipyard |Ship Production |18 |550 |4000 |208000|1|14 Battlecruiser |Super Capital Ship |83 |5404 |4000 |312000|1|15 Gun Platform |Anti-FighterDefence|125 |32 |300 |7500 |1|16 HeavyMissilePl|Anti-CapShipDefence|125 |127 |300 |7500 |1|17 HyperspaceGate|Hyperspace Gate |600 |x |750 |24000 |1|18 ResourceCollec|CollectsRU's |276 |x |400 |3000 |1|19 MobileRefinery|Resource Drop Off |276 |40 |800 |27000 |1|20 Probe |SingleBurnReconUnit|600 |x |150 |75 |1|21 ProximitySenPr|Cloak Detector |600 |x |250 |75 |1|22 SensorsDistPro|DisruptsEnemySensor|600 |x |500 |75 |1|23 FlagShip |Mothership |48 |120 |x |259999|1|24 LEVEL 2 Unit |Role |Speed |Attack |Cost |HP |%|## --------------+-------------------+-------+-------+------+------+-+-- Survey Scout |Reconaisance Unit |630 |9 |350 |90 |3| 1 Assault Craft |Anti-Fighter |488 |30 |500 |210 |7| 2 Bomber |Anti-Capital Ship |390 |332 |550 |180 |6| 3 Lance Fighter |Anti-Corvette |390 |43 |500 |150 |5| 4 Missile Vette |Anti-Capital Ship |301 |26 |625 |2560 |5| 5 Laser Corvette|Anti-Capital Ship |301 |350 |650 |2560 |5| 6 Command Vette |Mobile FCT |301 |x |400 |960 |1| 7 MinelayerVette|Minelayer |301 |48 |800 |640 |1| 8 HeavyMissileFr|Anti-Frigate |203 |351 |700 |25600 |1| 9 AssaultFrigate|Anti-Fighter |218 |127 |650 |25600 |1|10 InfiltratorFri|Capture Frigate |311 |53 |800 |32000 |1|11 Destroyer |Anti-Frigate |156 |1100 |2000 |136000|1|12 Carrier |Ship Production |102 |200 |1700 |88000 |1|13 Shipyard |Ship Production |21 |550 |4000 |256000|1|14 Battlecruiser |Super Capital Ship |94 |5404 |4000 |384000|1|15 Gun Platform |Anti-FighterDefence|125 |32 |300 |10000 |1|16 HeavyMissilePl|Anti-CapShipDefence|125 |127 |300 |10000 |1|17 HyperspaceGate|Hyperspace Gate |600 |x |750 |32000 |1|18 ResourceCollec|CollectsRU's |276 |x |400 |4000 |1|19 MobileRefinery|Resource Drop Off |226 |40 |800 |36000 |1|20 Probe |SingleBurnReconUnit|600 |x |150 |100 |1|21 ProximitySenPr|Cloak Detector |600 |x |250 |100 |1|22 SensorsDistPro|DisruptsEnemySensor|600 |x |500 |100 |1|23 FlagShip |Mothership |54 |120 |x |320000|1|24 ----------------------------------------------------------------------- ~ -VII-B- Research ~ ----------------------------------------------------------------------- _________ | Hiigaran | --------- -FIGHTER CLASS- Scout o Enhanced Sensors - 500 RU + None - Special Ability: Ping o EMP - 1500 RU + Research Module - Special Ability: EMP Blast Interceptor o Engine Level 1 - 300 RU + Fighter Facility + Research Module - Speed 325 + 83 = 407 o Engine Level 2 - 500 RU + Fighter Facility + Advanced Research Module - Speed 407 + 81 = 488 Bomber o Improved Bombs - 1500 RU + Research Module - Anti-Subsystem bombs o Engine Level 1 - 300 RU + Fighter Facility + Research Module - Speed 260 + 65 = 325 o Engine Level 2 - 500 RU + Fighter Facility + Advanced Research Module - Speed 325 + 65 = 390 -CORVETTE CLASS- Gunship Corvette o Level 1 Hull - 500 RU + Research Module + Corvette Facility - Health 1200 + 360 = 1560 o Level 1 Engines - 300 RU + Research Module + Corvette Facility - Speed 215 + 43 = 258 o Level 2 Hull - 750 RU + Fighter Facility + Advanced Research Module - Health 1560 + 360 = 1920 o Level 2 Engines - 500 RU + Fighter Facility + Advanced Research Module - Speed 258 + 33 = 291 Pulsar Corvette o Level 1 Hull - 500 RU + Research Module + Corvette Facility - Health 1200 + 360 = 1560 o Level 1 Engines - 300 RU + Research Module + Corvette Facility - Speed 215 + 43 = 258 o Level 2 Hull - 750 RU + Advanced Research Module + Corvette Facility - Health 1560 + 360 = 1920 o Level 2 Engines - 750 RU + Advanced Research Module + Corvette Facility - Speed 258 + 33 = 291 Minelayer Corvette o Minelaying - 750 RU + Advanced Research Module + Corvette Facility - Minelayer Ship -FRIGATE CLASS- Torpedo Frigate o Improved Torpedoes - 1000 RU + Research Module + Frigate Facility o Level 1 Hull - 800 RU + Research Module + Frigate Facility - 12000 + 3599 = 15599 o Level 1 Engines - 500 RU + Research Module + Frigate Facility - 161 + 33 = 194 o Level 2 Hull - 1400 RU + Advanced Research Module + Frigate Facility - 15599 + 3601 = 19200 o Level 2 Engines - 750 RU + Advanced Research Module + Frigate Facility - 194 + 24 = 218 Flak Frigate o Level 1 Hull - 800 RU + Research Module + Frigate Facility - 16000 + 4800 = 20800 o Level 1 Engines - 500 RU + Research Module + Frigate Facility - 161 + 33 = 194 o Level 2 Hull - 1400 RU + Advanced Research Module + Frigate Facility - 20800 + 4800 = 25600 o Level 2 Engines - 750 RU + Advanced Research Module + Frigate Facility - 194 + 24 = 218 Ion Cannon Frigate o Level 1 Hull - 800 RU + Research Module + Frigate Facility - 16000 + 4800 = 20800 o Level 1 Engines - 500 RU + Research Module + Frigate Facility - 150 + 30 = 180 o Level 2 Hull - 1400 RU + Advanced Research Module + Frigate Facility - 20800 + 4800 = 25600 o Level 2 Engines - 750 RU + Advanced Research Module + Frigate Facility - 180 +23 = 203 Defence Field Frigate o Defence Field Frigate Chassis - 1500 RU + Advanced Research Module -CAPITAL CLASS- Carrier o Level 1 Hull - 750 RU + Research Module + Capital Ship Facility - 80000 + 24000 = 104000 o Level 1 Engines - 500 RU + Research Module + Capital Ship Facility - 75 + 15 = 90 o Level 2 Hull - 1000 RU + Advanced Research Module + Capital Ship Facility - 104000 + 24000 = 128000 o Level 2 Engines - 1000 RU + Advanced Research Module + Capital Ship Facility - 90 + 12 = 102 o Improved Manufacturing - 1000 RU + Advanced Research Module + Capital Ship Facility Destroyer o Destroyer Chassis - 1500 RU + Research Module + Capital Ship Facility o Level 1 Hull - 1000 RU + Research Module + Capital Ship Facility - 85000 + 25499 = 110499 o Level 1 Engines - 1000 RU + Research Module + Capital Ship Facility - 115 + 23 = 138 o Level 2 Hull - 1500 RU + Advanced Research Module + Capital Ship Facility - 110499 +25501 = 136000 o Level 2 Engines - 1500 RU + Advanced Research Module + Capital Ship Facility - 138 + 18 = 156 o Improved Torpedoes - 1000 RU *Upgrade located on Torpedo Frigate Research Panel* + Advanced Research Module Shipyard o Level 1 Hull - 750 RU + Research Module + Capital Ship Facility + Hyperspace Module - 160000 + 35000 = 195000 o Level 1 Engines - 500 RU + Research Module + Capital Ship Facility + Hyperspace Module - 15 + 3 = 18 o Level 2 Hull - 1500 RU + Advanced Research Module + Capital Ship Facility + Hyperspace Module - 195000 + 45000 = 240000 o Level 2 Engines - 1500 RU + Advanced Research Module + Capital Ship Facility + Hyperspace Module - 18 + 3 = 21 o Improved Manufacturing - 1000 RU + Advanced Research Module + Capital Ship Facility + Hyperspace Module Battlecruiser o Battlecruiser Chassis - 1800 RU + Advanced Research Module + Capital Ship Facility o Level 1 Hull - 2000 RU + Research Module + Capital Ship Facility - 240000 + 72000 = 312000 o Level 1 Engines - 1000 RU + Research Module + Capital Ship Facility - 69 + 14 = 83 o Level 2 Hull - 3000 RU + Advanced Research Module + Capital Ship Facility - 312000 + 72000 = 384000 o Level 2 Engines - 1500 RU + Advanced Research Module + Capital Ship Facility - 83 + 11 = 94 Gatekeeper of SaJuuk (DreadNought) o None -PLATFORM CLASS- Gun Platform o Level 1 Hull - 500 RU + Research Module + Platform Controller Facility - 5000 + 1500 = 6500 o Level 2 Hull - 800 RU + Advanced Research Module + Platform Controller Facility - 6500 + 1500 = 8000 Ion Cannon Platform o Platform Ions Chassis - 600 RU + Research Module + Platform Controller Facility o Level 1 Hull - 500 RU + Research Module + Platform Controller Facility - 5000 + 1500 = 6500 o Level 2 Hull - 800 RU + Advanced Research Module + Platform Controller Facility - 6500 + 1500 = 8000 -UTILITY CLASS- Resource Collector o Repair - 750 RU - Allows Repair Ability + Research Module o Level 1 Hull - 400 RU + Research Module - 2000 + 1000 = 3000 o Level 2 Hull - 800 RU + Advanced Research Module - 3000 + 1000 = 4000 Mobile Refinery o Level 1 Hull - 500 RU + Research Module - 18000 + 5400 = 23400 o Level 2 Hull - 1000 RU + Advanced Research Module - 23400 + 5400 = 28800 Proximity Sensor Probe o Proximity Sensor Pobe - 500 RU + Research Module Sensors Distortion Probe o Sensors Distortion Probe - 500 RU + Advanced Research Module -MOTHERSHIP CLASS- Pride of Hiigara o Level 1 Hull + Research Module - Health 200000 + 100000 = 300000 o Level 1 Engine + Research Module - Speed 40 + 8 = 48 o Level 2 Hull - 750 RU + Advanced Research Module - 300000 +100000 = 400000 o Level 2 Engines - 750 RU + Advanced Research Module - 48 + 6 = 54 o Improved Manufacturing - 1000 RU + Advanced Research Module o Hyperspace 1 - 500 RU + Research Module + Hyperspace Module o Hyperspace 2 - 1000 RU + Advanced Research Module + Hyperspace Module ______ |Vaygr| ------ -FIGHTER CLASS- o Level 1 Engines - 600 RU + Fighter Facility - Survey Scout: 420 + 105 = 525 - Assault Craft: 325 + 82 = 407 - Bomber: 260 + 65 = 325 - Lance Fighter: 260 + 65 = 325 o Level 2 Engines - 1000 RU + Fighter Facility - Survey Scout: 525 + 105 = 630 - Assault Craft: 407 + 81 = 488 - Bomber: 325 + 65 = 390 - Lance Fighter: 325 + 65 = 390 Survey Scout o EMP - 1000 RU + Research Module Bomber o Impact Delay Fusion Bombs - 250 RU + Research Module + Fighter Facility o Anti-Subsystem Bombs - 1500 RU + Research Module # Impact Delay Fusion Bombs Lance Fighter o Plasma Lance - 250 RU + Research Module + Fighter Facility -CORVETTE CLASS- o Corvette Chassis - 500 RU + Research Module o Level 1 Hull - 900 RU + Corvette Facility - Missile Corvette: 1600 + 480 = 2080 - Laser Corvette: 1600 + 480 = 2080 - Command Corvette: 600 + 180 = 780 - Minelayer Corvette: 400 + 120 = 520 o Level 1 Engines - 800 RU + Corvette Facility - Missile Corvette: 215 + 43 = 258 - Laser Corvette: 215 + 43 = 258 - Command Corvette: 215 + 43 = 258 - Minelayer Corvette: 215 + 43 = 258 o Level 2 Hull - 1800 RU + Corvette Facility - Missile Corvette: 2080 + 480 = 2560 - Laser Corvette: 2080 + 480 = 2560 - Command Corvette: 780 + 180 = 960 - Minelayer Corvette: 520 + 120 = 640 o Level 2 Engines - 1600 RU + Corvette Facility - Missile Corvette: 258 + 43 = 301 - Laser Corvette: 258 + 43 = 301 - Command Corvette: 258 + 43 = 301 - Minelayer Corvette: 258 + 43 = 301 Laser Corvette o Laser Systems - 500 RU + Research Module + Corvette Facility Command Corvette o Command systems - 500 RU + Research Module + Corvette Facility Minelayer Corvette o Minelaying - 1500 RU + Research Module + Corvette Facility -FRIGATE CLASS- o Frigate Chassis - 1800 RU + Research Module # Corvette Chassis o Level 1 Hull - 1600 RU + Frigate Facility - Heavy Missile Frigate: 16000 + 4800 = 20800 - Assault Frigate: 16000 + 4800 = 20800 - Infiltrator Frigate: 20800 + 5200 = 26000 o Level 1 Engines - 1000 RU + Frigate Facility - Heavy Missile Frigate: 150 + 30 = 180 - Assault Frigate: 161 + 33 = 194 - Infiltrator Frigate: 230 + 46 = 276 o Level 2 Hull - 2800 RU + Frigate Facility - Heavy Missile Frigate: 20800 + 4800 = 25600 - Assault Frigate: 20800 + 4800 = 25600 - Infiltrator Frigate: 26000 + 6000 = 32000 o Level 2 Engines - 1500 RU + Frigate Facility - Heavy Missile Frigate: 180 + 23 = 203 - Assault Frigate: 194 + 24 = 218 - Infiltrator Frigate: 276 + 31 = 311 Assault Frigate o Assault Frigate Chassis - 650 RU + Research Module Infiltrator Frigate o Infiltration Pods - 1000 RU + Research Module + Frigate Facility -CAPITAL CLASS- o Level 1 Hulls - 4000 RU + Capital Ship Facility - Destroyer: 85000 + 25499 = 110499 - Carrier: 55000 + 16500 = 71500 - Shipyard: 160000 + 48000 = 208000 - Battlecruiser: 240000 + 72000 = 312000 - Flagship: 200000 + 59999 = 259999 o Level 1 Engines - 3500 RU + Capital ship Facility - Destroyer: 115 + 23 = 138 - Carrier: 75 + 15 = 90 - Shipyard: 15 + 3 = 18 - Battlecruiser: 69 + 14 = 83 - Flagship: 40 + 8 = 48 o Level 2 Hull - 6000 RU + Capital Ship Facility - Destroyer: 110499 + 25501 = 136000 - Carrier: 71500 + 16500 = 88000 - Shipyard: 208000 + 48000 = 256000 - Battlecruiser: 312000 + 72000 = 384000 - Flagship: 259999 + 60001 = 320000 o Level 2 Engines - 5000 RU + Capital Ship Facility - Destroyer: 138 + 18 = 156 - Carrier: 90 + 12 = 102 - Shipyard: 18 + 3 = 21 - Battlecruiser: 83 + 11 = 94 - Flagship: 48 + 6 = 54 Destroyer o Destroyer Chassis - 2000 RU + Research Module Carrier o Improved Manufacturing - 1000 RU + Research Module Shipyard o Improved Manufacturing - 1000 RU + Research Module + Research Module (Shipyard) Battlecruiser Battlecruiser Chassis - 2500 RU + Research Module + Capital Ship Facility # Destroyer Chassis -PLATFORM CLASS- o Level 1 Hull - 1000 RU + Platform Controller Factility - Gun Platform: 5000 + 2500 = 7500 - Heavy Missile Platform: 5000 + 2500 = 7500 - Hyperspace Gate: 16000 + 8000 = 24000 o Level 2 Hull - 1600 RU + Platform Controller Factility - Gun Platform: 7500 + 2500 = 10000 - Heavy Missile Platform: 7500 + 2500 = 10000 - Hyperspace Gate: 24000 + 8000 = 32000 Heavy Missile Platform o Platform Missiles - 1200 RU + Research Module + Platform Controller Facility Hyperspace Gate o Hyperspace Gate - 750 RU + Hyperspace Module -UTILITY CLASS- o Level 1 Hull - 1200 RU + None - Resource Collector: 2000 + 1000 = 3000 - Mobile Refinery: 18000 + 9000 = 27000 - Probe: 50 + 25 = 75 - Proximity Sensor Probe: 50 + 25 = 75 - Sensors Distortion Probe: 50 + 25 = 75 o Level 2 Hull - 2400 RU + None - Resource Collector: 3000 + 1000 = 4000 - Mobile Refinery: 27000 + 9000 = 36000 - Probe: 75 + 25 = 100 - Proximity Sensor Probe: 75 + 25 = 100 - Sensors Distortion Probe: 75 + 25 = 100 Resource Collector o Repair - 500 RU + Research Module Proximity Sensor Probe o Proximity Sensor - 500 RU + Research Module Sensors Distortion Probe o Electronic Countermeasures - 800 RU + Research Module -MOTHERSHIP CLASS- Flagship o Improved Manufacturing - 1000 RU + Research Module Additional upgrades located in the Capital Ship Class section for the Vaygr Flagship. ----------------------------------------------------------------------- ~ -VII-C- Single Player Campaign Tech Tree ~ ----------------------------------------------------------------------- Mission 1 --------- -RESEARCH- -NEW CRAFT- Scout Interceptor Resource Collector -OBTAINED CRAFT- Interceptor Squadron - Launched from Chimeara when under attack. Mission 2 --------- -RESEARCH- Interceptor - Level 1 Engines Bomber - Level 1 Engines Mothership - Level 1 Engines Mothership - Level 1 Hull Resource Collector - Level 1 Hull -NEW CRAFT- -OBTAINED CRAFT- Elite Bomber Squadron - Successful Docking of Bishop 5. Elite Gunship Squadron - Successful Docking of Bishop 6. Mission 3 --------- -RESEARCH- Resource Collector - Repair Mobile Refinery - Level 1 Hull Proximity Sensor Probe - Proximity Sensor Probe Gunship Corvette - Level 1 Hull Gunship Corvette - Level 1 Engines Pulsar Corvette - Level 1 Hull Pulsar Corvette - Level 1 Engines Interceptor - Level 2 Engines Bomber - Level 2 Engines Bomber - Anti-Subsystem Bombs Flak - Level 1 - Hull Flak - Level 1 - Engines Carrier - Level 1 - Hull Carrier - Level 1 - Engines Resource Collector - Level 2 Hull -NEW CRAFT- Mobile Refinery Proximity Sensor Probe Carrier Flak Frigate Marine Frigate -NEW SUBSYSTEMS- Frigate Facility Capital Ship Facility Research Module Advanced Research Module -OBTAINED CRAFT- Carrier Mission 4 --------- -RESEARCH- Minelaying Torpedo Frigate - Level 1 Hull Torpedo Frigate - Level 1 Engines Gun Platform - Level 1 Hull Platform Ions Ion Cannon Platform - Level 1 Hull -NEW CRAFT- Minelayer Torpedo Frigate Gun Platform Ion Cannon Platform -NEW SUBSYSTEMS- Platform Control Facility Advanced Sensors Array Mission 5 --------- -RESEARCH- Scout - Enhanced Sensors Gunship Corvette - Level 2 Hull Gunship Corvette - Level 2 Engines Pulsar Corvette - Level 2 Hull Pulsar Corvette - Level 2 Engines Torpedo Frigate - Anti-Capital Ship Torpedoes -NEW CRAFT- Ion Cannon Frigate Mission 6 --------- -RESEARCH- Scout - EMP Ion Cannon Frigate - Level 1 Hull Ion Cannon Frigate - Level 1 Engines Defence Field Frigate - Defence Field Frigate Mothership - Level 2 Hull Mothership - Level 2 Engines Mothership - Improved Manufacturing Carrier - Level 2 Hull Carrier - Level 2 Engines Carrier - Improved Manufacturing Mobile Refinery - Level 2 Hull Sensors Distortion Probe - Sensors Distortion Probe Gun Platform - Level 2 Hull Ion Cannon Platform - Level 2 Hull Mothership - Anti-Mover Weaponry Mission 7 --------- Mission 8 --------- Mission 9 --------- Mission 10 ---------- Mission 11 --------- Mission 12 ---------- Mission 13 ---------- Mission 14 ---------- Mission 15 ---------- ----------------------------------------------------------------------- ~ -VII-D- Facilities And Modules~ ----------------------------------------------------------------------- ________ Hiigaran -------- FIGHTER CLASS Fighter Facility - 500 RU - Prerequisites: o None - Allows Construction: o Interceptor o Bomber - Allows Research: o Scout o Interceptor o Bomber CORVETTE CLASS Corvette Facility - 800 RU - Prerequisites: o Research Module - Allows Construction: o Gunship Corvette Squadron o Pulsar Corvette Squadron - Allows Research: o Gunship Corvette o Pulsar Corvette o Minelayer Corvette + Advanced Research Module + Minelaying Mover Facility - 500 RU - Prerequisites o ? - Allows Construction: o Mover Note: Single Player campaign only. FRIGATE CLASS Frigate Facility - 1000 RU - Prerequisites: o Research Module - Allows Construction: o Torpedo Frigate o Flak Frigate + Advanced Research Module o Ion Cannon Frigate + Advanced Research Module o Marine Frigate + Advanced Research Module o Defence Field Frigate + Advanced Research Module + Defence Field - Allows Research: o Torpedo Frigate o Flak Frigate + Advanced Research Module o Ion Cannon Frigate + Advanced Research Module o Marine Frigate + Advanced Research Module o Defence Field Frigate + Advanced Research Module + Defence Field CAPTIAL CLASS Capital Ship Facility - 1800 RU - Prerequisites: o None - Allows Construction: o Carrier o Destroyer + Research Module + Destroyer Chassis o Shipyard + Hyperspace Module o Battlecruiser + Shipyard (Sole builder) + Advanced Research + Battlecruiser Chassis - Allows Research: o Carrier o Destroyer + Research Module + Destroyer Chassis o Shipyard + Hyperspace Module o Battlecruiser + Shipyard (Sole builder) + Advanced Research + Battlecruiser Chassis PLATFORM CLASS Platform Control Facility - 650 RU - Prerequisites o None - Allows Construction: o Gun Platform o Ion Cannon Platform + Platform Ion Cannons - Allows Research: o Gun Platform o Ion Cannon Platform + Platform Ion Cannons + Research Module UTILITY CLASS MODULE CLASS Research Module - 1500 - Prerequisites: o None - Allows Construction: o Corvette Facility o Frigate Facility o Advanced Research Module o Hyperspace Module o Gravity Well Generator o Cloak Generator - Allows Research: o Fighter Class o Corvette Class o Frigate Class o Capital Class o Platform Class o Utility Class Advanced Research Module - 2250 - Prerequisites: o Research Module - Allows Construction: o Fighter Class o Corvette Class o Frigate Class o Capital Class o Platform Class o Utility Class o Module Class - Allows Research: o Fighter Class o Corvette Class o Frigate Class o Capital Class o Platform Class o Utility Class Hyperspace Module - 1000 RU - Prerequisites: o Research Module - Allows Construction: o Shipyard Gravity Well Generator - 1500 RU - Prerequisites: o Research Module Cloak Generator - 750 RU - Prerequisites: o Research Module Fire Control Tower - 1500 RU - Prerequisites: o Advanced Research Module SENSOR MODULE CLASS Hyperspace Sensors - 250 RU - Prerequisites: o None Advanced Sensors Array - 250 RU - Prerequisites: o None Anti-Cloaking Sensors - 250 RU - Prerequisites: o None _____ Vaygr ----- _______________________________________________________________________ ~ -IIX- Tactics ~ _______________________________________________________________________ NOTE: Only Hiigaran ships will be detailed here for now. Vaygr will come later on. ----------------------------------------------------------------------- ~ -IIX-A- Fighter Class tactics ~ ----------------------------------------------------------------------- 1. Scout Scouts are actually extremely useful this time. Features: o Their sensors are a lot better than any other movable ship. o Their speed is unequalled ship wise. o Their EMP blast is very useful as 3 squadrons can totally disable a group of frigs in one attack run. (The bar that appears on the target vessel is the percentage control the ship still has. You need to make it go all grey) o Their sensor ping is invaluable when searching for enemies that you may have missed on a map. o The only ship able to chase enemy scouts effectively. Disadvantages: o Low HP. o Low attack. o 3 in Squadron. Purpose: The general purpose of scouts are basically as the name implies - they are 'scouts'. They are designed to scout out an area with their vast sensor arrays and to also provide early warnings on impending attacks. They arent really designed for sustained combat. However they can be used for quick hit and run raids with the intention being not to really do any kind of damage but instead to gain the attention of the enemy. Despite their lack of damage that they can inflict, they can be useful to gain access to and proceed to lay waste to the enemy resourcers and other defenceless units. But, the moment some kind of opposition arrives on the scene, no matter the class or composition, the scout then flees due to being outgunned around 98% of the time. Tactics: Basic tactics to use with scouts are to have only a couple squadrons so as to not detract from the more potent and valuable interceptors and bombers. I would suggest only having 1 squadron most of the time, until you really need the EMP or need many scouts to chase after a few probes fast. A good use for this sole squadron would be to lure enemy frigates into the mass minefield that you have made or to use their sensor ping when you need to find that elusive resource operation. One other interesting use for the scouts would be the rush tactic used in the game Starcraft. Except this is not so much an attack but a quick, cheap and effective method for scouting out the enemy to see exactly what he has and what he is up to. If they get wasted, you wont miss them as they have no really big job in the fleet apart from their specialised roles and the fact that they only cost 350 RU. With the EMP, have at least 3 scout squadrons in a group and begin to EMP clusters of frigates, then quickly bring in your marines or infs to cap them before they light up again. Best way to get enemy stuff! The most useful and dependable use that the scouts have is the sensor ping ability which, when used sends out a ping across the entire map that lights up any and all units that are not in a protective dust cloud. This ability is extremely useful on mission 9 as nearly everytime I have played that mission, I am a loss for finding the very last remnants of the enemy fleet. The sensor ping ability costs a whopping 1000 RU per use but is a life saver near the end of missions. The ping lasts for about 10 seconds and lights up enemy ships on the sensors manager as red dots, with which represent enemy ships not in any kind of cover. 2. Interceptor Interceptors are pure and simple fighter craft killers. These are the ones now that have little else to do but kill strike craft. Features: o Decent firepower. o Decent speed. o Grouped they can be a force to be worried about. However on their own they are useless. o 5 in squadron. o Cost effective. Disadvantages: o No match for vettes. o Lack of versatiliy. Purpose: Interceptors are the same as the scout for namesake. They are purely designed for interception of enemy strike craft. They are purpose built to attack scouts, interceptor type craft, bombers, resource collectors and other light to medium craft. The interceptor also supports pulsar corvettes in attacking capital class ships such as frigates and resource controllers. Tactics: Interceptors have a varied role in that they are equally successful in their designed task of anti-fighter as well as an added role of anti-corvette. A general rule of thumb for the interceptor wing size is about 4-6 squadrons for most jobs. This size is a rough example o 3. Bomber Bombers are very useful this time around. They couple very good speed, manoeuvrability and pack a powerful punch. Features: o Very good speed to firepower ratio. o When grouped, they are deadly. Against frigs, they are gravy makers. Tactics to use with them: ----------------------------------------------------------------------- ~ -IIX-B- Corvette Class Tactics ~ ----------------------------------------------------------------------- 1. Gunship Corvette Squadron 2. Pulsar Corvette Squadron 3. Minelayer Corvette The minelayer corvette is one of the most useful and mostly underrated, and often underused, parts of the game. It can easily take out even a destroyer without breaking a sweat. Features: o Totally awesome firepower in the mines. o Can lay millions of mines that are unstoppable. o Can create the perfect pattern of minefield that you would want. o Small AutoGun turret on the underside for anti-fighter protection. o For good effect have more than one minelayer laying the same field. Or better yet, have them laying seperate fields on the exact same patch. Tactics to use with them: When using a minelayer remember one thing - the mines are massive explosives. Hence they aren't gunna be placed right beside each other. 1. When you want to dump a load of mines at the ML's posi, click the lay mines button or press [N]. Now use the mouse to determine the width and the [SHIFT] or hold the left mouse button for height. 2. Now make a REALLY big rectangle/square. Once that is big enough left click the mouse to start deploying. For a second you will see a green grid of dots spring up where your red square was (if you have ATI/TO on that is). This is where the mines will go. If you hover the mouse over the ML you will see the grid again. 3. For a really effective field make the square really big but keep in mind that the mines explode after a while, so not THAT big. You don't want to waste your time building a minefield you can see clearly from the sensors manager only to have it all blow up cos there aint nothing to attack. 4. When an enemy fleet comes near your mines, they will go after the biggest and if there is nothing left of min frig size they will go back to the grid formation. Candle Jack: "If you leave the minelayer alone when it's finished laying the mines, it will start to run around replacing the ones that explode and keep the grid full." 4. Mover Movers are an unusual blend of firepower with only small armour. They are the size of a Vette and pack as much punch as a bomber but are slower, less manoeuvrable and limited to only 10. Features: o Good firepower. o Very good bomber in groups of ten. Tactics to use with them: ----------------------------------------------------------------------- ~ -IIX-C- Platform Class Tactics ~ ----------------------------------------------------------------------- 1. Gun Platform 2. Ion Beam Platform ----------------------------------------------------------------------- ~ -IIX-D- Frigate Class Tactics ~ ----------------------------------------------------------------------- 1. Flak Frigate 2. Ion Cannon Frigate 3. Defence Field Frigate 4. Marine Frigate 5. Torpedo Frigate ----------------------------------------------------------------------- ~ -IIX-E- Capital Class Tactics ~ ----------------------------------------------------------------------- 1. Destroyer 2. Carrier 3. Battlecruiser 4. Keeper of Sa'Juuk (Dreadnought) ----------------------------------------------------------------------- ~ -IIX-F- Super Capital Class Tactics ~ ----------------------------------------------------------------------- 1. Shipyard 2. Mothership 3. SaJuuk ----------------------------------------------------------------------- ~ -IIX-G- Utility Class Tactics ~ ----------------------------------------------------------------------- 1. Collector 2. Mobile Refinery 3. Probe 4. Proximity Sensor Probe 5. Sensors Distortion Probe _______________________________________________________________________ ~ -IX- Strike Groups ~ _______________________________________________________________________ Formations for each class are as follows. The dashes under the lines represent the groupings. Eg. how many groups along the line. Vaygr ----- 6 Survey Scout Squadrons 7 Assault Craft Squadrons 6 Bomber Squadrons 6 Lance Fighter Squadrons 7 Missile Corvette Squadrons 6 Laser Corvette Squadrons 6 Minelayer Corvettes 6 Command Corvettes 12 Heavy Missile Frigates 11 Assault Frigates 7 Infiltrator Frigates Destroyers Carriers Battlecruisers - Strike Craft alone: TOP DOWN ^ X X X X X X X X X X SIDE ON > X X X X X Random positions for all. - Strike Craft with Corvette support: TOP DOWN ^ X X X X X X X X X X X X X X X X X X X X SIDE ON > X X X X X X X X X X Random positions for all. - Frigates with Strike Craft and Corvette support. TOP DOWN ^ X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X SIDE ON > X X X X X X X X X X X X X X X X Random positions for all. 1. Capital Phalanx - Strike Craft alone: First Line - One Strike Craft Squadron of any type. - Second Line - The entire group minus the single squadron out front. --------------- Random positions for all. - Strike Craft with Corvette support: First Line - One Strike Craft or Corvette Squadron or Single Corvette. - Second Line - 49% of the rest on left side only. ------- Third Line - 49% of the rest on the right side only. ------- Random positions for all. - Frigates with Strike Craft and Corvette support. First Line - One Strike Craft or Corvette Squadron or Single Corvette. - Second Line - Infiltrator Frigates on the outskirts, then Assault Frigates in between and in the middle the Heavy Missile Frigates. --------- Third Line - 49% of the rest of the strike craft on left side only. ------- Fourth Line - 49% of the rest of the strike craft on right side only. ------- Random positions for the Strike Craft only. 2. Frigate Line - Strike Craft alone: First Line - 46% of the Strike Craft. --------------- Second Line - 1% of the Strike Craft in a vertical line. | Third Line - 1% of the Strike Craft in a vertical line. | Fourth Line - 1% of the Strike Craft in a vertical line. | Fifth Line - 1% of the Strike Craft in a vertical line. | Random positions for all. - Strike Craft with Corvette support: First Line - 50% of all. ------------- Second Line - 50% of all in a line lengthwise. | | | | Random positions for all. - Frigates with Strike Craft and Corvette support. 3. Fighter Screen - Strike Craft alone: - Strike Craft with Corvette support: - Frigates with Strike Craft and Corvette support. _______________________________________________________________________ ~ -X- Mission Walkthrough ~ _______________________________________________________________________ ----------------------------------------------------------------------- ~ -X-1- MISSION 01 ~ ----------------------------------------------------------------------- OK. Welcome to Homeworld 2! For general purpose of this walkthrough I hotkey the following ships as such: Interceptors - 1 Bombers, Movers - 2 Pulsar Gunships, Gunships - 3 Resource Collectors - 0 Mobile Refineries - 9 Scouts\Minelayers - 8 Flak Frigates, Assault Frigates, Ion Cannon Frigates, Torpedoe Frigates, Heavy Missile Frigates - 4 Marine Frigates, Infiltration Frigates - 5 Desttoyers, Battlecruisers, DN, SaJuuk - 6 Carriers - 7 NOTE: This is based on Homeworld 2 v1.1 not 1.0. Also any ship numbers in reference to the enemy, is based on a rough estimate as the number of ships is always based on your own strength. [Tanis] In short: Build 3 ints and 3 bombers. Use fighter to take out bombers and fighters and use bomber to take out HMF's and hypergates. 1. OK start collecting the resources. Build the fighter facility. Then build 3 int squadrons. Don't attack the drones until you have 3 squadrons. 2. When they are done building send them over to waste the drones. Hotkey the ints to 1. 3. You will be warned of an attack. A squadron of ints will be launched from chimeara to intercept the enemy bombers. You will be given these as soon as the warning has been issued. Send the 3 plus 1 ints over to waste the bombers. PAP. 4. As soon as you finish them off 3 hypergates will arrive and announce the 2nd wave. You will have 2 minutes to build reinforcements. Now build 3 bomber squadrons and as soon as they are done tell them to attack the HMF then the gates whilst you concentrate your ints fire on the fighters. Hotkey the bombers to 2. You should have no trouble with them. As soon as the bombers have finished the HMF and the 3 gates tell them to dock. As soon as the coll is done tell it to dock and check the 'stay docked' radio check. 5. Ok pretty soon you will be warned about an incoming third wave which is unbeatable. If you had enough stuff you will be treated to seeing a massive fleet of 2 BC's 2-3 D's, many HMF and lots of fighters lay waste to Tanis. It depends on your own size. ----------------------------------------------------------------------- ~ -X-2- MISSION 02 ~ ----------------------------------------------------------------------- Oh goody I have to play guard the daddy ships with my baby ships! YAY! [Angel Moon] In short: Attack carrier with bombers, attack fighters with ints wherever needed the most. 1. As soon as you arrive, you will see the 6 crew ships, Bishop 1 through 6. An enemy carrier is in the middle of the map. First watch and wait for all of your bombers to launch and turn on the ATI/TO [TAB], then immediately tell your bombers to attack the fighter facility on the carrier. Do this by [ALT] drag selecting it and bringing up the '2' hotkey that I said in the previous mission, and right clicking on the fighter facility. 2. Now turn your view around to the right to see the first transport. Call up hotkey 1 and drag attack the red marks around the first transport. 3. Start construction of a new coll and as soon as that is completed tell it to start harvesting. 4. Once the first transport is safe, split your ints in half and tell 2 to go attack the top right red dots on the sensors manager around Bishop 2. Order the other two to attack the middle right red dots. Don't forget to tell all your fighters/bombers to go to aggressive mode. 5. Once the fighter facility is gone send the bombers back with the dock command. With the new damage that the Vaygr carrier now does, they will eventually be toast. 6. As soon as the coll is out of the hangar begin on 2 more ints. When the first transport is docked and you get the new upgrades available notification, start construction on that facility. When the two ints are done constructing, hi-tail it to the bottom left transport and defend it. As soon as the original 4 ints are finished killing the attackers of bishop 2 and 3, send both to the bishop 5 (middle left). This one will be in far worse shape than all the others. 7. You will see that a small group of frig's hyper in and start cainin one of your transports. Don't worry about it. Captain Soban hypers in behind them and causes them to about face and engage Soban instead of the transports. With the new ints finishing up the fighters all over bishop 4 are done, send them to take over the job of the original 4 ints. Then send the original 4 ints to start on bishop 6 (if needed). Send the bombers back in to the carrier and start attacking its engines. 8. By now the entire right and left side should be clear and the carrier taking a beating as it tries to escape. The frigs should be pretty much toast by now thanks to Captain Soban. When the Vette facility is done start on a gunvette squadron. Send all your ints to take out any remaining bombers and fighters. When they are all gone bring all of them over to the carrier and burn a nice shiny new hole in its side. 9. Once the carrier is dead in the water, there is no need for you to even be there, so send all your units back with the dock command and let Soban deal with the carrier on his own. Now would be a good time to start research on fighters upwards. If you managed to save 5 transports, you will get 2 elite bomber squadron. 6 transports saved and you will get 2 elite gunship squadron. Note: If you want time to research in this mission, once you have killed the fighter facility on the carrier, tell your bombers to move a distance away from the carrier and go to evasive [F2]. ----------------------------------------------------------------------- ~ -X-3- MISSION 03 ~ ----------------------------------------------------------------------- Wicked! I get lotsa time and resources to make more sheep's! Now thuts a way to puss the AI off! [Sarum] In short: Bring your fighters in to take out the fighters but leave a minimum of one enemy fighter/Vette still left. Attack the HMF with your bombers. Use fighters for anti-fighter/bomber and bombers vs. carriers and frigs. 1. OK this map is the easiest your gunna get for a long time. Right off the bat tell your fighters to start on the enemy fighters/vettes and the bombers to start on the HMF. The HMF will go first then most of the fighters/vettes. When you get down to 1-2 squadrons left to kill, LEAVE and send your whole fighter and bomber group home. Leave one squadron of fighters to whittle it down to one enemy fighter or Vette. Just make sure you leave one left. When your satisfied that you have got all but one or two of em, tell everything to go home. Now tell your coll to start harvesting. 2. Build a refinery and dump it in the closest patch of dosh. then build more coll and then another refinery. Send the second refinery to the next patch where the sensor ping is on the sensors manager. Build 4 more coll and send them to the second patch where the second refinery is. When the first patch is done send all of the coll and the refinery to the second patch. When that are is done go to the patch in the middle. All this time build up your fighters/bombers and pulsars. You will need them for the next mission. If you want to wait for the resources and building/researching to get done, go have a coffee or play with the wifey or something. You will get a notification of platform production availability, so build it whenever you are ready. Don't bother with building platforms at the moment as this mission and the next don't really call for them. You are safe until you kill that lone fighter. One more thing - don't worry about the SY it will be fine - it will repair itself. 3. Send all of your fighters and vettes over to the far right patch and let them wait there for the time being. If you havent got into the habit, it would prolly be a good idea to hotkey your units for their type and general purpose eg, anti-fighter - 1, anti-frigate - 2, anti-fighter/corvette - 3 etc etc. OK when you are satisfied that you are successfully built up/researched send a lone fighter squadron to waste the last SY attacker and await the inevitable carrier near the second patch where your refineries and coll WERE but aren't now. As soon as you have wasted the lone fighter/vette, send the entirety of your fighters and vettes to an area just above the second patch on the right side of the map. A word of warning, dont spend all your dosh as you will need a lot of it for the new research and building that you will be doing soon. When the last fighter has been destroyed you will be given a brand new carrier! Only problem is, it don't have jack on it other than a frigate facility. You will be notified of an enemy probe that has been detected. Killing it fast will only buy you a little time so its up to you. If you think your ready, don't kill the probe, if not kill it ASAP. Or if you just like blowing stuff up, kill it anyway! :) A good trick to do is to move your MS all the way over to the SY to save time when the sh-- hits the fan a bit later on. 4. When the carrier jumps in proceed to lay waste to the fighters that emerge from its holds. When you get a break in the fighters emerging, target its fighter facility and then the carrier itself. Use your vettes and bombers to target the fighter facility, and use your fighters to attack the carrier itself to mark time awaiting the inevitable release of more fighters/bombers from its holds. As soon as battle has begun tell your entire collector group to move to the carrier. I hotkey my coll to 0 and my refineries to 9 so its just a matter of pressing 0 then right clicking on the enemy carrier. As soon as the carrier goes up high-tail your fighters and vettes to the SY as it will be the next target. Whilst they are on their merry way tell the coll to harvest the wreckage. If you always thought ahead of time and told your mobile refineries to guard your coll, you wont need to send them anywhere as they will automatically follow your coll and significantly decrease the harvest of wreckage time. 5. You will get swarmed with fighters, vettes and infs frigs at the SY. Use the bombers that were just sitting idle to take out the frigs and as soon as the fighters arrives order them to attack the fighters. Use your brand new carrier to start producing a few flak frigs and 1 marine frigate when you are given that tech and the from then on build flaks. Keep at the fighters with your fighter screen until you get a big enough flak force to tackle the fighters half way to the middle carrier. 6. Once the flaks arrive at the carrier in the middle, get to work on it or its fighter facility. But don't get too close to it. Alternatively you can use your vettes/bombers to take it out, but that means it will take a lot longer to finish the level. Make sure that if any fighters come out of its hold to immediately lay waste to them before going back to work on the carrier itself. Whilst this is going on make sure the fighters don't bother you again with your own fighters and vettes (if you didn't use them for the carrier) and ensure the infs don't last long enough to get far on the boarding op with your bombers. 7. OK now comes the fun part. When the middle carrier goes up, take out any fighters that are left and then take your entire fighter screen to the right carrier and have a look behind it. You should see an assault and a HMF. Take them out with ease before wasting the carrier. If you were attacked by 2 assault frigs and a HMF then these are the frigs that 'sometimes' comes in to attack and other times dont. You should then use your coll to harvest the two right carrier wreckages as there is not a real threat from one carrier that can only produce infs. A really good idea if you can manage it, is to capture the HMF as these are incredibly powerful versus frigates and to a lesser extent Destroyers. 8. Bring everything you have in fighters and bombers to the SY and protect it whilst your coll harvest the wreckages. Once they are done, then move ALL of your military units well out of attack range of the incoming infs and start to cap the infs with your marine frig that has just come out of the carrier. As soon as one is captured, retire your marine as it just don't cut it in capture speed. Use your new inf to cap the other inf (they come in pairs). Cap two more then bring all your forces to bear on the last carrier. Cut scene ensues before you win the mission. You will be given the last carrier wreckage resources automatically, just not the time to use it until next mission. ----------------------------------------------------------------------- ~ -X-4- MISSION 04 ~ ----------------------------------------------------------------------- Max pulsars and bombers vs. about 18 HMF, 5 carriers, 1 D and 8 assaults with a mix of fighters WITHOUT SUPPORT? SHITYEAH!!! [Gehenna Outskirts] In short: Build max of pulsar corvettes and bombers. Then go through the three areas where the hyperspace gates and hyperspace inhibitors are and clear everything out. As soon as you see any fighters or vettes order your pulsar wing to attack them. As soon as you see any frig's or carriers order your bomber wing to begin attacking it whilst your pulsar's take out the fighters. 1. Build max pulsar's and bombers. Forget everything else as you wont need anything until right at the end. You will ONLY need the max bombers and pulsar's. Retire anything (not including your infs) you have if you need the RU's. If you have any flaks or the HMF, send it to the immediate front of your MS. 2. Go to first hyperspace inhibitor area on the left and kill the 1/2 minelayer vettes there and get started on the inhibitors with your fighters/vettes. As soon as you see the gate you will get a warning about the hyperspace gates and that they are sending reinforcements through them. As soon as you see them send your fighters/vettes to attack the fighters. Remember the bombers are only for the cap ships so they need protection from the fighters/vettes. You will be attacked by a carrier, some fighters/bombers/vettes and a couple of HMF's/assaults. Waste them appropriately whilst you send one cap frig into the area. Most importantly, you will get endless reinforcements to the first hyper inhibitor area until you wipe out the inhibitors stationed there, so as soon as you can, waste them without mercy. Once all units in the general area are all green, reinforcements will cease. 3. Once you have cleared the first area out, send in a cap frig to capture the gate. Use your pulsar's and bombers to defend this operation. A good idea is to bring your new carrier over to the first area but keep it behind the offensive ships. When you are done in an area dock all your stuff for a quick top up. 4. Once captured, move onto the next area in the middle and repeat the whole process. The AI wont attack the gates after they lose all their units there. They will forget about them. NOTE: There are two carriers in the middle somewhere, these wander about so beware that they may spot your now captured hyper gate(s) and attack so keep score. When you are done in an area send the cap frig back to the carrier to keep it out of harms way. Remember, infs cant be built, you have to capture them. You lose an inf frigate you will just have to replace it with a less valuable marine frig. 5. Now send all of your fighters/vettes/bombers with normal drives to the location that any of the three gates that you have captured will hyper any unit to. Its a cluster of 3 gates, 3 carriers (each with all one of the three facilities) and one destroyer. Ignore the destroyer until you have destroyed the 3 carriers and the incoming fighters/vettes assaults and HMF's. 6. Once those are out of the way, take out the resourcing operation behind it. Now grab a carrier and send it with conventional drives all the way to the destroyers location. You will understand in a minute. Now take your cap frig and hyper it to the destroyer but don't tell it to cap it yet. Instead tell it to move as close as possible to the destroyer using the [Shift] key for vertical movement. 7. Now start to feint an attack on the destroyer with your fighters but then begin a waypoint circle right around it so as to keep it occupied (it cant hit anything - well ok then it may hit like 1 or 2 ships and kill them but that is just luck). Wait about 1-2 mins then tell the cap frig to cap it. Keep your fighters/vettes/bombers away from it and tell them to go to evasive, F2. 8. Now tell your resourcers to begin nabbing all of the wreckage around the destroyer. Wait for your carrier to arrive then begin harvesting the resources there. If any fighters come for your MS use your flaks to take em out as in a group they are almost god against fighters. If any enemy resourcers come for the resources, just waste em with your pulsars. 9. Finally start to bring your pulsars, bombers and des over to the asteroid in the middle of the map (have a look and you will see it). There should be a carrier there. 10. Now use your flaks to take out the last of the inhibitors and you will be hypered to the staging area (if not then look where the destroyer was for anything left there - dont ask me why this happens). The command station is half health for some reason, but we dont want it half health do we? We want it with no health so give em a hand to acheive that. Now there is a fair few HMF's, assaults, and a few fighters guarding the command station. Use your pulsars to take out the fighters then concentrate on the assaults. Once those are dead, bring in your bombers and take out the HMF's. Now go to the top left behind the station and look for the shipyard. There is a minimap ping there so it should be easy to find. Take it out, grab the resources and then search the map for anything that's left (you will have a ping in the sensor manager showing you). Now take out the command station. On this mission I think I lost like a total of 1-2 vette squadrons/bombers. For versions prior to the patch v1.1 that reduced the difficulty of mission 4: "The death fleet is easy with mine and pulsar." "seshoumaru7" "A few people have been complaining about the 4th level. I had the same problem, and here is what I found was wrong and the solution: The enemy had some units sitting right on top and below us, right above and below sensor range. The only way to spot them was to send some units above and below the centre of the game space to have a look. This problem comes about only if you give the enemy enough time to actually have to start harvesting from the top and bottom parts of the asteroid clusters. Remember, you don't have to kill the harvesters, just the military units guarding them." "Lyndon" ----------------------------------------------------------------------- ~ -X-5- MISSION 05 ~ ----------------------------------------------------------------------- Here fishy fishy fishy! [Gehenna] In short: Harvest the resources as quickly as possible and await the inevitable attack of two of the three garrisons. Simply draw the fighters and vettes out and waste em without their frig support. Likewise with the frigs. Use max minelayers to create a wall of death and lure the enemy frigs right into their own wall of death. Just one little peice of advice: If you are ever worried about building that many units of this kind or that many units of that kind, remember you can always fight a battle with ships - you cant fight a battle with money. 1. This one is relatively easy. First of all you will want at least 10-12 coll and a minimum of 2 refineries. Send the first refinery to the asteroids behind you and the other WITHIN the dust cloud to the other on the middle right of the map. Start collecting the resources and top up your fleet and build a few more carriers and upgrade them. 2. Eventually after a short while you will be told that there are 3 garrisons protecting the oracle or something like that. Now the garrisons arent really that big but they may catch you unawares. Some time later you will be told about probes searching for you. Whether you kill the probes or not is really up to you but I usually do as it gives me something to do whilst the dosh is rolling in. Do some research or build your fleet whilst you wait for the inevitable enemy attacks. By the time the resources around me ran out, I had: 1 scout, 6 interceptor, 5 bomber, 2 elite bomber, 2 elite gunship, 5 pulsar, 5 minelayer, 6 flak, 6 torpedo, 4 ion, 1 HMF, 4 carriers, 1 destroyer, 10 gun plat, 10 ion beam plat, 20 coll, 4 mobile ref, and about 15k still left. In other words you should pretty much be able to max out well before you get attacked and still have a wad of dosh in the bank. In the meantime, make a nice mine wall all the way across your front with a bit of a spike in the middle. The idea is to eliminate the enemy frigs as far from your own frigs etc. so that they wont have a chance to waste or even damage any. ___/\__ YY \ XX Where XX is your stuff and YY is your fighter screen. 3. When the attacks come you will be happy to see that they arent concentrated. Rather they are all over the place. HMF's, assaults, strike craft and even scouts are all over the place. Assign your fighters/vettes to take out their equivalents and your bombers to go after assaults, then HMF. Whatever group finishes first, send it to help the other. The main thing you have to worry about is your frigs. If the assaults or HMF get near your frigs they will pound em until you eventually lose a couple. Since you don't want this, make sure you send your strike craft in to intercept as soon as you see they are beginning their attack. The wall of mines should take out 95% of the frigs which leaves only the strike craft left to be cleared. 4. Once those are taken care of you will notice that the two garrison sensor pings on the left and right on the sensors manager are gone. Sometimes even the third at the very top of the map. That means that there everything that is left is sitting on the station awaiting you to try and attack it. This is the problematic area. Mainly because its the has a carrier and a SY to reinforce their fleet. 5. Now with a little bit of trickery. If you have a look at the left side of the map you will see a channel of dust with a decent size asteroid in the middle of it. This is the key area to eliminating the whole enemy fleet. Grab your 5 minelayers and INDIVIDUALLY make a half decent field on the exact same area as each other but make sure the entire field is still in the dust cloud. Now grab your destroyer and place it behind the field or right in the middle of it. This is your fishing hook. Once an enemy frig sees that its like the color red to a bull. Send your ints, vettes and bombers over to somewhere behind the field and get ready for a slaughter! Use a scout to go out of the field right into the middle of the map and await the inevitable attack fleet to chase. Once the assaults start firing at it, send it back to your MS but keep an eye on the enemy. What you want is the enemy frig fleet to be roughly, horizontally level with your minefield. If they turn and head for home either stop your scout or send them back at the enemy. Keep luring until they are level. 5. Once they are level send your destroyer out into the open but not too close to the enemy. Once they see it they will chase after it. As soon as they turn to chase send it back to the left side of the minefield and get ready to turn and fight. The mines will totally obliterate the enemy frigs if you have a decent enough field. Send your strike craft in to take out the fighters/vettes and bombers to take out the infs trying to cap your destroyer. 6. Once the entire fleet is history, grab your d and missiles and move slowly toward the enemy SY and carrier sitting by the oracle. Use your D as a sponge to take all the hits from the enemy plats and have your missiles pummel anything they can safely target without copping any flak. 7. Send a carrier to the oracle and start collecting the wreckage from the carrier and SY. Once you are satisfied, send a marine dock with the oracle. NOTE: You cannot use an inf to dock with the oracle. It must be a marine frig. If you only have infs, you will have to either scuttle one or retire it. --Alternate Strategies-- "Enemy attacks are not inevitable! Just defeat 3 weak garrison fleets (some frigs, fighters/vettes, a couple of gun plats) and the only battle will be the last one (destruction of the enemy SY). The only trick is to remain in the dust fields. You must move your ships in a tight groups through the dust "corridors" pummel Vaygrs and return to MS undetected. And, yes, the probes must also be destroyed." "Dark Blade" ----------------------------------------------------------------------- ~ -X-6- MISSION 06 ~ ----------------------------------------------------------------------- Play fetch! [The Karos Graveyard] In short: Tell one of your pulsars to take a hike. Build max allowed frigs in torps. Waste the movers. 1. First time I got cained on this mission. Then I found out that they were hunting down the vettes like I didn't have anything else. I left that mission missing one pulsar squadron and gained all of the resources. OK first up, dock all of your fighters, bombers and vettes into the holding bays. Place all but one of your pulsars in the MS. Leave nothing but one pulsar squadron out in space. Retire all non torp frigs and build max allowed frigs as torps. 2. Next, send one refinery to the closest resources. If you have 4 like I did, send two there. Then send one refinery to each of the patches on the map. Don't worry not a thing will attack them unless there is nothing else within like half the map. Now send 1/3 of your coll to the first patch, 1/3 to the next and 1/3 to the last. Of the last 1/3 of coll send one to about 3/4 of the way to the third patch. On the right side of the map you will see a few hulks. Along the right there is a little gap. Move the coll to about that far but in the middle of the middle passage. Don't send it directly to the gap in the dots. 3. OK you will be told of incoming movers which means fetch time. Grab your pulsar and when the movers are about half way to you, send the pulsar right across the entire length of the map. As long as he stays outside of the movers range he will be fine! He can move faster than the movers. 4. Once your whole fleet of missiles are done, send them to about half way. There is two hulks opposing each other right in the middle of the map, send them there. When your pulsar is almost to his destination go into waypoint mode and create a half circle 180 big enough that the movers don't cut the corner and pummel him. 5. Your MS will hyperspace to where you just told your missile to go. When your pulsar starts getting closer to your torps make sure his path crosses them. As the movers pass the missiles order them to attack the movers. Order aggressive tactics. You wont get many because they have massive health for a Vette sized ship. 5000 hit points! Keep bringing them past the torps until the MS turns up. Now take your little pulsar squadron close enough for the new sets of movers that appear from the right to follow aswell. Continue to bring them past the torps until you waste em all. As the MS turns up you will be given info on a damaged mover. Take your Vette near it so that the two active movers near the damaged one so that they chase aswell. 6. Now remember that coll that is sitting near the gap in the dots in the middle of the map? Send it to collect it. As soon as you get given the anti-mover tech, research it. 7. Pretty soon the MS will hyper again. When the research is done, launch all of your pulsars from the MS and begin wasting them. Move your torps to the MS and all of your coll to repair it. I believe it will only take 5 or 6 so any left drag repair your torps. The chase is now over. The movers will target the MS 90% of the time and the torps and pulsars this time is 5% each. But the biggest problem being that despite the fact that the research decreased their health to 1000, they still do tons of damage. 8. Any pulsars that get yellow tell them to dock. Just keep wasting movers until the Mothership moves, repeat MOVES, with NORMAL drives to the end hulk. When it gets there you will get a debriefing and a notification that the movers are now offline. Meaning, they stop still and become sitting ducks. You will then proceed to hyper out. Thanks go to 'Mosc' of the GameFAQ's HW2 forum for his idea of 'fetch' with the movers. Better idea than I originally had. ----------------------------------------------------------------------- ~ -X-7- MISSION 07 ~ ----------------------------------------------------------------------- Movers, movers and more movers! [Derelict] In short: Use movers to waste the derelicts which clear the radiation, then send in the coll. Defend the MS and waste the enemy carriers and SY. 1. This mission took me one try to get it right. Righto, start collection of the nearest resources behind you and to the left. Don't touch the stuff on the right. Now gather up your fighter/vettes and put them in front and to the left of your MS. Grab your bombers and put em behind them. Right of the bat retire a lot of your missiles for flaks. You'll want a fair few of em as you will be facing an insane number of fighters/vettes. A good idea is to have one scout further out than the fighters as it has better sensors. Starting construction of destroyers would be a good idea about now as you are now given that tech. 2. Pretty much as soon as you enter the mission you will be instructed to build a probe and send it to the hulks. Do this so that you will get both the new ship and the warning about the radiation. As soon as you have built the mover facility, build the max of 10 movers. An enemy probe should come out from the top right and you are instructed to waste it. I would suggest doing it as I believe it gives you a little more time. A good idea to make things easier is to have 4 minelayers build individual minefields on the same area, to the top left of the fleet. HR R R M R MM HR M F R H - Hulk ping. R - Radiation line. F - Your fleet. M - Minefield. 3. Pretty soon you are gunna be set upon by a few frigs and fighters from the top left when a carrier hypers in. You will also be told about movers in amongst the debris. It would be a good idea to send your own movers over to waste the enemy movers whilst you get ready for the attack. They shouldn't have a problem if you send about ten. You will lose a few but the enemy movers will be gone. 4. The first attack should come from the top left if you are looking along the two lines of debris. Allocate fighters to take out the enemy fighters/vettes and bombers to take out the frigs. The minefield should mop up any frigs that get too close. Don't bring in your big guns as the HMF will target them first. If you feel like capturing a few of the frigs, use a few squadrons of scouts and use their EMP Blast ability to disable them temporarily first. They will continue to assault you from this direction until you have taken out the carrier at the same direction as the frigs came from. 5. As soon as you wipe them out, you will get a major bashing from the right and right-top. There is a SY directly to your right and a carrier or two to your top right. Move all of your fighters to the direct right of your MS and await the fighters. Start about 3-4 fields of mines near the edge of the radiation field but not too close as to draw attention. Soon a fleet of at least 12 frigs and 2 destroyers will turn up on the right. Use your destroyers to take it out with the help of your bombers. You shouldnt have a problem if you have at least 3-4 destroyers, maxed bombers and movers and maxed flaks and of course a decent minefield. 6. Now comes the hard part. You will now be attacked from two fronts both at the same time. A good idea would be to use your movers to take out the debris on the immediate right and waste the SY there as those things can pump out frigs like they aint got anything else to do. Replenish the movers with more if you lost too many. First take out any debris within range of that SY and if possible send in your bombers to help the movers with the SY as its a tank. They shouldn't be harmed by the radiation as the movers should have taken out all of the debris. You can tell the radiation line by going to the sensors manager and looking for the orange cloud along the left and right of the map. The debris is causing it so taking out all of the debris will eliminate the radiation and allow non-movers to go into that area. The biggest bit of debris on the left cannot be destroyed so make sure no craft gets too close to that. 7. As soon as the SY on the immediate right is gone start moving the movers along the left and right clearing debris as you go. Be sure to kill any enemies AFTER you have taken out the debris because if your movers get into trouble, they are on their own - they are too slow to outrun and nothing can help them until the debris around them is eliminated. 8. The key to this mission is the debris. If you send in anything without taking out the debris the radiation will kill them way before the enemy does. So logically taking out the debris will swing it in your favour due to the ability to use your normal and more heavier ships. 9. As soon as that last carrier on the top right goes down you have one more thing to do. Well two but one more to make things easier. Start taking out debris on the top right with the movers until you get to a shipyard on the top right. Take it out ASAP to prevent anything from being built. It should be pretty much a sitting duck without defences protecting it. You can finish off the last of the debris now or remove the ones that are near the wreckage/resources and start collecting them first, its really up to you and where your at with your research/fleet. Tally-ho. ----------------------------------------------------------------------- ~ -X-8- MISSION 08 ~ ----------------------------------------------------------------------- What?? An enemy you CANT kill???? You gotta be kiddin me. [Dreadnought Berth] In Short: Send a scout squadron over to the dreadnought berth. Capture DN with movers. Defeat the Keeper. 1. This mission is actually quite easy. You can survive it with minimum losses. Mainly movers. First up, either do nothing but collect the resources or immediately send the scout squadron over to the DN. 2. Once your scout squadron has arrived, you will see the Keeper detach from the DN and begin to launch its little useless drones. Now here comes the little trick. Go to sensors manager and look for three pieces of debris of about BC size. They should be in a circular pattern. Zoom in a bit and just above that you should see 3 smaller pieces of debris also in a circular formation. They should be about half the size of a frigate. Send a probe to those three smaller ones. Once it gets there, send 3 movers to them and forget about them for now. 3. Now with the rest of your movers send them to the DN to borrow it (rather not say steal). Tell them all to dock with it. Don't worry about the drones as they wont do much damage for some reason. The theory I have is that they all go for different movers with which heal over time. So they do too little damage spread over 7 movers = not much to worry about. Its before you dock the movers is when you have to worry as they go for one mover at a time. Have your entire fleet as follows: Maxed out ion frigs, maxed out D's and maxed out minelayers. Bunch them up right in front of your MS and have your coll nearby so as to remain vigilant for repairs. Max out a minefield right in front of your entire fleet. Have all your fighters, vettes and bombers either side of the MS ready to get to work on anything that comes near. Bring all your mobile refineries, marines, infs, def frigs and anything that cant fight (not including your coll) to a position behind your MS and out of danger. Its a good idea to send in 1 more mover than what is needed as the drones have a kinda shotgun like version of the bomber/mover fusion bomb launchers - they will prolly kill one but as soon as the movers are locked on, they wont be able to kill any more, just damage them. 4. Now once the movers are docked and they are towing away their catch (dam nice catch for their size eh?), send in pulsars to start to work on the drones. They wont get very far as the drones have a lot of health (14000!) so you will only be able to weaken them a bit. Once the DN gets about half way the keeper will hyper in next to your fleet and begin attacking. Now the hardest part of this is the second he starts to hyper in, you have to pound him flat as fast as possible. The idea is that when he gets below half health, he hypers over to the 3 BC size debris that I talked about before. 5. He will undoubtedly start pounding away at your D's and frigs. Hopefully you will have pounded him enough to cause his hypering out before he destroys anything. Immediately send coll to repair the damaged ships. The DN will dock and become yours. However it is pretty much useless for this mission. None of its guns work. 6. Now you will be told to send probes out but of course we don't have to do that now do we? We already did that! As soon as you are told to get the movers to move the 'keys' into their positions on the three big things tell each of three movers that you moved there earlier to dock with each of them. Tell all of your pulsars to defend the movers whilst your movers start hauling the keys into position. Once docked the movers will automatically put them into position. If you lose a mover due to the drones that the newly arrived keeper ship dumped at the three device thingies, send in the rest to pick up the key and complete the objective. 7. As soon as the keys are in their positions, the keeper will be trapped and you win. 8. There is a special trick that SOMETIMES works to keep the keeper from actually appearing at all. Build some platforms and place them right smack bang in the middle of the 3 massive power modules. I dont know why he simply doesnt show up anywhere, all I know is that this prevents him from attacking or even showing up! You still get the notifications about him being trapped DESPITE him not actually being there. Its a bug I think. Anyway think yourself lucky if he dont show up as he is painfull with his quad firing ion beams. 9. As you are moving the last of the devices into position to trap the keeper a good idea is to retire all but 4 of your ion frigs for flaks and maybe a couple torpedoes. This will prepare you for the next mission. --Alternate Strategies-- "My god these ships are tough! In short: Use pulsars to take out the drones and make the keeper self-destruct with some pillars...then run away! 1:At the start of the mission you will be told to send a scout to confirm the location of the Dreadnought (The Gatekeeeper of Sa'Juuk). After that follows a long cinematic and a you translate the following from the keeper that comes out: 'The Keeper has awoken. The Keeper understands. The Keeper has seen the enemy.' That means something bad is going to happen... The Keeper - a super ship, the Oracle refers to it as an ancient protector of the Progenitor ship. "It will stop at nothing to destroy us". 2:Now The Keeper launches drones - some little strong ships. Karen S'Jet tells you that they are vulnerable to anti-vette weaponry and says you should send your pulsars. The drones are not THAT hard to beat. It says that you need to use movers to retrieve the Deadnought. Send them. The problem is that The Keeper hyperspaces in & out and its impossible for you to destroy it using ordinary weapons. No, you don't use the Dreadnought, its weapons aren't online :(. Sorry. But, it says you have to send probes to some location to look for some triggers to some energy thingys. Anyway, when you find them send the movers to get them and connect then. 3:By this time you will be overrun with drones. I never dropped what you pick up with the movers - like the Dreadnought or the triggers so I dont know what its like. If and when you manage to connect the triggers to the pillar-like structures with the movers a short cinematic will appear at the first connection. Then when you connect all of then there will be alot of drones I presume.. Then when you lure The Keeper in between the pillars the MS detects overwhelming amounts of energy inside it and that it says that you have to escape before it self-destructs! She's gonna blow! Fire in the hole! Anyway, now all your ships go inside your MS and Carrier and the whole thing hyperspaces with the Dreadnought and the movers, the frigs, etc. You dont get to see how everything blows though. :( Mission Walkthrough by Vlad Spy for MouseNo4's document!" VladSpy2005/ViceSpy2005 "vladspy_2005@hotmail.com" "vicespy2005@yahoo.com" ----------------------------------------------------------------------- ~ -X-9- MISSION 09 ~ ----------------------------------------------------------------------- Endless waves of fighters...Where is my gravwell gen? [Counter Attack] In Short: Repair the now damaged DN. Protect the fleet. 1. As soon as you enter the mission you see a small fleet of 1 BC, a D, 1 HMF and an assault come in to make sushi of your DN. The lowly fighters that start attacking get wasted by blue fire (by whom I dont know). Unfortunately for them, your DN works its magic and fires its massive phased cannon array at the BC and wastes it in a single shot. This causes a massive overload in the DN and severely damages it. Bring in your 5 destroyers and start to work on the enemy D and 2 frigs that start to attack the wounded DN. You should make mince meat outta them. 2. Now comes the really tricky part. You should have about 6-7 hyperspace gates surrounding you. This means they are going to send shitloads at your from, not 1, 2, 3, 4 but 5 different directions. And not just fighters and vettes. As soon as you get the chance, place a decent minefield in all 5 directions. Imagine your looking down on the map, now imagine a clock on the map with your MS being at the centre of it. Place minefields at 12 (being straight up), 9 (left) 8, 6, 3, each with one minelayer each field. place your D's in front of your DN and waste 2 more D's as they approach. Then immediately 2 waves of frigs come at you from the top right. Use your D's to take them out. Now have your maxed out ints take out groups of fighters in one direction at a time, whilst your pulsars and gunships take out another. Have your fleet of flaks take out yet another direction. 3. As soon as you get the notification that the SY is hypering in, send it straight to your MS as it will get much better protection from close range. Use your bombers to attack any stray frigs as soon as they come into sight. If you get a chance for a quick strike on one of the gates, take it, as you dont get much chance for any kind of re-group. You will be stretched to your limit and prolly lose a frig or two, and maybe even a few squadrons of fighters or vettes but the important thing here is to keep as much of your stuff as possible. Dont go resourcing until you have eliminated at least 3/4 of the gates surrounding you. You will just draw attention to your vulnerable coll and mobile refineries. 4. Keep at them until you get the opportunity for a quick run at a gate. As soon as one becomes visible due to something being in sight of one, take it out. The more gates you take out, the lesser the enemy attacks get. Remember your trying to protect the weak ships such as your SY, infs or marines, def frigs and mobile refineries. Allocate coll to do repairs on anything that gets damaged. If you have to send fighters/vettes from one side to the other to attack some ships coming from another direction, there isnt much you can do about it but keep bringing over something thats good at taking whatever it is out. Ints, pulsars, gunships, flaks and torps and are good at strike craft so always bring them in to attack them. Pulsars, gunships, flaks and torps are good at vettes. Bombers, movers, flaks, ion frigs, torps and d's are good at frigs. D's are good at D's. Always allocate something to attack whatever it is good at, otherwise you will either get them killed or worse, they simply will fly around doing nothing but chasing the enemy! 5. Even if you have to split up a group to attack multiple enemies at once, its much better than losing a couple frigs or worse, your SY or an irreplaceable ship like an inf or your vaygr D. Be aware of the D that comes up behind your SY to sneak in a little supprise. 6. After a while the vaygr will launch a major strike consisting of 1 BC, 2-3 D's and at least 10-15 HMF's. Assign ALL of your D's into attacking the D's first. Bring up your frigs to help only. Use your bombers to get to work on the frigs and the D's. Any vettes you have left make sure the bombers dont get annoyed with the fighters. Dont attack the BC. Instead waste everything else and 'MOVE' you marines or infs right next to the enemy BC. The trigger for self defence is if you tell your cap frigs to cap it from afar, the BC will target the cap frigs right then and there. when your marines are sitting right next to the BC, then tell them to cap it. Hoorah! Your first BC! You can pretty much use that (once repaired of course) to win the entire mission from here. 7. Use a scouts ping ability to find the last remnants of the enemy. I would suggest rebuilding any lost ships and doing any research that you need before wasting the enemy as a battle awaits immediately in the next mission. Captain Sobaan hypers in when the last vaygr have been eliminated, with a carrier and few other capital ships on his tail. He gives you important coordinates of a future mission - dont worry you dont need to remember these. He gets captured but the carrier and the fleet enters hyperspace. The fleet hypers out in order to give chase. But all goes awry. ----------------------------------------------------------------------- ~ -X-10- MISSION 10 ~ ----------------------------------------------------------------------- What?!?! You gotta be joking right? 4 invulnerable keepers laying waste to my whole fleet? Gimme a break! [Keepers of Sa'Juuk] In Short: Defend the fleet. Pound the living crap outta the keepers as best you can. 1. Now this one is extremely hard not to lose half your fleet in. First off you will be pulled from hyperspace and pretty much immediately be set upon by 2 keepers. There is not a lot you can do here. Pretty much as soon as your able to, split your forces into two and start pounding away at one of the keepers with 200% of your firepower. Remember you want to cause way more damage than you can actually give. The more of a beating you can give them, the better your chances. 2. Just keep pounding them until they disappear. A good trick might be to use mines but its really up to your personal preference. It may or may not help, but hey you cant actually defeat the keepers. Even if you did manage to kill a keeper, I have been told the game crashes or the mission fails to end. So unless you have 15 battlecruisers, its highly unlikely you will be able to kill a keeper. 3. Soon Bentus will appear close to your fleet and tell you that they can fix the great cannon. A good idea is to have the DN a small distance in front of the MS to lessen the time to be repaired. As soon as they arrive high-tail the DN to the Bentusi ship and dock it with them. You will want to get it repaired as soon as possible. This will take ~ 10 mins. In this time it would be a good idea to move all your mobile refineries around, all your carriers through a few waypoints and generally move your non-combat portion of your fleet around a bit to throw off the keepers. This is mainly because the keepers primary targets are your destroyers, carriers, mobile refineries, MS and frigs. There is no one target. 4. I wouldn't bother with collecting resources as you will need every coll you can lay your hands on with repairs to the major damage inflicted by the unbelievably powerful keepers. They have a quad ion cannon array that can stay firing forever. So any ship under attack by them will not last long. As soon as a keeper has started firing at a ship with its ion cannons, target it with everything you've got. 5. The DN will be repaired within a lengthy time and you can then fire it on your own. It does massive damage but it just doesn't kill the keepers. So just keep them at bay for a little while longer. The Bentusi will offer up one final gift to the Hiigarans. A sacrifice to destroy the 4 keepers with the Bentus self destruction. Pretty much as soon as they say farewell, you leave and win the mission. I hope you didn't take too many losses. All I lost were a few frigs. ----------------------------------------------------------------------- ~ -X-11- MISSION 11 ~ ----------------------------------------------------------------------- Why? Oh why!? Bentus! The kickass race of Bentusi are gone! Forever. [Sacrifice] In Short: Use DFF to protect the coll as they nab the core pieces. Waste the enemy fleet who steal the third piece. 1. This one is pretty easy. First off. Send a coll with two DFF as protectors to grab the first and second piece that are the closest. Send the rest of your coll fleet to start on resources. Send refineries to help em out. 2. Research the battlecruiser tech and then immediately upgrade it. Dont build a second BC. You will want to cap a vaygr BC as they are far more powerful. Bring all your D's, BC, all your frigs and at least 2 or 3 cap frigs to the main wreck. 3. You will be told of an enemy fleet hypering in. It consists of 4-5 D's and about 15-20 frigs. The frigs are split in two. The D's are nearly always in one whole group with maybe a single D in the other group. There is a carrier with them as well as a SY. 3. Now you will want to attack them on your terms so I would suggest you bring in your big guns to start to work on the D's and frigs. concentrate on the D with your D, frigs and BC (if you have capped the vaygr one you were 'handed on a silver platter'). Once these are gone, take out the frigs with ease. 4. Pretty soon you will be told about an enemy Vaygr fleet stealing the third piece. Send all of your heavies directly over to them. Don't worry about radiation as the only radiation is within 1km of the actual core pieces. As long as your ships don't go near them your fine. There should be 2 carriers, one BC a D or two, depending on your own fleet size, and many frigs. Concentrate all of your heavy firepower on the carrier and any D's and frigs. As soon as anything gets to the yellow in health, send em home. But make sure you put them on evasive so they go at full speed and not 'fireing while engaging' kinda thing. 5. When the carrier goes down in flames, split up your forces into halves and continue spitting death at each of the D's. Well before the timer runs out, waste the carrier and it will spit out the core piece. If you want time to build/research etc then don't pick up that piece for a while. If not send a coll in to retrieve it. 6. Now you got a choice. You can either proceed to bring your heavies in to the enemy SY and waste all of them or you can skip em and go straight to retrieving the core fragment and win the level. Its up to you. The SY is to the left top of the Bentus wreck. There are a few D's frigs and fighters there. I capped the BC here because its got a little more firepower than the hiigaran equivalent. You can do the same if you like the vaygr one better. Plus it just looks hot! =) --Alternate Strategies-- "You can have a great beginning (and I mean GREAT beginning) if you send the dreadnaught+battlecruisers+destroyers+4 collectors (I used both battlecruisers, 5destroyers, 4 collectors) towards the third (furthest) core piece, they will be about halfway there when you receive notice even about the radioactivity surrounding the cores. To protect the left flank, I used maxed torpedo frigates and a few pulsar corvettes For the time I got the warning about enemies hyperspacing in, the fleet was almost in position, as soon as the carrier hyperspaced in, I took it down. Without a carrier, they just couldn't take the cores. Afterwards, it was just a matter of bringing the battlecruisers/destroyers down. And without reinforcements, the shipyard was an even easier prey." "However, I have to add in there that, after taking the first carrier down, another may hyperspace afterwards (Easy prey, too)." "Isocryd" ~o~ "The Vaygr BC that hyperspace in with the carrier has a hyperspace module! Once captured, dock your fighter/corvette (max 5 groups) to this BC and the remaining ones (plus some resource collectors) to your carrier/SY/another BC. Combine them with more destroyers/frigates so that they are of the right size to be hyperspace together with the BC. Now, you can designate them as a strike force to launch surprise attack at the Vaygr force during the later missions. Imagine being able to hyperspace them next to a Vaygr SY, release all corvette & fighters and start wasting the SY and its escorts when they are not yet ready for battle! The fun sure beats the lower RU collected (lesser wreckage at the end) and the cost to hyperspace!" "Deep Striker" I have checked this one, and the only BC in the mission is now mine, but it does not have a hyperspace module on it. The SY has one but you cant capture it. It may still turn up but of all the times I have played this mission I have not come across it. ----------------------------------------------------------------------- ~ -X-12- MISSION 12 ~ ----------------------------------------------------------------------- HOLY MOG! ~6 BC's and ~10 D's and about 40 frigs!?!?! You are joking right? [Thaddis Sabbah] In short: Build max cap ships and frigs and be prepared to do ultra micromanagement. Mission is not as hard as impossible. Sure its hard as hell but with a good strat you can win it with a sizeable force left. This strat requires this setup: xxxxxx - 5x minelayers PPPP - Gun and ion plats COLL __ COLL BCDNBC COLL - BC X2 and DN RU| B + M D D D D D P + I - Bombers and movers; 5X D's; -- pulsars and ints MOBREF FRIGS - Mobile refinery; 4 ions, 4 torps, max flaks CARRIERS MS - MS SY - SY 1. A good idea is to have the DN (obviously), 2 BC's, 5 D's and the rest in flaks (majority) at least 4 Ions, 4 Torps and 2 DFF. In fighters/vettes I would suggest a max of bombers and pulsars. One or two minelayers would be a very good addition. I had 5. 2. Now as soon as the mission starts build ion and gun plats to max at about 1/2 each. Whilst they are building bring your 2 BC's and DN just ahead of the resources on the left and stop them. Make sure everything is set to [F2]. Bring your D's in right behind them. Your frig wall should be behind the D's. Move your fighters and vettes up behind or beside the frigs and be ready to do some micro on them. Move your minelayers out to just out of your BC's firing range and start dumping a mass amount of mines. Remember to pull them out as soon as you see any enemy coming. Just tell them to dock. NOTE: make INDIVIDUAL minefields as having 5 minelayers make one minefield is just not efficient and is a waste of space. Have them make a minefield on the exact same area. This means a mass amount of mines that the enemy is gunna suck right down their throat. 3. Send half the collectors you have to mine for RU's in the nearby patch and move any refineries you have to that location. Have the other half near the D's. Any carriers you have, bring them up to just behind the frigs so as to effect the FCT on the frigs. 4. Now as soon as the plats are done keep at least 2-3 building ships making new ones (they wont build as you are at the max but they will when you lose em). Now change two other building ships to making collectors and assign them to 'drag select repair' your D's and BC's. What I mean by this is with your collectors selected, press the [y] key and drag a box over the BC's and D's. Now as soon as any of em sustain any damage they will be immediately repaired. As soon as you have max collectors start on more fighters and bombers. 5. Now wait a very short time and as soon as the big stuff arrive like D's send your entire plat group to about halfway between the mines and your BC's and DN. Send in your pulsars to start on the fighters and bombers to start on the D's. If placed correctly the mines should take out the D's and nearly all of the frigs. When the inevitable BC's turn up start your bombers on their heavy missile batteries. These can turn the tide of the battle in the enemies favour very fast. This is good because it buys you more time. If the pulsars finish off a majority of the fighters have them attack the D's also. But be careful if more fighters turn up and start attacking them. Remember the main target of the fighter screen is to take out the fighters/vettes and bombers. Once you see the BC's start to arrive, make sure of whether you want the BC for its extra abilities like the 'hyperspace inhibitor-FCT' combo'ed BC, the 'cloak generator-hyperspace inhibitor' BC or the 'FCT-cloak generator' BC as these are always going to be better than a simple BC and worth more than your own captured BC(s) from the previous missions. If you see one of the three BC's mentioned here that inhabit this area, it would be better to either retire your own BC's or simply scuttle them if you cant wait in order to be able to capture the new and better ones. 6. Once you are losing way too many of the fighter screen pull them back behind the frigs. Dock the fighters and vettes with either the carriers or the BC's and rebuild. Now manually fire the plats on the cap ships as they come closer. You will lose all of these but it will soften up the cap ships greatly. If you lose one or all of your minelayers I would suggest replacing them as they do a hell of lot of damage and can mean the difference in a long and drawn out battle. 7. Now as the last of the plats goes up, get ready with your main force of BC's and DN. Move your DFF up behind the 3 of em ready to activate its shield on either BC and help it survive. Whatever you do don't move up anything yet. Make sure nothing moves anywhere. Unnecessary losses are not a good thing. The frigs and strike craft have a nasty habit of moving up and into the firing line (esp the damn marine frigs) and pretty much being like a car is to a truck: a speed bump. 8. Just as the first of the BC's fires its missiles at whatever pause the game and have a look and find out what the missiles are firing at. Once you have found out what its aiming at bring the DFF on to protect the victim but keep it out of the fire fight. Make sure your DN has a good firing posi. Concentrate all of your fire on one captital ship then when that one goes up, hit the next and so on. Concentration is the real key to this mission. Imagine this - a capital ship does the same amount of damage when its at 100% health as it does at 10%, but 5 of them do less damage than 6. Therefore its better to have less enemy ships of the same value than to have many of lesser health. 9. Always keep a good eye on health and make sure you have at least something repairing it as this is critical. You should have wasted the first few cap ships with ease. Now don't move. Wait for them to come into your home field. As the next wave hits continue to wait for them to start firing then you begin firing. You want them to come into range of YOUR plats and YOUR mines. 10. As an optional you can move your fighters and bombers in to help finish the capital ships off but this is up to you. Personally I dont use fighters for anything other than anti-fighter jobs. Bombers are good for capital ships and are sweet at the heavy missile battery. When capturing a ship many options to think of are as such - many scouts EMP blast can serious hinder a D or a BC but it has to be worth building that many scouts for. If your after a BC, have bombers take out its heavy missile battery before sending in your cap frig as it can launch its missiles at a cap frig that is actually on its hull. If your using another BC, the DN or a D to act as a sponge for its damage, make sure you have coll nearby to make sure it dont take too much of a pounding than it can actually take. Take out its engines if you are really worried about its trio of trinity cannons causing a problem. Dont tell a cap frig to actually capture until its right next to it, as its written in the game code that the trigger for self-defence is a capture command sent by the player with a capture frig. 11. Now comes the last and final wave. Make sure your ready for it. As it comes in give em everything you've got but be ready to turn the main force around in a split second as normally a BC and 2 D's come in from the somewhere to either side of the MS or your main force to attack your MS and SY. When this happens ignore everything and bring your DFF in to protect the MS when the BC's missiles fire off. They will hold out just long enough for the main force to get back and wipe out them for good. Now if you were lucky and did most of what this has stated with a little bit of the good ole intuition you will have at least 2 BC's the DN and at least a few D's with maybe 3/4 of your Frigs left. 12. Await the inevitable mass enemy coll to start searching for the wreckage as they now have nothing left to harvest. Waste them on site. This is a sign that the vast majority of the enemy force has been defeated. Now is a good idea to gather up all of the wreckage and build up your fleet again to start searching for the enemy carriers. As soon as your fleet is whole again go round in a half circle to the left and collect a few carriers on your way to the station. There is at least a BC and 2-3 D's sitting by Makaan who is stationed around behind the command station. Sometimes there is a BC a D or two and 1-3 frigs in front of the station to take care of. There is an enemy SY to the right of the station and one on the diagonal left top. With your new force you should wipe them out pretty easy. Send Makaan running and then do a scout ping to find the enemies cap ships for the wreckage to salvage. Only then would it be a good idea to finish the mission with a cap frig on the station. Do any research whilst Sobaan is on his way back and make sure your force is ready and at its max. Since the last few missions I havent been able to get below 50K in RU so you should be able to get at least some of that amount. The most I had before this mission was about 95K RU. --Alternate Strategies-- "The offered strategy is fine, but there is a small addition. BC's and D's engines should be the main target for the bombers! Once you've detected enemy coming send your bomber fleet do disable as much engines as possible. It will greatly decrease the number of enemies you have to fight simultaneously. You can fight only one BC at a time this way. Anyway, it is much faster to cripple the ship then to destroy it with bombers. This strategy works fine in mis12, maybe it will work in further missions (I don't know, I've not completed the game yet)." "Dark Blade" ----------------------------------------------------------------------- ~ -X-13- MISSION 13 ~ ----------------------------------------------------------------------- For the first time you kill things in the opposite order. Fighters and vettes, all the way up to BC's! [Balcora Gate] In Short: Save the gate power generators. Destroy the Vaygr. 1. OK I wont lie to you, this took a few tries before it clicked what I have to do to win. Funny thing is, every time I retried the mission they TOLD me what to do! First off, forget harvesting. You will have heaps of time for that later. As soon as you are able to do anything, start racing your fighters/vettes and bombers over to the BOTTOM power generator. Pound the living crap outta the assault frigs there. Then begin to take pleasure in wasting the almost defenceless HMF's! 2. Now place your big guns in front of your MS and your frigs in behind, ready to take on any fighters frigs that get past your BC's. Allocate coll to each group of cap ships so that they stay in good repair. Begin construction of max ion plats. Make a mass minefield. Have them in the order, mines plats BC's + DN, D's then frigs. 3. Your fighters/vettes and bombers should easily grease their Autoguns with the Vaygr frigs at the gate power generator. Don't worry about the other two generators as it makes no difference if they are taken out. There will be a small force of 2-3 frigs from the direction of the gate and a medium group of fighters/vettes. Use your maxed out flaks on the fighers and your dual BC's and the DN to waste the frigs. 2 infs will come from the right. 4. With your main group, place a concentrated fire on the enemy BC's with your own BC's and D. As soon as any enemy frigs come into range of your BC's guns, open up on them with your frigs and pound them into Vaygr soup. But be wary and don't let them overtake your BC's or they will be the ones made into soup. 5. Pretty soon the frigs attacking the gate will be turned into dust. Take your bombers and vettes and send them back to base. 6. As soon as your main force gets a chance to break out, do so, and head off to the area before the gate. Send two DFF with them if you got them. Don't send them directly at the gate as they will be picked off one by one by about 6-7 BC's. Leave a token force at your MS to help the newly built ion plats. All this time be sure to keep replacing any lost ships with new ones. The new ones can sit back at base until you get a clear run all they way up to where the original ships were before you had to replace them. With the force heading to the blank area before the gate, keep the remaining force close to the MS so anything that gets attacked from the right wont only be protected by the ion plats. 7. Now you should have stopped the destruction of the gate power generator and then proceeded to join up forces with the main force. A good idea would be to immediately start attacking the BC's with your entire force of heavies. All the while, your pulsars and bombers are taking out the heavy missile subsystems on the BC's. As soon as a heavy missile subsystem is taken out, immediately start on the next BC's heavy missile. Remember this saves the asses of your BC's, DN and D's. 8. If anything gets into the yellow tell them to go to evasive and retreat from the battle. Send any coll to start repairing them ASAP. If you see a mass amount of missile going for one ship, order your DFF's to the targeted ship and activate its DF. Believe me its worth it. Imagine cutting those missile down by half. 9. By now you should have destroyed the BC's pretty easy with the fighters/vettes taking out the heavy missile launchers as this effectively halves their firepower. Take out anything that's left where the BC's were and start heading to the Vaygr SY. There should be the two massive forces of frigs near the SY. Between 20-30 frigs approx. 10. They wont actively attack. Put your force just outside of their visual range. Now build one or two minelayers and start mining the area between your main attack force of heavies and the enemy frig armada. Have a fair few mines ready before sending in your heavies. Make sure they are fully repaired and stocked up with replacements before going in. Ideally you want to have your forces firing from within the field so that coupled with your guns wasting em, your minefield will chase em down and waste at least half of em. Mines are extremely potent. You could kill a BC with only 3 minelayers. In fact I have done it. PAP. 11. Now as your are starting to finish them all off be ready to pull anything away before they get destroyed. Before you start on the enemy SY, prepare your forces by retiring all of your replaceable frigs like marines, ions, flaks and torpedoes. If you have any Vaygr frigs, just leave them be. If you have Soban still, don't retire him as he is very powerful. Retire any bombers/movers you have as you wont need them early on in the next mission. Before you waste the SY, you shouldn't have very many frigs, bombers or movers. Leave your pulsars be as you will need them. Replace anything you have lost in the way of D's and BC's with the RU's on the map due to wreckage. When your ready, waste the SY. Onward! End note: Dont forget the Sensors Distortion Probes. They are good for protecting the minelayers whilst you continuously dump mines that track the enemy BC's! --Alternate Strategies-- "Start Balcora Gate Made Easy… The real problem with Balcora Gate is that the machine calculates Vaygr forces you will face at the rate of about 1.75 times based on your own. I think the idea was that you will always face long odds no matter how well you have done up to that point. There is a very easy way around this. In the scenario before (Thaddis Sabbah) wack all Vaygr forces, but, don’t save Captain Soban just yet. No worries, he’ll he just fine. Salvage as much as you can and build your maximum in carriers (4). As each new carrier is built, as soon as you can, build the modules required for fighters, corvettes, and frigates. Then junk everything a carrier can build: all fighters, corvettes, and frigates. By now you may have a clue as to where I’m going. But, it gets better. Now you can produce at 6 different spots simultaneously. This is a HUGE advantage. Next lose any BC you have, they’re not worth the RU for this one. Make sure you have 5 Destroyers. They, on the other hand, are very cool. Set up the following and ‘Pause’ the construction just before the completion of the first: Carrier 1: 5 Interceptors & 5 Bombers Carrier 2: 5 Pulsar Gunships & 5 Gunships Carrier 3: 5 Flak Frigates Carrier 4: 5 Flak Frigates Shipyard: 5 Ion Cannon Frigates Mother: 5 Ion Cannon Frigates This will work and is more then enough for what you need. Your taste may vary. Your going to encounter very little in the way of Vagyr-butts. Now go get Soban and let him blow the Station for you. Scuttle the Marine frigate. It will just be in the way. When you come out at Balcora Gate, the pause on all the builds will automatically be removed. Sidle to the right at about 85 degrees and down to the lower right Vaygr morons attacking the gate. It’s kind of hectic to get your groups assigned, but, liberal use of the Pause can solve that. The only other thing depends on what you want. You can go ahead at the end and wreck the SY at which point you the Dreadnought will open the gate to Sajuuk or you can hang out, wreck all the other forces and regroup a bit. This technique is really unneeded in the rest of the scenarios as Vaygr forces are pretty much fixed." "Christoper W. Pittsburg, CA" ----------------------------------------------------------------------- ~ -X-14- MISSION 14 ~ ----------------------------------------------------------------------- More #@$#$%^ BC's. Dam I wish I had that many. [Balcora] In Short: Waste the attackers as they come. Cause the attack trigger and let them come to you as you waste them one by one. 1. Right off the bat, start on 6 ions, 6 torps and the rest in flaks. Build max bombers and movers as soon as that is complete. If you don't have 5 minelayer corvettes, make em ASAP. Place your heavies out in front of your MS, your new frigs just behind them and your coll repairing any damaged ones. You will be attacked from right in front of you with a few D's, frigs and fighters. Allocate a few squadrons of bombers and movers to waste the frigs, your BC's DN and D's to attack the D's and fighters to go after the fighters. They should fall quite easy. They are so easy prey to the might of your BC's, DN and D's with pulsar support. 2. Set everything to evasive tactics and ensure nothing wanders off. Now send out your pulsars/vettes and bombers to the weird looking ship out in the middle of the map. Send them to just paste any ships on your side of it. 3. There is two easy methods for doing this mission. METHOD 1 Dump a huge mass of mines in front of your heavies. Have your pulsars and bombers attack makaans huge fleet with the intention of When the luring them back to the wall of mines. whole fleet of 4-6 BC's, 3-5 D's, a slew of frigs and fighters start to chase you, high-tail it back to your main fleet and dump em behind your frigs. The entire enemy fleet that is stationed to protect your target, Makaan, will eventually charge you at full throttle and attempt to, err, throttle you. :) He will be chewed up good with the huge amount of mines you dumped. As soon as they come into range that the missiles start flying around, send in the heavies very slowly. Remember to keep coll near so that when something gets even remotely damaged, you can quite quickly repair it to full health and within minutes have it back in the battle with full health. When you have slain about half of the BC's send in the swarm of ion plats right into the guts of the enemy fleet. 4. They should fall like flies now. As soon as you have wasted that entire fleet, you then have a big choice. You have two options from here. You can proceed to the left of your position and lay waste to approx 1-2 BC's, 2-3 D's and about 20 frigs and millions of bombers or you can go for the flag and head to the enemy flagship and waste it ASAP. One way gives you like between 50 and 75k in RU with very minimal losses. The other way offers much more RU but a little more losses. METHOD 2 This a lot slower but you can pretty much waste makaans huge fleet with 5 minelayers and about 4 sensors distortion probes. First send in a sdp to about level with sajuuk. Then send another to about 2500km of the closest enemy fleet. Now bring your 5 minelayers to the same posi as the sdp and start dumpin a really short line of mines. NOTE I said a line, as its no point making a huge wall when as soon as a mine gets dumped it goes after an enemy ship. Have each of the minelayers lay about 3 mines each all parallel to the enemy ships. If placed correctly the mines will track the enemy and blow on their hulls. But the best thing is, they just sit there and take it! Walk the mine walls closer to reach the farthest ships and make sure you are under the sdp's influence. 5. Be aware that if you go to the left side of the map, the enemy will utterly swarm you with bombers and frigs. They have more frigs and bombers there than you have ever seen in one place. The good thing is they only have a couple of BC's and a few D's So a fully fledged fleet should take them on as a fair bit better than equal. By using the tactic of draw and overwhelm this shouldn't be much of a problem. 6. To draw and overwhelm, all you have to do is entice the fighters to come out, and then when they get too far out, totally overwhelm them with fire from the flaks and fighters/vettes. Then do the same with the frigs with cap ships as the killers. Then finally begin to use pulsars and bombers on the BC's heavy missile launchers and then the D's whilst your heavies focus on the BC's themselves. Note: Make sure you have either a carrier or a SY before ending this mission. ----------------------------------------------------------------------- ~ -X-15- MISSION 15 ~ ----------------------------------------------------------------------- Thank Christ for small miracles! This one is easier than mission 1! Although I failed it first time just to watch the awesome effects of the planet deprivation missiles exploding on the planet... [Return to Hiigara] In Short: OMG! OMG! Last mission! Congratulations on reaching mission 15. Waste the Planet Killers and any missiles they launch. 1. This mission is a PAP. Really it isn't much harder than mission 1! Well first off you DONT have a MS anymore. You dumped it and let it drift in space. Everyone jumped aboard the Sa'Juuk with good ole sexy Karan S'Jet. The only production facilities you have left are any carriers and a SY if you have it. OK First off. Leave the Sa'Juuk there for the time being. Send out your entire force to help with the Hiigaran defence. Note: You don't really have to do jack, but its a good feeling helping someone who has just said that they aren't going too well. Besides do you really want the Vaygr to get away with reinforcing their stuff with the carrier in the middle of the map? After all the stuff you have gotten through to have as much as you do you don't want to just let them have it do you? Anyway start constructing 9 ion plats, and 12 ints. If you still have any bombers, trade em in ASAP for ints. 2. You will be shown and told of 3 Mothership class hyperspace signatures entering the system. These are gargantuan Planet Killers. Huge missile batteries. First of all these are defenceless. Second of all they only launch missiles that are extremely weak. And finally only the Sa'Juuk can harm the Planet Killers. The idea here is that these ships are launching massive planetary deprivation missiles at the planet below you. Righto onto the their destruction. 3. Right, you will notice that the Sa'Juuk can hyperspace on its own. Hyperspace it to the far left SY marked on the sensors manager with a ping. Don't worry, have a look at the damage rating on that thing. You aint gunna worry when you see it. Proceed to waste the SY, then the planet killer. 4. As soon as 4 of your ints are done, estimate a line directly from each of the planet killers to the asteroid belt along the middle of the map. Now place your 4 ints on any one of those imaginary lines from the planet killers to the asteroid belt. This is where the planetary deprivation missiles will go. Send 4 ints to each part of the belt (3 points). 5. When you are told about missile being launched you should just be finishing off the first planet killer with the SY being wasted almost instantly. Now send it to the far right planet killer and start killing the SY or carrier (depends), then the planet killer itself. Make sure that the missiles that do get launched don't make it to the asteroid belt or your doomed. Use the ints for this. As soon as the ion plats are done, send them to just above the asteroid belt as a precaution. 6. As soon as the second planet killer goes down, you will notice that the last one spits out missiles like there aint gunna be no tomorrow. Well, hyper the Sa'Juuk over to it and make that happen. Clean up any remaining missiles whilst you wait for the planet killer to die. DIE DIE DIE! As soon as it goes up, the ENTIRE Vaygr fleet flees from your might! The last of the missiles detonates, you have won the mission. And the game. On behalf of myself and the Hiigaran space fleet, I congratulate you on completion of Homeworld 2. I hope you enjoyed the game, the story and this walkthrough. Thanks for reading this and buying a great game. -- Mouse _______________________________________________________________________ ~ -XI- Build Times ~ _______________________________________________________________________ TBC _______________________________________________________________________ ~ -XII- Multiplayer Tactics ~ _______________________________________________________________________ Submit yours! Richard Shannon: (dani.shannon@comcast.net) "One of my favourite tactics for Hiigaran warfare is to equally split my ships, since the limits are even numbers, i.e.: 7 Interceptors 7 Bombers 6 Gunship 6 Pulsar Gunships, and put them into groups designated by what they do (anti-capital, anti-strike craft). The same goes for when playing as Vaygr, but I overuse hyperspace platforms from beginning of the match to the end. I keep moving my forces, scuttling gates, building more, etc... so the enemy never finds me, or until I have surrounded the enemy and move everything in at once and overwhelm my opponent. Works just about every time." _______________________________________________________________________ ~ -XIIV- FAQ ~ _______________________________________________________________________ NOTE: Some of these questions don't have answers, as I either haven't had time to make sure 100% that they are all correct, or simply dont know the answer as yet. And yes these people were given an immediate reply, I just thought it a good idea to post the questions here so I dont have to repeat the solution. 1. QUESTION: "Your walkthrough says: Now start to feint an attack on the destroyer but then begin a waypoint circle right around it so as to keep it occupied (it cant hit anything). Wait about 1-2 mins then bring the capfrig in to cap it. I've tried feinting an attack with every speedy ship, and the destroyer won't fire its missiles on anything that could outrun the missiles. The closest I can get is using a resource collector, but the missiles catch up to that eventually. That lets me bring capture frigs close before one gets missiled. If I have it run away, it gives the remaining frigates just enough time to capture it before the one running away is destroyed. Is there a better way?" "Michael Grose" ANSWER: Dont tell the cap frigs to capture until they are virtually on top of the D. Telling them to capture effectively activates the self preservation trigger with which heavy missiles up the tailpipe usually ensues. If you cant figure it out that well try using 4 cap frigs all at once, as one of em are bound to successfully capture it! =) Trust me the D makes life a lot easier in later missions. ~o~ 2. QUESTION: "I was reading your Walkthrough on GameFAQ's, and I have asked everyone I know that is playing it and I seem to have a lovely glitch with my copy. On Mission 4, your walkthrough and those who have played said that the mission pretty much ends after you've destroyed the large base and the small fleet that gathers to the left of it. So, why is it that every time I have played it, my mission doesn't end? I have tried killing EVERYTHING on the map, doesn't work. I have tried to kill everything on the map via cheating, and that still won't end the mission for me. Any ideas?" "Chris Dragon" ANSWER: The only suggestions I have at the moment is to do things in order. 1. Kill the hyperspace inhibitors at the three locations, 2. Kill the station, 3, Kill the SY. Other than that I have no other advice yet. ALTERNATE ANSWER: "Well, that same thing actually happens to my game, and the only way to complete that mission was by doing things in THIS ORDER: 1. Destroy the 2 Hypergates on the center and right side. 2. Capture the Hypergate on the left side. 3. Blow up all of the Hyperspace Inhibitors and everything should be fine by then... Just play as usual. I have the Spanish 1.0 version of the game and seem to be the only one with that bug around here... I hope that solves the problem. Hoping to be useful," "Arkahngel" ~o~ 3. QUESTION: "Hi there, I want to thank you for writing the Homeworld 2 faq which has many helpful tips. I've been stuck on Mission 4 for a long time and found it impossible to deal with the massive amount of enemies just keep on coming. In your faq, you mentioned to take out the hyper jump inhibitors and the enemies nearby first. I tried to follow that advise but couldn't find a break where I can assemble enough bombers and pulsar Gunships while being attacked non-stop. Am I missing something? I'd really appreciate if you have more pointers to share. Thanks" "me" ANSWER: Excerpt from v1.1 patch readme: "Singleplayer Game Fixes c. Mission 4 i. The difficulty level has been reduced." ~o~ 4. QUESTION: "Hey Just killed all the enemies in mission 9. The mission doesn't want to complete. I sent probes all over the map to find remaining enemy forces without success. I don't know what to do. I destroyed all the Hyperspace gates and there are no more visible enemies. Didn't use any cheats at all. What do I do??" "Simon Poirier" ANSWER: You must use the scouts special ability called the 'sensor ping' which pings the map for any enemies and displays them for a short time. I would advise going to the sensors manager before pinging, just in case it fades before you see the whole map. Another good idea is to pause after pinging to allow you to analyse all ships on the map whilst drinking your coffee. ~o~ 5. QUESTION: "HI MouseNo4, I noticed in your FAQ that you mention resourcing wrecks. Do you have to do it manually or will wrecks be resourced automatically at the end of a mission when it says resources collected? Thanks" "Rasul Oman" ANSWER: Wrecks will be harvested at the end of all but the last mission (obviously) along with any uncollected resources. ~o~ 6. QUESTION: "Hey man, man for the life of me, I cant get passed level 12. I try to save the DN and keep resource units repairing him but just when I get close....another wave shows up and does him in. And I cant get close without him.....I need a break!!! AHHHHHHHHHHHHHHHHHHHHH any thoughts would be appreciated.....thanks" "Jim Lurg" (nascarlurg) ANSWER: I have updated my mission strat. Please refer to this for an accurate and thorough answer. ~o~ 7. QUESTION: "Hi, I was just wondering if its even possible to capture carriers or shipyards at all in the game? I'm currently on mission 3, the mission isn't hard but I've been wasting ages trying to capture the enemy carriers. (This is the mission where you have to save the shiyard.) I send three marine firgates to capture a carrier, wait for blue bar to reach the end but the carrier does not get captured and my marine frigates do nothing. I also heard that shipyards can't be captured for some reason. Which brings me to question why on Earth can the enemy capture mine on mission 3? Just in case there are other ships that I can't catpure? I can capture Motherships later on right? Any help would be great. Thanks" "Derek" ANSWER: You cannot capture anything that can produce units. This includes carriers, shipyards and of course the flagship. However you can capture the battlecruiser but cannot build any subsystems on it. The reason for this is to prevent you from building more units than your cap limit allows. Its just a shortcut Relic used to prevent the big problem they had with a HW1 mission where you could literally capture like 100 Taiidan ion cannon frigates that were in a circle formation. This would make it unlikely that you would lose the following missions. Think of this as a way to nip the bud before it grows kinda thing. The difference to multiplayer and skirmish is that the only thing you cant capture is the things you literally have no way of capturing anyway, like strike craft and corvettes. _______________________________________________________________________ ~ -XIV- Copyright And Disclaimer ~ _______________________________________________________________________ #Removing or editing this section to make it look ok for your site is # #still a breach of copyright. As well as hosting this despite me # #disallowing it to be hosted on your site. # This document is (c)2003 Lindsay Butler AKA MouseNo4. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site other than the ones listed directly below in the 'permission granted' section, or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ~o~ Current sites WITH permission to host this guide in its current version (permission granted): GameFAQ's http://www.gamefaqs.com Action Trip http://www.actiontrip.com Cheats.DE http://www.cheats.de NeoSeeker http://www.neoseeker.com This guide should not have been hosted on any site other than GameFAQ's prior to v0.55. Only GameFAQ's should be hosting any version prior to v0.55. This includes v0.1, 0.2, 0.3, 0.4, 0.45 and 0.5. If this guide is hosted on a site other than the one(s) above please email me with the link to it so I can take action to fix it. Current sites WITHOUT permission (black listed), and will NEVER be granted permission are as follows: 911 Codes http://911codes.com 9 Lives http://www.9lives.ru/eng/ Cheat Index http://cheatindex.com Cheat Matrix http://cheatmatrix.com Cheat Search http://cheatsearch.com Cheat stop http://www.panstudio.com/cheatstop/ CNET Game centre http://games.netscape.com/Faqs/ Console Domain http://www.consoledomain.co.uk Dirty Little Helper http://dlh.net Games Domain http://www.gamesdomain.com Game Express http://www.gameexpress.com Games Over http://www.gamesover.com/ Mega Games http://www.megagames.com Ultimate System http://www.flatbedexpress.com VideoGaming.net http://www.videogaming.net/ Cheat Code Central http://www.cheatcc.com Absolute Games http://www.ag.ru Cheat Book http://www.cheatbook.de Cheat Channel http://www.cheatchannel.com CheatBook-DataBase 2004 http://www.cheatbook.de/lxb2004.htm I do not support FAQ stealers. Some of these sites are actually really good sites. They just refuse to ask first before posting someone's FAQ. If you are NOT listed on this black list, and wish to host this FAQ, then by all means send me an email ASAP and I will immediately begin the respectability test and hopefully will give you a reply within 24 hours. Note: Edited web site title and address list copied from Nicholas Henson aka SinirothX's FFX FAQ. If you own, run or work for a site (other than those that are on the black list immediately above) that wishes to host my FAQ, please send a politely written email to my address with the topic being HW2 FAQ, Homeworld 2 FAQ or something very similar. My conditions for hosting my FAQ are as follows: 1. I reserve the right to have my FAQ removed at any time without question. 2. It is unaltered in the slightest. Not one character. 3. You are fully and ultimately responsible for keeping it current. The latest version can be found at www.GameFAQs.com. 4. I must be allowed to see it hosted on the site upon permission being granted. 5. I also must be shown the 'User Agreement' or 'Terms of Service' of your site or equivalent. If your site does NOT have one, then omit this condition. If for any reason you cannot abide by any or all of these conditions, then I am sorry but I have to deny your request. Any language conversions are to be noted in the email. ~o~ The author of this document is not affiliated with the creators of this game in any way. Although I really wish I was. I am not responsible for any damage to anything of yours that ensues from using any or all of this document. As the old saying goes, 'use at your own risk'. Hehe All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. _______________________________________________________________________ ~ -XV- Credits ~ _______________________________________________________________________ As the GameFAQ's website states: [Quote] "Provide credit where it is due." If you copy someone else's work without permission, that's a copyright violation. If you use someone else's work as a basis for your own without credit, that's plagiarism. Providing credit to those who helped you, no matter how small their input, is simple and ensures the integrity of your work. [Unquote] MouseNo4 - Myself... for err writing this document! Relic - For making an awesome game. Sierra - For publishing it! Vaygr - For causing me endless frustration. Marine and Infiltrator Frigates - For causing me so much pain. Mosc - For his mission 6 idea. Osrevad - For his ascii art that he made for me. Despite not being able to use it. Yes I made my own art in spite of Seb Haque. Seb Haque - For using it in his faq instead of me. Also for his extrememly long relations guide. I spose I forgive him in that I am kinda using his relations guide inside my guide. But of course I dont HAVE to use it. ;) Homeworld Shipyards - For some data on ships, weapon names etc. Game Spot - For the same reason above (although personally I don't like GS - that whole forcing you to buy free stuff just aint right) HW2 Manual - Whilst not as in-depth as the original game manual, it was still ok. And of course GameFAQ's - For hosting my FAQ! (and putting up with my endless updates) Richard Shannon - Submitted multiplayer tactics. Nicholas Henson aka SinirothX's - Although I cant seem to reach you, I have used your copyright text and fully credited you with writing it. If you can read this, please send me an email so I can rest assured that everything is ok. Stephen Fitzgerald - Homeworld: Cataclysm story reference in Homeworld 2. Special Thank You's ------------------- GameFAQ's - For actually hosting my FAQ and staying up to date with versions. Also for putting up with my never ending updates. All of the other FAQers on GameFAQ's for their help with my FAQ and all of the problems with them. _______________________________________________________________________ ~ -XVI- Final Thoughts ~ _______________________________________________________________________ ----------------------------------------------------------------------- ~ -XVI-A- Cheats ~ ----------------------------------------------------------------------- CHEAT CODES ----------- So far I am not aware of any such within the game. However if you beleive there are, please email me and I will add them. HACKS AND EDITS --------------- > persistX.lua - (X) being the level number. X:\...\Homeworld2\Bin\Profiles\Profile1\Campaign\ASCENSION\ - (X) being the drive letter and (...) being the previous directories that you selected during installation. To edit the 'Level 2 PersistantData' file for example, open the file 'persist2.lua' file with a normal text editor. However this file only alters your fleet's status and research level. It does not alter or change the enemy fleet etc. Also note that this is starting data only and it has no effect on any savegames that you currently have for that level unless a savegame has been made after you started the level with the hacks/edits. Everything after the level you hacked is as normal. -Altering RU- This is very simple. To edit the amount of RU in the level when you start the mission scroll down to the very end of the file and alter the line that says ' RUs = X,' ((X) being the current value) to whatever you like. However I do beleive there is a limit. Of course I am not aware of what it is. -Altering Research- TBC -Altering Ships- TBC -Adding Ships- TBC -Removing Ships- TBC ----------------------------------------------------------------------- ~ -XVI-B- Ramblings ~ ----------------------------------------------------------------------- Ten most loved features of HW2 1. Better graphics - Those explosions are just hot! 2. Same quality story as HW1 and HW:C 3. Ship classes - I just love the fighter, Vette, frig and cap ship classes! 4. Same 3D RTS that I loved and adored from 1999 - They haven't changed the kickass formula in 4 years, now that's something. 5. They improved the task bar and put things on the same screen! 6. That dam DN gun, fooook its HOT! 7. The Vaygr BC. It just does it for me. 8. Onscreen displayes which are partially see-through. 9. When a Destroyer begins its attack of anything above a frigate, it will turn side-on to enable it to broadside its opponent and fire all of its guns at the same time instead of just 2 or three (Hiigaran/Vaygr). 10. You can zoom in on the actual missiles! Lotsa fun! TBC Ten most hated things in HW2 1. Extremely hard to use capture frigates - As soon as they come near their prey they get automatically targeted! Their primary role is capturing ships that are DESIGNED to kill them! Go figure. You have to tell ALL of your own ships to stop attacking the ship your capturing! 2. BC's, D's and Carriers are no longer super cap ship class? 3. HMF are just sooo overpowered. As well as the trinity cannon on the Vaygr BC. 4. Everything is now shithot at one thing and terrible at anything else. HW:C may not have been as awesome as the original HW but at least the units were multi-functional! Then again the Ramming Frigate was utterly useless! 5. Story is not 100% compatible with HW1 and HW:C 6. Not inclusive of HW:C in the slightest. 7. No pilot mode. I loved that in HW:C 8. If you dont tell bombers to go into a mode like aggressive or passive, they wander and will eventually shoot each other to death. 9. No following energy weapons from HW:C! 10. Decently armoured Resource Controllers. Interesting bits I have found. 1. Build a Gun Platform. o Now have a look at its role. o Eh? 2. In mission 6, there is 2 dreadnought holding structures. o One is yours and is occupied until you take it, but the other is empty. o Guess who has the second one? 3. I tried to cap a inf once. It then tried to cap my inf back! I even got a screenie of that. I couldn't stop laughing! 2 inf's trying to cap each other at the same time! 4. When one of your ships has a hyperspace module, turn on full ATI/TO and then go to sensors manager. o Now make a hyperspace jump somewhere. o Now watch the hyperspace sphere around the ship move at lightning speed across the map! o Nice little thing - it don't just 'appear' at its destination it actually goes into another kind of space and travels and extreme speeds across the map. Now that is polish! 5. If you are having trouble beating a mission and have the time to make sure it is easier for you, retire all ships and craft that you dare to and rebuild them but leave the entire list at 95% each! Eg: Pulsar Corvette 95% Interceptor 95% Pulsar Corvette 95% Interceptor 95% Pulsa... you get the idea. You wont have the same size the second you enter the mission so when the enemy force is calculated on your own, it will be to your size without the ships and craft that will be built so fast they will be coming out as if they are simply undocking! Thanks to "" for the little ingenious tactic. To do this you may need 'seperators' like scout squadrons so that 2 bomber squadrons dont join and be wasted. It is extrememly useful for Balcora Gate kinda missions where you come across multiple BC's, D's and Frigs. I tested this on mission 12, Thaddis Sabbah I think. All I had already in space was my 20 resourcers, 4 controllers, all 4 carriers, a Vaygr BC, the DN and my SY. The ENTIRE FLEET was built to 95% and paused. 5-10 seconds into Balcora Gate, my fleet was maxed out. This means I had: 1 Scout Squadron 6 Interceptor Squadrons 7 Bomber Squadrons 7 Pulsar Corvette Squadrons 5 Minelayer Corvettes 10 Movers 4 Torpedo Frigates 8 Flak Frigates 4 Ion Cannon Frigates 2 Marine Frigates 2 Defence Field Frigates 5 Destroyers 1 Battlecruiser 10 Gun Platforms 10 Ion Beam Platforms (With space for Captain Soban) Every single ship/squadron at 95% built. Less than 10 seconds into Balcora Gate I was maxed out. Once in the mission the enemies size was 1 BC, 12 Frigs, 1 SY and of course 12 or so strike craft squadrons. You reckon they stood a chance against me? The problems with this trick is that you have to number all the ships again, build the FCT's and you have to wait for the BC, Frigs and the D's to come out of the holds before they begin to work. Enjoy! ~o~ Well it has been a long 4 days making this FAQ so far. The vast majority of the time is spent making sure my mission strats work in the game. Anyway I hope you like what you see so far and it helps you win the game. Some say this is a hard game to beat but I say, play it first time - hard as hell. Play it a second time and its a PAP. Enjoy the game and remember, its only a game, you can quit at any time and find something else to play. ~o~ Sorry for the last couple days with no update as I had to attend a LAN party. Pity I didn't get to play HW2... Anyway at the very minimum I should have the mission walkthrough completed to level 12 tomorrow. The only things left to do is section 6, half of 7, 3/4 of 8, 9, missions 9-11 in section 10, and sections 11 and 12. But of course I wont be doing section 12 as I cant give advice on something I know little about. So submit your kickass tactics for multiplayer! ~o~ I am almost there! I have almost completed the walkthrough. Dam this is taking ages. I am trying to get things done as fast as I can but its just taking a while to make things right with the ideal of a quality FAQ. I don't rush things that should take time. Thanks to all the people watching and waiting for the completion of this FAQ. And thanks for the 'limited' feedback that I have been given (not to mention the flood of requests to host this). Remember, if there is something you believe should be altered in any way, then don't hesitate to tell me your ideas. The very least I would say is thanks for the help. ~o~ I have finished the game! Faaarkin wicked! Now all I have to do is finish this FAQ. :/ The main part I wanna finish ASAP is the walkthrough as that's the most important part of this FAQ. Whenever I come back to this, its this that keeps staring me in the face. I have to say one thing, when its incomplete, the FAQ looks ugly. Hopefully my FAQ will circulate a bit more with the new sites hosting it, so it may help a few more people. ~o~ OK I am just going to get this guide to 100% aka v1.0 and then I will cease with the updates. From then on I will only be updating it if it really needs it. The reason for this, is the fact that I am just not getting very much feedback from it. Hence not many ppl are reading/using it. So basically I feel like I am helping a very small minority of the players of HW2. Pretty soon, when different games come out, HW2 will cease to exist in ppl's minds and therefore my guide will start to collect dust. Maybe when a game comes out that has a lot bigger following to it than this, I might make a guide for that and keep it up to date. ~o~ Yo! I know it has been a while since updating, but I have moved and of course, the usual problems that arise from moving have reared their ugly little heads. I sincerely apologise to all who were told that their input was to be added. Time had gotten away from me. I will be FINISHING the walkthrough this week! Special thanks go to Nero AKA George for setting a high standard for me to follow, for the kick in the ass to get it done. ~o~ Hey! I am finally going through my whole FAQ fixing up major problems and errors. Esp. the search strings eg. –VII-A- etc. Fixed the overall look and I have to say it looks a whole hell of a lot better now. I have replayed the whole campaign and added/changed many things in the walkthrough because the damn patch made things that I mentioned, not work! ARG! Well most of the FAQ is complete and it feels nice around here now that many of the things that I wanted in this FAQ have been completed and they look shit hot. Well at least I tend to think that anyway. Since I haven't been getting much feedback on this FAQ I will bring it all the way to v1.0 and from then on only update it if it really needs it. If a patch comes out after I make it to v1.0, I doubt I will be updating this. I will have to get a lot of feedback for me to warrant updating beyond that version. Cheers to all the people who DID give me the small feedback that I received. You guys are the only reason this FAQ got this far! ~o~ Well its been a long time coming. Many additions, many alterations and generally a better looking and almost complete guide. Ahhh it feels good to finally see the end in sight. It wont be long now until I am finally finished and onto new things. I just cant wait till v1.0 finally makes it online. And when it does, you can pretty much guess ima gunna be at the pub celebrating! =) Anyway the walkthrough has been overhauled, which took me quite a while to do due to the fact that I was looking for things to exploit. I have finished the research section, added bits and peices to the ships sections and many many alterations - way too many things to mention. A complete guide always looks a hundred times better than an incomplete one. Oh and cheers to all the guys in Australia, we may not be big and bloody but we certainly aint someone to casually step on either! IZAGOONAEVAGEEZAMATE! ~o~ Well I must be getting lazy seeing as how I now see the end in sight! Updates are coming less and less often and its getting harder and harder to stay focussed on this to its completion. I WILL complete this even if I complete the damn thing all in one whole night! I was sent a totally awesome way to ensure 100% that you could win the really hard missions. My god I couldnt beleive how pathetically simple the idea is. But for god's sake, it works! Check up a bit for the info. I have decided to add a cheat section for all those wishing to have a little bit of fun, like having a Vaygr BC in mission 2. (That was fun!) Or for the more honest, to slightly change their RU amount to an amount a little higher than what they really had. ~o~ Wow what a month! Far too many games to play, far too many things to buy! Its amazing what a good job can get you! Anyway dudes I am back on this guide trying to finish it again. Seeing as how I have now watched every stargate sg-1 and stargate atlantis episode ever made, I now have tons of time to complete it. Or rather get it even closer to completion. I mean nobody likes anything that is incomplete do they? If you ever want me to complete it any faster, write me an email and say so! For me its like drinking a 6 pack of energy drinks, I go into hypo mode and lots of stuff gets completed. Anyway until next time, keep the game alive! Regards, Mouse. ~End of line.