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Homeworld

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Page 1: Homeworld Gameplay Guide

gameplay guide

part 2:

Page 2: Homeworld Gameplay Guide

h o m e w o r l dpage

1 Installation

2 Training

2.1 Starting the Training2.2 Saving a Lesson2.3 Loading a Lesson

3 Game Controls

3.1 Camera Controls3.2 Ship Selection3.3 The Rightclick Menu3.4 Movement3.5 Combat3.6 Formations and Tactics3.7 Other Commands3.8 Misc. Commands3.9 Multiplayer Controls3.10 Technology Tree

4 Managers and Overlays

4.1 Interface Overlays4.2 The Manager Screens

4.2.1 The Build Manager4.2.2 The Research Manager4.2.3 The Sensors Manager4.2.4 The Launch Manager

5 Single Player

5.1 Starting a Game5.2 Characters5.3 Mission Objectives

6 Multiplayer

6.1 Skirmish vs. CPU6.2 LAN

6.2.1 Play LAN Game6.2.2 The Lobby6.2.3 Setup Game6.2.4 Waiting for Players

6.3 Internet6.3.1 Logging In6.3.2 WON Lobby6.3.3 Available Games6.3.4 Available Rooms

6.4 Setting Multiplayer Game Options6.5 Saving a Multiplayer game6.6 Loading a Multiplayer game6.7 Recording a Multiplayer game

7 Options

7.1 Audio Options7.2 Video Options7.3 Gameplay Options7.4 Key Bindings

8 Ship Data

8.1 Ship Categories8.2 Ship Stats and Descriptions

8.2.1 Scout8.2.2 Interceptor8.2.3 Defender8.2.4 Cloaked Fighter8.2.5 Attack Bomber8.2.6 Defense Fighter

table of contents

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Page 3: Homeworld Gameplay Guide

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8.2.7 Light Corvette8.2.8 Heavy Corvette8.2.9 Repair Corvette8.2.10 Salvage Corvette8.2.11 Multi-Gun Corvette8.2.12 Minelayer Corvette8.2.13 Assault Frigate8.2.14 Ion Cannon Frigate8.2.15 Support Frigate8.2.16 Drone Frigate8.2.17 Defense Field Frigate8.2.18 Missile Destroyer8.2.19 Carrier8.2.20 Heavy Cruiser8.2.21 Destroyer8.2.22 Mothership8.2.23 Resource Collector8.2.24 Resource Controller8.2.25 Probe8.2.26 Cloak Generator8.2.27 GravWell Generator8.2.28 Proximity Sensor8.2.29 Sensors Array8.2.30 Research Ship

9 Technologies9.1 Capital Ship Chassis9.2 Capital Ship Drive9.3 Super-Heavy Chassis9.4 Cloaked Fighter (Kushan Only)9.5 Cloak Generator9.6 Corvette Chassis9.7 Corvette Drive

9.8 Super-Capital Ship Drive9.9 Defense Fighter (Taiidan Only)9.10 Defense Field (Taiidan Only)9.11 Drone Technology (Kushan Only)9.12 Fast-Tracking Turrets9.13 Fighter Drive9.14 Sensor Array9.15 Defender Sub-Systems9.16 Gravity Generator9.17 Guided Missiles9.18 Heavy Corvette Upgrade9.19 Fighter Chassis9.20 Heavy Guns9.21 Ion Cannons9.22 Minelaying Tech9.23 Plasma Bomb Launcher9.24 Proximity Detector

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Page 4: Homeworld Gameplay Guide

23

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Page 5: Homeworld Gameplay Guide

game controls

Page 6: Homeworld Gameplay Guide

h o m e w o r l dpage

3 . 1 c a m e r a c o n t r o l s

rotating

command action

Hold down the right mouse button and drag the mouse.

zooming

command action

Hold down the left and right mouse buttons and drag the mouse forward or backward.

OR: If you are using a mouse with a wheel, this can be used to zoom as well.

focusing

command action

Select a ship and press the middle mouse button or the [F] key.

NOTE: Issuing the focus command a second time will make the camera zoom in as far as possible.

f

c

or

command action

To focus on a ship without selecting it, hold down the [ALT] key and leftclick on it.

command action

Press the [C] Key. If you wish to go back to a focus you have cancelled, press the [V] key.

cancelfocus

altfocusing

fleetview

command action

Press the [F1] key. This focuses on all of your shipsin the viewable area.

command action

Press the [HOME] key or press [ALT]+[F] keys.

mothershipview

f1

home

3 game controls

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Page 7: Homeworld Gameplay Guide

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3 . 2 s h i p s e l e c t i o n

selecting

command action

Place mouse pointer over desired ship and click the left mouse button to select it. NOTE: If you leftclick on a group of ships in formation, they all will be selected.

dragselecting

selectingeverything

command action

Hold down the left mouse button and drag a box around the desired ships.

command action

Press [E] or [CTRL]+[A] to select all of your ships presently on the screen.

e

command action

Leftclick on empty space or press the [ESC] key.

command action

To add ships to the selection, hold down [SHIFT] and click the left mouse button on the desired ship(s). It’s also possible to hold down [SHIFT] and then drag-select the desired ship(s).

shiftselectingde-selecting hotkey

grouping

command action

Select the ships you wish to assign a hotkey to and then press [CTRL] + a number key (from 0-9). You may then select that group at anytime, regardless of where you are, simply by pressing its hotkey number. Pressing it again will focus the camera on the ship(s) in that hotkey group.

command

adding ships toa hotkey group

#or +shift +ctrl

Select the hotkey group with its number key and then add the ship or ships to the group as above. Once this is done, reassign the entire group to the hotkey number with the [CTRL]+[0-9] command.

esc

3 . 3 t h e r i g h t c l i c k m e n u

At any point during the game, you can get a detailed list of command options specific to a ship or group of ships by rightclicking on one of them while it is selected. This will bring up a menu of command options tailored to that vessel. For instance, rightclicking on a Resource Collector will bring up a menu with the <HARVEST> command on it, while the same rightclick on a group of Fighters will bring up formation options.

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Page 8: Homeworld Gameplay Guide

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3 . 4 m o v e m e n t

horizontalmovement

command action

command action

Select a ship or group of ships and then press the [M] key. This will bring up the movement disk. Simply move the mouse pointer to where you wish to go and click the left mouse button to issue the move order.

With the movement disk up, hold down [SHIFT] and drag the mouse to add elevation to your destination. As before, clicking the left mouse button will issue the move order. NOTE: To cancel vertical movement and return to the movement disk to horizontal mode, press [CTRL]+[SHIFT].

Call up the Sensors Manager using the taskbar or by pressing [SPACE]. Then use the [M] key to bring up the movement disk. You can now move over much longer distances.

3d movement

command

long-distancemovement

m

shift+

Page 9: Homeworld Gameplay Guide

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3 . 5 c o m b a t

attacking

command cursor icon

Move the mouse pointer over an enemy ship and click the left mouse button.

groupattacking

manager screens

command

Hold down [CTRL] and drag a box around the targets with the left mouse button.

Hold down [CTRL]+[SHIFT] and leftclick on the target. To force an attack on a group of targets, hold down the same keys and drag a box around the targets with the left mouse button.

NOTE: Force attacking can be used to attack asteroids and dust clouds as well as your own ships if necessary.

command

command

Capital Ships have a special ability to move while keeping their weapons bearing on an enemy ship. To do this, give the Capital Ship its attack order and then give it a movement order. The movement disk will be yellow to signify this mode. When moving in this mode, the line to the destination point will be blue if the destination is still in range of the target or red if the destination is out of range.

moving whileattacking

forceattack

cursor icon action actioncursor icon

ctrlctrl

shift+

sensorsmanager

There are several important full-screen interfaces in Homeworld. All can be accessed via the taskbar, or by pressing the appropriate hotkey:

buildmanager b

researchmanager

launchmanagerr l

space

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3 . 6 f o r m a t i o n s a n d t a c t i c s

settingformations

command action

action

To set a formation, select the desired ships and bring up the rightclick menu. From the <FORMATION> section, you can choose one of seven formations.

command

Custom formation lets you create your own formations. To create a custom formation, move your ships into the desired position, select them all, then select <CUSTOM> from the rightclick menu or press [F11].

command

f5

f6

f7

f9

f10

f11

f11

f8

tab

customformation

When you build ships, they come out of your Mothership or Carrier and go into Military Parade formation with that ship. If at any time you want to put ships back into Military Parade formation, select them and the Mothership, then press [TAB] or any of the formation function keys [F5] - [F11].

military paradeformation

Delta

Broad

X

Claw

Wall

Sphere

Custom

OR: Formations can be accessed directly via the F-keys:

OR: Formations also can be cycled through by pressing the [TAB] key. [SHIFT]+[TAB] will cycle the formations backward.

f o r m a t i o n d e s c r i p t i o n sformation

delta

The standard flat triangle formation is an excellent way of organizing groups of Strike Craft into effective squadrons, but it lacks the flexibility and firepower concentration available to the more three-dimensional formations.

f5

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f o r m a t i o n d e s c r i p t i o n sformation

broad

This flattened line is not effective for Strike Craft as it disperses their firepower. It is more useful for squadrons of Capital Ships, where unit quick identification and selection are as important as firepower. It is useful formation to approach in if you are planning to break ships off to strike at specific targets once the battle is joined.

formation

formation

x

The flying X formation is an excellent Strike Craft formation, concentrating a large number of vessels into a relatively small three-dimensional space. Its only drawback is that the dense formation makes individual ships vulnerable to slow turret fire they might otherwise have avoided if they were dispersed.

Like its natural namesake, this formation is deadly when striking out at an individual target. The claw is a superb formation for Strike Craft when they are targeting a Capital Ship. The four curving lines of Fighters make concentrating firepower and envelopment deadly efficient. The only drawback is identifying and selecting single ships inside this complex formation.

claw

f6

f7

f8

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Page 12: Homeworld Gameplay Guide

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f o r m a t i o n d e s c r i p t i o n sformation

formation

Most effective for Capital Ships, the wall formation allows larger vessels to concentrate firepower without dangerously crowding each other. The wall is not a subtle formation but does give large groups of big ships an effective attack mode.

wall

sphere

This is the deadliest of all formations in terms of continuous firepower. Ships in this formation lose their ability to perform complex flight maneuvers but gain the ability to constantly fire at targets from every angle. This is also an effective guarding formation as it puts the vessel to be protected in the center of the sphere.

f9

f10

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3 . 6 f o r m a t i o n s a n d t a c t i c s ( c o n t ’d )

settingtactics

command

To change the tactics setting, select the desired ships and bring up the rightclick menu. From the <TACTICS> section you can choose one of three settings: Evasive, Neutral or Aggressive.

f2

f3

f4

Evasive

Neutral

Aggressive

OR: Tactics can be accessed directly via the F-keys:

The tactics setting can be increased using the ] key and decreased using the [ key.

t a c t i c d e s c r i p t i o n s

evasive

tactic

Evasive tactics are best used when resources are tight and each ship is vital. Your ships won’t hit as hard, but they are more likely to come home. Ships set to Evasive will boost power to engines in order to increase speed and maneuverability. This will come at the cost of lowered power to weapons and a slight increase in fuel consumption for Strike Craft (Fighters and Corvettes). When attacking, Fighter groups also will break up into flight pairs, where one ship will take point and the other will serve as wingman and take measures to remove threats that lock onto the lead vessel.

f2

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Page 14: Homeworld Gameplay Guide

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t a c t i c d e s c r i p t i o n stactic

neutral

This is the normal stance for ships. Strike Craftset to neutral will perform evasive maneuvers while attacking enemy ships. If no orders are issued and enemies are nearby, ships in neutral will fire from their current position, but will notengage in full combat.

tactic

aggressive

Ships in Aggressive mode are out for blood and will attempt to destroy the enemy even at the cost of their own lives. Use this tactical stance if resources are not a factor or if you need to hurt your opponent as hard and as quickly as possible. Strike Craft in this mode shunt power from the engines into the weapons grid, so speed and agility are reduced but firepower is increased. Ships in Aggressive tactics will not perform any kind of evasive maneuvers and also will attack nearby enemies without being issued orders. Resource Collectors in Aggressive tactics will continue to harvest even if under attack.

f3

f4

Page 15: Homeworld Gameplay Guide

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3 . 7 o t h e r c o m m a n d s

harvesting

command action

cursor icon

Select a Resource Collector, move the mouse pointer over any resource and click the left mouse button.

OR: Bring up the rightclick menu and select the <HARVEST> command. This will cause the Resource Collector to begin harvesting the nearest resource.

OR: Press the [H] key. This will also make the Resource Collector find the nearest resource.

docking

command action

Select the desired ship(s) and then doubleclick on the vessel you wish to dock with (it must have docking capabilities).

OR: bring up the rightclick menu and select the <DOCK> command. This will cause the selected ship(s) to dock with the nearest capable vessel.

OR: Press the [D] key. This will instruct your ships to dock with the nearest capable vessel.

supporting

command action

Select the support ship, then hold down the [Z] key and leftclick on the Fighters or Corvettes to service.

zh d

z

command action

Hold down both[CTRL] + [ALT] and then leftclick on the ship you wish to guard.

OR: Hold down the [G] key and click the left mouse button on the ship you wish to guard.

command action

If a ship has a special function, you can activate it by pressing the [Z] key. If the special function has to be performed on another vessel, hold down the [Z] key and then click the left mouse button while the cursor is over the target vessel.

specialoperations

guarding

ship special operation ship special operation

+ctrl alt

cursor icon cursor icon

cursor icon cursor icon

Missile Destroyer Carrier Resource Collector Resource ControllerCloak Generator GravWell Generator Defense Field Frigate

Scout Cloaked Fighter Heavy Corvette Salvage Corvette Minelayer Corvette Support Frigate Drone Frigate

Speed BurstCloakingCharged Burst AttackCaptures enemy shipsCreates minefieldsCan repair & refuel Strike CraftDrone launching/retraction

Missile Volley AttackCan repair & refuel Strike CraftCan refuel Strike CraftCan refuel Strike CraftCloakingCaptures Strike CraftDefense Field (always on)

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3 . 8 m i s c e l l a n e o u s c o m m a n d s

cancelorders

command action

Select the desired ship(s), bring up the rightclick menu and select the <CANCEL ORDERS> command.

OR: Select the desired ship(s) and press the [~] key.

salvage retire

command

Select a Salvage Corvette, then leftclick on the ship to be salvaged.

OR: Hold down the [Z] key and leftclick on the ship to be salvaged.

OR: Hold down [Z] and drag a box around the target with the left mouse button.

command action

Bring up the rightclick menu and select the Retire command. Ships given the Retire order will return to the nearest Mothership or Carrier and be scrapped. A percentage of the construction cost (in RUs) will be recovered.

OR: Press the [I] key once you have selected the ship(s) you wish to retire.

i~

command action

After giving a ship normal attack orders press the [K] key. Only Strike Craft can kamikaze.

command action

Bring up the rightclick menu and select the Scuttle command.

OR: Press the [S] key once you have selected the ship(s) you wish to self-destruct.

NOTE: You must issue the scuttle command twice to confirm this unusual order.

kamikaze

scuttle

tacticaloverlay

command action

Press the [CAPS LOCK] key.

k

s

capslock

command action

Press the [P] key at any time during gameplay to pause the game.

NOTE: The camera is still fully active (including focusing) while the game is paused, but no game commands can be issued.

pause p

command action

This multiplayer-only command allows Capital Ships to perform hyperspace jumps. Just select the ships you wish to hyperspace, bring up the rightclick menu and select the <HYPERSPACE> command. The Sensors Manager and movement disk will be brought up automatically. Leftclick to set the hyperspace destination. The cost of the hyperspace jump will be displayed near your cursor. If this cost turns red, you don’t have enough Resource Units to make the jump.

hyperspacejump

j

cursor icon

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3 . 9 m u l t i p l a y e r c o n t r o l s

sending a chatmessage

command

Press [T] and then type in your message. Press [RETURN] when done.

A small number of commands are active only during multiplayer battles. These are used to interact with other players:

sending a privatechat message

command

Press [T] and then type [/<playername>] to specify who to send it to. After typing a few letters, the computer will automatically finish the name for you.

formingalliances

command

Turn on the Tactical Overlay [CAPS LOCK] and then click the right mouse button on the name of the player you wish to ally with.

Select <FORM ALLIANCE> from the menu that appears.

command

Turn on the Tactical Overlay, rightclick on the player’s name you wish to end your alliance with and choose <BREAK ALLIANCE> from the menu.

command

Turn on the Tactical Overlay, rightclick on the player you wish to send Resource Units and choose <TRANSFER RESOURCES> from the menu. After this is done a prompt will appear at the top of the screen. Type in the number of RUs to transfer and press [ENTER].

transferring rusbreakingalliances

t

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Page 18: Homeworld Gameplay Guide

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h o m e w o r l dpage57

Page 19: Homeworld Gameplay Guide

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Page 20: Homeworld Gameplay Guide

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tex

t an

d gr

aphi

c fo

rm.

Tas

kbar

: W

hen

the

mou

se

poin

ter

touc

hes

the

bott

om o

f th

e sc

reen

, th

e ta

skba

r w

ill

appe

ar.

It

co

ntai

ns

a se

t of

bu

tton

s fo

r th

e M

anag

ers,

a

disp

lay

for

the

curr

ent

heal

th o

f yo

ur M

othe

rshi

p, y

our

curr

ent

amou

nt o

f R

esou

rce

Uni

ts,

and

a Fl

eet

Inte

llige

nce

box

that

will

di

spla

y m

issi

on

obje

ctiv

es

in

sing

le p

laye

r ga

mes

. Thi

s ta

skba

r ca

n

be

togg

led

to

b

e pe

rman

entl

y vi

sibl

e fr

om

the

gam

epla

y op

tions

men

u.

Cur

sor

Tex

t: W

hen

the

curs

or

is o

n to

p of

a s

hip,

its

typ

e w

ill

be d

ispl

ayed

on

the

bott

om le

ft-

hand

cor

ner

of t

he s

cree

n.

Ship

Sel

ecti

on O

verl

ay:

Whe

n yo

u se

lect

a s

hip,

a g

reen

he

alth

ba

r ov

erla

y w

ill

appe

ar

abov

e th

e sh

ip i

ndic

atin

g ho

w

muc

h da

mag

e th

e ve

ssel

ha

s in

curr

ed.

The

bar

will

sho

rten

as

the

ship

is

da

mag

ed

and

will

ch

ange

fro

m g

reen

to

yello

w t

o re

d as

con

ditio

ns w

orse

n.

Stri

ke

Cra

ft

(Fig

hter

s an

d C

orve

ttes

) re

quir

e fu

el,

so t

hey

also

hav

e a

blue

fue

l ba

r ov

erla

y w

hen

they

ar

e se

lect

ed.

The

le

ngth

of

this

bar

ind

icat

es h

ow

muc

h fu

el t

he S

trik

e C

raft

has

le

ft.

Cer

tain

shi

ps u

se a

bro

wn

bar

in

addi

tion

to

th

e gr

een

heal

th

bar.

Fo

r th

e R

esou

rce

Col

lect

or,

this

in

dica

tes

how

m

uch

of i

ts r

esou

rce

capa

city

is

used

. F

or t

he C

loak

Gen

erat

or

and

Gra

vity

Wel

l G

ener

ator

, th

is

indi

cate

s ho

w m

uch

ener

gy is

left

to

m

aint

ain

the

cloa

king

or

gr

avity

fiel

d.

Tac

tica

l O

verl

ay: I

f yo

u tu

rn o

n th

e ta

ctic

al

over

lay

wit

h th

e [C

APS

LO

CK

] ke

y, a

ser

ies

of

grap

hic

sym

bols

will

be

over

laid

on

uni

ts t

hat

are

too

dist

ant

from

yo

ur c

amer

a vi

ew t

o m

ake

out

clea

rly.

A

sy

mbo

l le

gend

w

ill

appe

ar i

n th

e up

per

left

han

d co

rner

of

th

e sc

reen

. In

m

ulti

play

er

mod

e,

a lis

t of

pl

ayer

s w

ill

also

be

di

spla

yed.

Alli

ance

an

d re

sour

ce

tran

sfer

op

tions

can

be

acce

ssed

by

righ

t cl

icki

ng o

n an

y of

the

nam

es o

n th

e lis

t.

Info

Ove

rlay

: O

n th

e to

p ri

ght-

ha

nd c

orne

r of

the

scr

een

is a

list

of

cur

rent

ly s

elec

ted

ship

s an

d th

e nu

mbe

r of

eac

h ty

pe i

f yo

u ha

ve s

elec

ted

a gr

oup

of s

hips

.

You

can

left

clic

k on

a s

hip

type

fr

om t

hat

list

in o

rder

to

sele

ct

one

grou

p of

ve

ssel

s fr

om

a gr

oup

of m

any

diffe

rent

typ

es.

h o m e w o r l dpage59

Page 21: Homeworld Gameplay Guide

4.2.1 bu

ild

man

ager

screen shot

To

acce

ss t

he b

uild

man

ager

, do

one

of

the

follo

win

g:

Dou

blec

lick

on t

he M

othe

rshi

p or

C

arri

er

from

w

hich

yo

u w

ish

to b

uild

.Se

lect

th

e sh

ip

you

wish

to

build

. B

ring

up

the

righ

tclic

k m

enu

and

then

sel

ect

the

<bui

ld>

com

man

d.B

ring

up

the

task

bar

at t

he

bott

om

of

the

scre

en

and

left

clic

k on

the

bui

ld b

utto

n.Pr

ess

the

[B]

key.

The

bui

ld m

anag

er a

llow

s yo

u to

bui

ld s

hips

and

set

up

the

cons

truc

tion

queu

e in

ord

er t

o bu

ild m

any

units

at

once

.

The

bu

ild

man

ager

gi

ves

basi

c de

tails

of

each

typ

e of

sh

ip

pres

entl

y av

aila

ble

for

cons

truc

tion

as

wel

l as

you

r cu

rren

t nu

mbe

r of

re

sour

ce

units

.B

uild

ing:

All

the

ship

s yo

ur c

urre

nt t

ech

leve

ls a

llow

you

to

build

are

lis

ted

in t

he l

eft

side

pan

el.

Lef

tclic

k on

the

des

ired

ves

sel

wit

h th

e le

ft

mou

se

butt

on

and

its

imag

e an

d ba

sic

perf

orm

ance

det

ails

will

app

ear

in

the

righ

t si

de

win

dow

. L

eftc

lick

agai

n to

add

uni

ts t

o th

e pr

oduc

tion

queu

e. W

hen

you

are

done

ad

ding

un

its,

le

ftcl

ick

on

the

<BU

ILD

> bu

tton

.

Bui

ld P

rogr

ess:

A

t th

is p

oint

, tw

o co

lore

d ba

rs

will

app

ear

abov

e th

e lis

ting

for

the

ship

typ

e yo

u ha

ve

just

or

dere

d bu

ilt.

The

to

p lin

e sh

ows

how

clo

se t

o co

mpl

etio

n a

sing

le

vess

el

is,

whi

le

the

low

er b

ar s

how

s ho

w c

lose

to

com

plet

ion

the

enti

re

build

or

der

is.

If y

ou o

nly

orde

red

one

vess

el b

uilt,

the

se t

wo

bars

w

ill m

ove

alon

g to

geth

er.

Can

celin

g a

Bui

ld

To

canc

el a

bui

ld,

left

clic

k on

th

e ty

pe o

f sh

ip b

eing

bui

lt

and

then

le

ftcl

ick

on

the

<CA

NC

EL

BA

TC

H>

butt

on.

T

he R

Us

used

in

cons

truc

tion

will

be

recl

aim

ed.

P

ausi

ng a

Bui

ld:

To

paus

e a

build

, le

ftcl

ick

on

its

prog

ress

ba

r an

d th

en

left

clic

k on

th

e <P

AU

SE

BA

TC

H>

butt

on.

Whe

n yo

u ar

e re

ady

for

the

proj

ect

to

resu

me,

si

mpl

y re

-sel

ect

the

ship

typ

e an

d th

en l

eftc

lick

on

the

<PA

USE

BA

TC

H>

butt

on

agai

n. C

onst

ruct

ion

will

res

ume

exac

tly w

here

it le

ft of

f.

4.2 m

anag

er s

cree

ns

Man

y of

the

mor

e co

mpl

ex t

asks

, lik

e sh

ip b

uild

ing

and

rese

arch

, ha

ve t

heir

ow

n sp

ecia

l sc

reen

s to

he

lp

you

man

age

them

m

ore

effe

ctiv

ely

and

keep

tr

ack

of

the

stra

tegi

c co

nsid

erat

ions

of

batt

le. T

hey

can

be a

cces

sed

at a

ny t

ime

or p

lace

dur

ing

com

bat

by h

ittin

g th

e ap

prop

riat

e co

mm

and

key,

and

you

can

ret

urn

to t

actic

al v

iew

by

hitt

ing

the

[ESC

] ke

y.

(a)

(b)

(c)

(d)

(e)

pagehomeworld gameplay gu ide 60

Page 22: Homeworld Gameplay Guide

4.2.2

rese

arch

man

ager

screen shot

In

orde

r to

ac

cess

th

e re

sear

ch m

anag

er, d

o on

e of

th

e fo

llow

ing:

Dou

blec

lick

on y

our

Res

earc

h Sh

ip.

Sele

ct

the

Res

earc

h Sh

ip,

brin

g up

the

rig

htcl

ick

men

u,

and

sele

ct t

he <

RE

SEA

RC

H>

com

man

d.

Bri

ng u

p th

e ta

skba

r at

the

bo

ttom

of

th

e sc

reen

an

d le

ftcl

ick

on

the

rese

arch

bu

tton

.

Pres

s th

e [R

] ke

y.

Res

earc

hing

a T

echn

olog

y:D

oubl

eclic

k on

the

tech

nolo

gy

you

wis

h to

res

earc

h.

NO

TE

: If

you

wan

t to

use

m

ulti

ple

lab

ship

s,

sele

ct

them

fir

st,

then

dou

blec

lick

on t

he t

echn

olog

y.

OR

: L

eftc

lick

on

the

<R

ESE

AR

CH

> bu

tton

.

Can

celin

g R

esea

rch:

Se

lect

the

tech

nolo

gy c

urre

ntly

be

ing

rese

arch

ed fr

om t

he le

ft

pane

l lis

t an

d le

ftcl

ick

on t

he

<CL

EA

R L

AB

> bu

tton

fou

nd

alon

g th

e bo

ttom

of

th

e m

anag

er.

You

can

als

o ha

lt

rese

arch

in

a

part

icul

ar

lab

ship

by

sele

ctin

g it

from

the

ic

on

stri

p al

ong

the

uppe

r ri

ght

side

of

the

man

ager

and

th

en

left

clic

king

on

th

e <C

LE

AR

LA

B>

butt

on. W

hen

a pr

ojec

t is

ca

ncel

ed,

all

accu

mul

ated

res

earc

h in

it

is

lost

.

Tec

hnol

ogy

Lis

t:T

his

pane

l co

ntai

ns a

lis

t of

te

chno

logi

es y

ou c

an c

urre

ntly

re

sear

ch.

Whe

n a

tech

nolo

gy

has

been

se

lect

ed,

a br

ief

desc

riptio

n of

it a

nd a

gra

phic

ap

pear

in

the

righ

t-ha

nd s

ide

pane

l. T

echn

olog

ies

that

hav

e al

read

y be

en

succ

essf

ully

re

sear

ched

will

app

ear

on t

he

list

with

a g

reen

dot

bes

ide

them

.

(a)

(b)

(c)

(d)

h o m e w o r l dpage

61

Page 23: Homeworld Gameplay Guide

4.2.3

sens

ors

man

ager

screen shot

In o

rder

to

acce

ss t

he s

enso

rs

man

ager

, do

on

e of

th

e fo

llow

ing:

B

ring

up

th

e ta

skba

r at

th

e bo

ttom

of

th

e sc

reen

an

d le

ftcl

ick

on t

he s

enso

r bu

tton

.

Pres

s th

e [S

PAC

EB

AR

]

The

sen

sors

man

ager

giv

es y

ou a

ge

nera

l vi

ew

of

the

enti

re

batt

lesp

ace,

and

a d

etai

led

view

of

the

spa

ce s

urro

undi

ng a

ny o

f yo

ur v

esse

ls. D

etai

led

area

s ex

ist

wit

hin

the

blue

sp

here

s,

and

repr

esen

t w

here

yo

ur

scan

ners

ar

e gi

ving

acc

urat

e in

form

atio

n on

wha

t lie

s in

the

reg

ion.

T

he

blac

k ar

eas

repr

esen

t sp

ace

outs

ide

of y

our

scan

ning

ran

ge,

and

so t

hey

are

with

out

deta

il.

Not

e:

The

no

rmal

ca

mer

a co

mm

ands

of

rota

te a

nd z

oom

ar

e st

ill f

ully

fun

ctio

nal

in t

he

sens

ors

man

ager

.

Loo

king

: L

eftc

lick

on

any

ship

s in

th

e bl

ue a

rea

to l

eave

the

Sen

sors

M

anag

er

and

go

to

that

lo

catio

n.

OR

: D

rag

a sm

all

box

arou

nd

the

ship

s yo

u w

ish

to g

o to

usi

ng

the

left

mou

se b

utto

n.

Pan

ning

:A

2-D

dis

k ha

s be

en p

rovi

ded

to

give

a

fram

e of

re

fere

nce

for

dire

ctio

n an

d di

stan

ce.

Use

the

cr

ossh

air

in t

he m

iddl

e of

it

to

get

a be

tter

lo

ok

at

diff

eren

t pa

rts

of t

he b

attle

spac

e. L

eftc

lick

on

the

<PA

N>

butt

on.

Whi

le

hold

ing

the

butt

on,

drag

th

e m

ouse

ar

ound

. W

hen

you’

ve

cent

ered

th

e cr

ossh

air

on

the

area

you

wan

t to

loo

k at

, re

leas

e th

e m

ouse

bu

tton

, an

d th

e no

rmal

ca

mer

a co

ntro

ls

are

activ

e ag

ain.

Usi

ng T

he T

acti

cal O

verl

ay:

Lef

tclic

k on

th

e <T

AC

TIC

AL

O

VE

RL

AY

> bu

tton

al

ong

the

bott

om

edge

of

th

e m

anag

er.

With

thi

s bu

tton

act

ivat

ed,

the

Tac

tica

l O

verl

ay

sym

bols

fr

om

the

norm

al g

amep

lay

scre

en w

ill

appe

ar f

or R

esou

rce

Col

lect

ors

and

Cap

ital S

hips

.

Hyp

ersp

ace:

Thi

s co

mm

and

allo

ws

Cap

ital

sh

ips

to

perf

orm

hy

pers

pace

ju

mps

. W

ith s

ome

Cap

ital

ship

s se

lect

ed,

clic

k on

thi

s bu

tton

to

brin

g up

th

e m

ovem

ent

disk

.

Lef

tclic

k to

set

the

des

tina

tion

yo

u w

ish

to h

yper

spac

e to

. T

he

cost

of

the

hype

rspa

ce j

ump

will

be

dis

play

ed n

ear

your

cur

sor.

If

th

is c

ost

turn

s re

d, y

ou d

on't

ha

ve e

noug

h R

esou

rce

Uni

ts t

o m

ake

the

jum

p.

Mov

ing

Ship

s:

Pres

s th

e [M

] ke

y or

lef

tclic

k on

th

e <M

OV

E>

butt

on,

and

then

iss

ue

mov

emen

t co

mm

ands

as

yo

u w

ould

fr

om

the

norm

al

gam

epla

y sc

reen

. T

his

is

very

us

eful

for

mov

ing

ship

s ac

ross

lo

ng d

ista

nces

.

item

:in

dica

tes:

sens

ors

man

ager

leg

end:

gree

n do

tsyo

ur s

hips

flas

hing

gre

en d

ots

sele

cted

shi

ps

red

dots

enem

y sh

ips

yell

ow

dots

alli

es

brow

n do

tsas

tero

ids

fuzz

y br

ow

n do

tsdu

st c

loud

s

red

'pin

gs'

gree

n 'p

ings

'

show

whe

re b

attl

es a

re t

akin

g pl

ace

and

whe

re P

roxi

mit

y Det

ecto

rs h

ave

foun

d en

emy

ship

s

yell

ow

'pi

ngs'

show

whe

re a

nom

alie

s ar

e lo

cate

d(s

ingl

e pl

ayer

onl

y)

show

whe

re n

ewly

-bui

lt s

hips

are

loca

ted

(a)

(b)

pagehomeworld gameplay gu ide 62

Page 24: Homeworld Gameplay Guide

4.2.4 l

aunc

h m

anag

erscreen shot

To

Acc

ess

the

Lau

nch

Man

ager

:Se

lect

th

e sh

ip

you

wis

h to

la

unch

fr

om,

brin

g up

th

e ri

ghtc

lick

men

u an

d se

lect

the

<L

AU

NC

H>

com

man

d.

Bri

ng

up

the

task

bar

at

the

bott

om

of

the

scre

en

and

left

clic

k on

the

sen

sor

butt

on.

Pres

s th

e [L

] ke

y.

The

lau

nch

man

ager

allo

ws

you

to

chec

k w

hich

sh

ips

are

curr

entl

y do

cked

an

d se

t au

tom

atic

la

unch

pa

ram

eter

s.

T

he li

st o

f do

cked

shi

ps is

in t

he

left

pan

el w

ith a

vis

ual d

ispl

ay o

f a

sele

cted

shi

p ty

pe v

isib

le in

the

ri

ght-

hand

pan

el.

The

icon

s in

a

row

ab

ove

the

righ

t pa

nel

repr

esen

t yo

ur M

othe

rshi

p an

d an

y C

arri

ers

you

may

hav

e.

Doc

king

Cap

acit

y:T

hese

tw

o co

lore

d ba

rs

grap

hica

lly

repr

esen

t th

e re

mai

ning

cap

acity

of

the

ship

in

gree

n. T

he a

ctua

l nu

mbe

rs o

f Fi

ghte

rs a

nd C

orve

ttes

doc

ked

are

give

n to

th

e le

ft

of

thei

r re

spec

tive

bars

.

Sele

ctin

g th

e L

aunc

h V

esse

l: If

you

hav

e bu

ilt a

ny C

arri

ers,

th

eir

icon

s w

ill a

ppea

r he

re.

To

see

whi

ch s

hips

are

doc

ked

in

one

thes

e ve

ssel

s, l

eftc

lick

on i

ts

icon

from

thi

s lis

t.

Rem

ain

Doc

ked:

L

eftc

lick

on

this

ch

eckb

ox

to

keep

St

rike

C

raft

in

side

a

Mot

hers

hip

or

Car

rier

w

hen

they

doc

k.

Lau

nchi

ng S

hips

: L

eftc

lick

on t

he t

ype

of s

hip

you

wis

h to

laun

ch a

nd t

hen

left

clic

k on

th

e <L

AU

NC

H>

butt

on

alon

g th

e bo

ttom

of

the

scre

en.

If y

ou w

ant

to s

elec

t m

ultip

le

ship

ty

pes

for

sim

ulta

neou

s la

unch

, ho

ld d

own

the

[CT

RL

] ke

y or

the

[SH

IFT

] ke

y w

hile

yo

u se

lect

shi

p ty

pes.

Lau

nchi

ng E

very

thin

g:

To

laun

ch a

ll sh

ips

held

in

the

bay

left

clic

k on

the

<L

AU

NC

H

AL

L>

butt

on.

(a)

(b)

(c)

h o m e w o r l dpage

63

Page 25: Homeworld Gameplay Guide

pagehomeworld gameplay gu ide

5 si

ngle

pla

yer

screen shot

Cho

osin

g Y

our

Flee

t:L

eftc

lick

on t

he <

KU

SHA

N>

or

<TA

IID

AN

> bu

tton

to

ch

oose

whi

ch f

leet

to

play

. A

sa

mpl

e sh

ip

appe

ars

in

the

win

dow

in

orde

r to

sho

w t

he

curr

ently

sele

cted

col

or sc

hem

e.

5.1 S

tart

ing

a G

ame

In o

rder

to

star

t a

new

sin

gle

play

er g

ame,

lef

tclic

k on

the

<S

ING

LE

PL

AYE

R>

butt

on

in t

he M

ain

Men

u.

Save

a G

ame:

A

t an

ytim

e du

ring

gam

epla

y,

hit

the

[ESC

] ke

y an

d th

en

choo

se <

SAV

E G

AM

E>

from

th

e m

enu.

W

hen

the

Save

G

ame

scre

en

com

es

up,

left

clic

k in

th

e na

rrow

bo

x be

low

the

sav

e ga

me

list

and

type

in

a na

me

for

the

save

d ga

me.

T

hen

left

clic

k on

th

e <S

AV

E>

butt

on.

Loa

ding

a S

aved

Gam

e:L

eftc

lick

on

the

<LO

AD

G

AM

E>

butt

on.

A s

cree

n w

ill

appe

ar

wit

h a

list

of

save

d ga

mes

. H

omew

orld

aut

omat

ically

sa

ves

your

ca

mpa

ign

at

the

begi

nnin

g of

eve

ry n

ew l

evel

. T

hese

aut

o-sa

ved

gam

es w

ill

appe

ar a

long

with

the

one

s yo

u ha

ve s

aved

you

rsel

f. T

o lo

ad

one,

lef

tclic

k on

it

and

then

le

ftcl

ick

on

the

<LO

AD

!>

butt

on.

Pla

yer

Setu

p :

Thi

s sc

reen

let

s yo

u se

t th

e ba

se a

nd s

trip

e co

lors

of

your

sh

ips.

T

o ch

ange

yo

ur

base

co

lor,

lef

tclic

k on

the

<B

ASE

C

OL

OR

> bu

tton

. A

sm

all

whi

te c

ircl

e w

ill a

ppea

r in

side

th

e la

rge

rain

bow

box

. C

lick

and

drag

the

cir

cle

arou

nd t

he

rain

bow

bo

x un

til

you

have

ac

hiev

ed

a sh

ade

you

are

satis

fied

with

. T

o ch

ange

the

st

ripe

col

or,

sim

ply

left

clic

k o

n th

e <S

TR

IPE

C

OL

OR

> bu

tton

and

rep

eat

the

proc

ess

of d

ragg

ing

the

whi

te c

ircl

e to

ch

oose

a s

trip

e co

lor.

Yo

u ca

n al

so d

rag

the

slid

er,

loca

ted

to

the

righ

t of

the

rai

nbow

box

, up

an

d do

wn

to

adju

st

the

brig

htne

ss o

f the

col

or.

Star

ting

The

Gam

e:

Whe

n yo

u ar

e ha

ppy

with

you

r ch

oice

of

fleet

and

shi

p co

lor,

leftc

lick

on t

he <

STA

RT

!> g

ame

butt

on

to

begi

n th

e Si

ngle

Pl

ayer

cam

paig

n.

64

Page 26: Homeworld Gameplay Guide

5.2 ch

arac

ters

screen shot

5.3 m

issi

on

obj

ecti

ves

screen shot

The

tw

o ch

arac

ters

you

will

he

ar

from

m

ost

ofte

n in

H

omew

orld

are

Fle

et C

omm

and

and

Flee

t In

telli

genc

e. A

nytim

e a

char

acte

r sp

eaks

, su

btit

les

will

app

ear

at t

he t

op o

f th

e sc

reen

nex

t to

the

icon

.

Mis

sion

obj

ectiv

es in

the

sin

gle

play

er g

ame

are

disp

laye

d on

th

e ri

ght

side

of

the

task

bar.

Y

ou

can

left

clic

k on

an

ob

ject

ive

to r

epla

y th

e sp

eech

ev

ent

that

des

crib

es it

. Pr

imar

y ob

ject

ives

mus

t be

com

plet

ed

for

the

mis

sion

to

en

d,

bu

t se

cond

ary

obje

ctiv

es

are

optio

nal.

h o m e w o r l dpage

65

Page 27: Homeworld Gameplay Guide

6 m

ulti

play

erscreen shot

6.2 la

nscreen shot

Hom

ewor

ld

can

be

play

ed

agai

nst

hum

an

and

com

pute

r op

pone

nts

thro

ugh

a va

riety

of

diff

eren

t m

odes

. W

hile

the

re

are

thre

e di

ffer

ent

way

s to

en

gage

in

a m

ultip

laye

r ga

me

of H

omew

orld

, the

y al

l use

the

sa

me

syst

em f

or c

reat

ing

the

actu

al g

ame

and

sett

ing

up t

he

gam

epla

y op

tions

and

rule

s.

6.1 Sk

irm

ish

vs. C

PU

Thi

s op

tion

is

fo

r pl

ayin

g m

ulti

play

er

gam

es

agai

nst

com

pute

r pl

ayer

s. A

fter

a g

ame

is

crea

ted

wit

h th

e de

sire

d ga

mep

lay

optio

ns (

see

“Set

ting

Mul

tipl

ayer

Gam

e O

ptio

ns”)

, le

ftcl

ick

on

the

<ST

AR

T>

butt

on t

o be

gin

the

actio

n.

To

play

Hom

ewor

ld o

n a

Loc

al

Are

a N

etw

ork,

cho

ose

<LA

N>

from

the

mul

tipla

yer

men

u.

Peo

ple

who

w

ant

to

play

to

geth

er o

n a

LA

N m

ust

be

usin

g th

e sa

me

prot

ocal

.

6.2.1 P

lay

Lan

Gam

eO

n th

is s

cree

n, l

eftc

lick

on t

he

nam

e fie

ld

and

type

in

th

e na

me

you

wis

h to

be

know

n by

on

the

mul

tipla

yer

batt

lefie

ld.

Hit

<EN

TE

R>

whe

n yo

u ar

e fin

ishe

d ty

ping

. Lef

tclic

k on

the

<P

LA

YER

SE

TU

P> if

you

nee

d to

cha

nge

your

rac

e or

shi

p co

lors

from

pre

viou

s m

ultip

laye

r se

ssio

ns. O

nce

you

are

satis

fied,

le

ftcl

ick

on t

he <

GO

!> b

utto

n.

IPX

LA

N:

Hom

ewor

ld w

ill a

uto-

dete

ct i

f yo

u ha

ve I

PX a

nd/

or T

CP/

IP

LA

N

and

choo

se

the

appr

opri

ate

prot

ocal

, so

no

rmal

ly y

ou w

ill n

ever

hav

e to

to

uch

this

set

ting.

If

you

have

bo

th

IPX

an

d T

CP

/IP

in

stal

led,

Hom

ewor

ld d

efau

lts

to I

PX.

Use

rs w

ho w

ant

mor

e co

ntro

l an

d bo

th

prot

ocal

s in

stal

led

can

sele

ct

the

IPX

bu

tton

fo

r IP

X,

and

the

TC

P/IP

but

ton

for

TC

P/IP

.

pagehomeworld gameplay gu ide 66

Page 28: Homeworld Gameplay Guide

6.2.2 th

e lo

bby

screen shot

The

lob

by i

s w

here

you

go

to

see

who

el

se

is

on

the

LA

N,

chat

, or

gani

ze

your

ow

n ga

me,

or

see

wha

t ga

mes

ar

e st

ill a

ccep

ting

play

ers.

The

na

mes

of

the

play

ers

curr

ently

in

the

lobb

y ar

e in

the

bot

tom

ri

ght

pane

l, an

d an

y ch

at

mes

sage

s ar

e pr

inte

d in

the

bo

ttom

left

pan

el.

Cha

ttin

g:

If y

ou w

ish

to s

end

mes

sage

s to

the

oth

er p

laye

rs i

n th

e lo

bby,

jus

t le

ftcl

ick

here

and

ty

pe

your

m

essa

ge.

If

you

wis

h to

w

hisp

er

a pr

ivat

e m

essa

ge t

o ju

st o

ne p

laye

r,

type

/<p

laye

rnam

e> a

nd t

he

rest

of y

our

mes

sage

.

Cre

atin

g Y

our

Ow

n G

ame:

Lef

tclic

k on

the

Cre

ate

Gam

e bu

tton

. T

his

take

s yo

u to

the

ga

me

setu

p sc

reen

.

Gam

e D

etai

ls:

The

lis

t of

gam

es a

vaila

ble

in

the

lobb

y is

di

spla

yed

in

the

larg

e up

per

disp

lay

pane

l. T

o se

e w

hich

op

tion

s ar

e be

ing

used

in

a

gam

e,

left

clic

k on

the

gam

e yo

u ar

e in

tere

sted

in

an

d th

en

left

clic

k on

thi

s bu

tton

.

Join

ing

a G

ame:

L

eftc

lick

on

the

gam

e yo

u w

ish

to

join

on

th

e m

ain

lis

t an

d th

en

left

clic

k on

this

but

ton.

Pla

yer

Setu

p:

If y

ou w

ish

to c

hang

e yo

ur

fleet

or

sh

ip

colo

rs

at

any

time,

left

clic

k on

thi

s bu

tton

.

h o m e w o r l dpage

67

Page 29: Homeworld Gameplay Guide

6.2.3 se

tup

gam

escreen shot

Setu

p G

ame:

The

se

tup

gam

e sc

reen

is

w

here

you

set

the

nam

e of

yo

ur g

ame

and

the

num

ber

of

CPU

pla

yers

, as

wel

l as

all t

he

gam

epla

y op

tions

ava

ilabl

e.

Nam

ing

You

r G

ame:

C

lick

on t

his

pane

l and

typ

e in

a

nam

e fo

r yo

ur g

ame.

Num

ber

of C

PU

Pla

yers

:L

eftc

lick

on

the

arro

ws

to

incr

ease

or

de

crea

se

the

num

ber

of c

ompu

ter

play

ers

you

wan

t in

the

gam

e.

Win

Con

diti

ons:

The

se c

heck

boxe

s le

t yo

u se

t th

e va

riou

s w

in

cond

itio

ns

for

the

gam

e. D

estr

oy e

nem

y M

othe

rshi

p m

eans

the

enem

y’s

Mot

hers

hip

mus

t be

des

troy

ed

and

capt

ure

enem

y ca

pita

l sh

ip m

eans

you

can

als

o w

in

by c

aptu

ring

an

enem

y ca

pita

l sh

ip.

Alli

ed v

icto

ry m

eans

tha

t pl

ayer

s w

ho a

re a

llied

can

win

th

e ga

me

toge

ther

by

defe

atin

g th

eir

enem

ies.

Pas

swor

d on

the

Gam

e:If

you

wan

t to

res

tric

t ac

cess

to

yo

ur

gam

e,

left

clic

k on

th

e <p

assw

ord

prot

ecte

d>

chec

kbox

. L

eftc

lick

on

the

narr

ow p

anel

dir

ectl

y be

low

an

d ty

pe i

n th

e pa

ssw

ord

you

wis

h to

us

e.

Con

firm

yo

ur

pass

wor

d by

re-

ente

ring

it

in

the

pane

l be

low

. In

ord

er f

or

othe

r pl

ayer

s to

join

the

gam

e yo

u cr

eate

d, y

ou w

ill h

ave

to

tell

them

the

pas

swor

d.

Star

t W

ith:

T

his

sett

ing

lets

you

dec

ide

whe

ther

to

st

art

the

gam

e w

ith a

Mot

hers

hip

ora

Car

rier

.

CP

U D

iffi

cult

y:T

his

slid

er l

ets

you

set

the

diff

icul

ty

of

the

com

pute

r-co

ntro

lled

oppo

nent

s.

CP

U A

ttac

ks H

uman

s:T

his

slid

ers

lets

you

set

how

lik

ely

the

CP

U

play

er

will

at

tack

hum

an o

ppon

ents

.

Cre

ate

Gam

e:

The

res

t of

the

gam

e op

tions

ar

e ex

plai

ned

belo

w

in

the

“set

ting

m

ulti

play

er

gam

e op

tion

s” s

ectio

n. W

hen

you

are

satis

fied

with

you

r ch

oice

s,

left

clic

k on

th

e <C

RE

AT

E

GA

ME>

but

ton.

pagehomeworld gameplay gu ide 68

Page 30: Homeworld Gameplay Guide

6.2.4 w

aiti

ng f

or

play

ers

screen shot

Aft

er

you

crea

te

the

gam

e,

you

are

retu

rned

to

the

lobb

y to

wai

t fo

r pl

ayer

s to

join

you

r ga

me.

Whe

n yo

u ar

e re

ady

to

star

t, y

ou c

an l

eftc

lick

on t

he

<ST

AR

T G

AM

E>

butt

on.

If

you

wis

h to

cha

nge

som

e of

th

e ga

me

optio

ns, c

lick

on t

he

<SE

TU

P G

AM

E>

butt

on a

nd

this

will

tak

e yo

u ba

ck t

o th

e ga

me

opti

ons

scre

en.

If y

ou

no

long

er

wis

h to

ho

st

a ga

me,

le

ftcl

ick

on

the

<DIS

SOL

VE

GA

ME

> bu

tton

.

h o m e w o r l dpage69

Page 31: Homeworld Gameplay Guide

6.3 in

tern

et

6.3.1 lo

gin

screen shot

From

thi

s sc

reen

you

can

log

on

to

WO

N,

chan

ge

your

co

lors

or

fle

et,

chan

ge

your

pa

ssw

ord,

or

cr

eate

a

new

ac

coun

t.

Lau

nch

WO

N!:

To

conn

ect

to

the

Wor

ld

Opp

onen

t N

etw

ork,

lef

tclic

k on

th

is b

utto

n an

d yo

u w

ill f

ind

your

self

in

the

Hom

ewor

ld

lobb

y on

W

ON

. Se

ttin

g up

an

d pl

ayin

g a

gam

e on

WO

N is

id

entic

al t

o pl

ayin

g on

a L

AN

ex

cept

W

ON

ha

s m

ulti

ple

room

s in

stea

d of

ju

st

one

lobb

y.

Fire

wal

l Set

ting

s:

If y

ou a

re b

ehin

d a

firew

all,

you

shou

ld s

elec

t th

e <B

ehin

d Fi

rew

all>

but

ton.

If

you

kno

w

you'

re

not

behi

nd

a fir

ewal

l yo

u sh

ould

ch

eck

the

<Not

B

ehin

d Fi

rew

all>

but

ton.

If

yo

u ar

e un

sure

or

don’

t kn

ow

wha

t a

firew

all i

s, c

hoos

e A

uto-

dete

ct, w

hich

is t

he d

efau

lt.

Tec

hnic

al

note

: W

hen

you

crea

te a

gam

e, i

f on

e or

mor

e pl

ayer

s ar

e be

hind

a f

irew

all,

WO

N w

ill c

reat

e a

dedi

cate

d se

rver

for

the

gam

e in

stea

d of

us

ing

the

defa

ult

peer

-to-

peer

co

nnec

tion

.

Slow

m

odem

us

ers

who

hos

t ga

mes

may

wan

t to

ch

oose

th

e <B

ehin

d Fi

rew

all>

opt

ion

(eve

n if

they

ar

e no

t be

hind

a f

irew

all)

so

WO

N a

lway

s us

es a

ded

icat

ed

serv

er,

whi

ch w

ill r

equi

re l

ess

band

wid

th o

n th

eir

mod

em.

Rem

embe

r, i

f yo

u ar

e un

sure

w

hat

you

firew

all

stat

us i

s, j

ust

sele

ct a

uto-

dete

ct.

Pla

yer

Setu

p:

Lef

tclic

k on

thi

s bu

tton

if

you

wis

h to

cha

nge

your

fle

et o

r sh

ip c

olor

s. C

hang

e P

assw

ord:

If

you

wis

h to

ch

ange

yo

ur

WO

N

pass

wor

d,

left

clic

k on

th

is b

utto

n.

Cre

ate

New

Acc

ount

: If

you

do

not

have

a W

ON

ac

coun

t,

left

clic

k on

th

is

butt

on,

then

ty

pe

in

the

follo

win

g in

form

atio

n:

Nam

eL

eftc

lick

on t

his

pane

l and

typ

e in

the

nam

e yo

u w

ish

to u

se

for

your

WO

N a

ccou

nt.

Pas

swor

dL

eftc

lick

on

this

pa

nel

and

ente

r th

e pa

ssw

ord

you

wis

h to

us

e.

Con

firm

Pas

swor

dL

eftc

lick

on

this

pa

nel

and

ente

r yo

ur p

assw

ord

agai

n to

m

ake

sure

you

hav

e ty

ped

it in

co

rrec

tly in

the

pre

viou

s pa

nel.

New

Acc

ount

L

eftc

lick

on

this

bu

tton

to

cr

eate

a n

ew a

ccou

nt.

If

you

chos

e an

acc

ount

nam

e al

read

y in

use

you

will

hav

e to

rep

eat

this

pro

cess

usi

ng a

diff

eren

t ac

coun

t na

me.

Hom

ewor

ld c

an b

e pl

ayed

ove

r th

e In

tern

et o

nly

on t

he W

orld

Opp

onen

t N

etw

ork,

a f

ree

gam

ing

site

. If

you

do

not

alre

ady

have

an

acco

unt,

you

m

ust

crea

te o

ne b

efor

e pl

ayin

g H

omew

orld

.

pagehomeworld gameplay gu ide 70

Page 32: Homeworld Gameplay Guide

6.3.2 w

on

lobb

yscreen shot

WO

N is

org

aniz

ed in

to r

oom

s.

Pla

yers

can

lea

ve a

nd e

nter

ro

oms

and

crea

te

or

join

ga

mes

in

the

curr

ent

room

.

Play

ers

in t

he c

urre

nt r

oom

ar

e lis

ted

in t

he p

anel

on

the

righ

t, a

nd c

hat

mes

sage

s ar

e lis

ted

in t

he p

anel

on

the

left

. T

he n

ames

of

the

play

ers

in

the

lobb

y ar

e in

the

bot

tom

ri

ght

pane

l an

d an

y ch

at

mes

sage

s ar

e pr

inte

d in

the

bo

ttom

left

pan

el.

Cha

ttin

g:If

you

wis

h to

sen

d m

essa

ges

to

the

oth

er p

laye

rs i

n th

e lo

bby,

lef

tclic

k he

re a

nd t

ype

your

mes

sage

. If

you

w

ish

to

whi

sper

a p

riva

te m

essa

ge t

o ju

st

one

play

er,

type

<p

laye

rnam

e> a

nd t

hen

the

rest

of y

our

mes

sage

.

Cha

ngin

g R

oom

s:

room

or

crea

te a

roo

m o

f you

r ow

n, le

ftcl

ick

on t

his

butt

on.

Join

ing

Gam

es:

If y

ou w

ant

to j

oin

a ga

me

in

this

room

or c

reat

e on

e yo

urse

lf,

left

clic

k on

thi

s bu

tton

.

h o m e w o r l dpage

71

Page 33: Homeworld Gameplay Guide

6.3.3 av

aila

ble

gam

esscreen shot

From

thi

s sc

reen

you

can

see

a

list

of

gam

es

in

the

room

di

spla

yed

in t

he l

arge

pan

el.

Yo

u ca

n jo

in

any

of

thes

e ga

mes

, vi

ew t

he o

ptio

ns f

or

each

of

th

em,

upda

te

thei

r pi

ng

tim

es,

or

crea

te

your

ow

n ga

me.

Upd

atin

g P

ing

Tim

es:

Lef

tclic

k on

thi

s bu

tton

to

upda

te t

he p

ing

times

of

all

the

gam

es

in

the

list.

T

he

low

er t

he p

ing

time,

the

fast

er

your

con

nect

ion

to t

he g

ame

will

be.

Join

ing

a G

ame:

L

eftc

lick

on th

e ga

me

you

wish

to

joi

n on

the

mai

n lis

t, t

hen

left

clic

k on

thi

s bu

tton

.

Cre

atin

g a

Gam

e:

Lef

tclic

k on

th

is

butt

on

to

crea

te a

gam

e in

the

cur

rent

ro

om. S

ee “

sett

ing

mul

tipla

yer

gam

e op

tion

s”

for

mor

e in

form

atio

n on

cre

atin

g th

e ga

me.

pagehomeworld gameplay gu ide 72

Page 34: Homeworld Gameplay Guide

6.3.4 av

aila

ble

room

sscreen shot

From

thi

s sc

reen

you

can

see

a

list

of t

he r

oom

s on

WO

N i

n th

e la

rge

pane

l. Y

ou c

an j

oin

one

of t

hese

roo

ms

or c

reat

e yo

ur o

wn.

Join

ing

a R

oom

:T

o jo

in a

roo

m,

first

lef

tclic

k on

its

nam

e in

the

lis

t, t

hen

left

clic

k on

th

e <J

OIN

R

OO

M>

butt

on.

Cre

atin

g a

Roo

m:

To

crea

te a

roo

m, l

eftc

lick

on

the

<CR

EA

TE

R

OO

M>

butt

on

and

fill

in

the

nece

ssar

y in

form

atio

n.

h o m e w o r l dpage

73

Page 35: Homeworld Gameplay Guide

6.4 se

t up

gam

e m

ulti

play

erscreen shot

Gam

e T

ype:

H

omew

orld

co

mes

w

ith

seve

ral

pre-

defin

ed s

etup

s fo

r di

ffere

nt s

tyle

s of

mul

tipla

yer

gam

ing.

Sel

ectin

g on

e of

the

se

gam

e ty

pes

chan

ges

a va

riet

y of

op

tions

on

all

of t

he o

ptio

ns

scre

ens.

I H

ate

Har

vest

ing:

N

o ha

rves

ting

of r

esou

rces

is

requ

ired

in t

his

gam

e ty

pe. R

U

inje

ctio

ns a

re t

urne

d on

with

a

lum

p su

m in

ject

ion

as w

ell.

Bou

nty

Hun

ter:

B

ount

ies

are

turn

ed o

n in

thi

s ga

me

type

, m

eani

ng

each

en

emy

ship

you

kill

bri

ngs

in a

bo

unty

--

in R

Us.

Pla

yers

with

la

rger

fl

eets

ha

ve

high

er

boun

ty r

atin

gs,

mak

ing

them

m

ore

attr

activ

e ta

rget

s.

Car

pe D

iem

: “S

eize

th

e da

y.”

Thi

s ga

me

type

req

uire

s yo

u to

cap

ture

an

enem

y sh

ip t

o w

in t

he g

ame.

Bas

ic O

ptio

ns:

Sele

ct M

ap:

Thi

s al

low

s yo

u to

sel

ect

in

whi

ch l

ocat

ion

the

mul

tipla

yer

batt

le

will

ta

ke

plac

e.

The

nu

mbe

r lis

ted

afte

r th

e m

ap

nam

e sh

ows

how

man

y pl

ayer

s th

at m

ap s

uppo

rts.

CP

U p

laye

rs:

Thi

s se

ts h

ow m

any

com

pute

r pl

ayer

s w

ill

be

pres

ent

in

a ga

me.

St

art

Wit

h:

Thi

s op

tion

lets

you

dec

ide

if ev

eryo

ne s

tart

s th

e ba

ttle

with

a

Mot

hers

hip

or o

nly

a C

arri

er.

Adv

ance

d O

ptio

ns:

Win

Con

diti

ons:

T

his

sets

whe

ther

the

gam

e is

w

on b

y de

stro

ying

eve

ryon

e’s

Mot

hers

hip

or b

y ca

ptur

ing

an

enem

y C

apita

l Shi

p.D

isab

le R

esea

rch:

T

his

opti

on

turn

s of

f th

e re

sear

ch m

odel

in t

he g

ame

and

allo

ws

all

play

ers

full

acce

ss t

o al

l te

chno

logi

es

from

th

e be

ginn

ing

of t

he g

ame.

Dis

able

Cra

tes:

If

you

tog

gle

this

off,

no

bonu

s cr

ates

will

app

ear

duri

ng t

he

cour

se o

f the

gam

e.D

isab

le U

nit

Cap

ping

: T

his

allo

ws

an

unlim

ited

nu

mbe

r of

ve

ssel

s to

be

pr

oduc

ed in

the

gam

e. T

his

can

seri

ousl

y sl

ow d

own

the

gam

e,

even

on

th

e be

st

of

hom

e co

mpu

ters

.D

isab

le F

uel B

urn:

If

ke

epin

g tr

ack

of

fuel

fo

r St

rike

C

raft

(F

ight

ers

and

Cor

vett

es)

is

gett

ing

to b

e to

o m

uch

of a

pro

blem

, tu

rn o

ff

fuel

co

nsum

ptio

n w

ith

this

se

lect

ion.

Alli

ed V

icto

ry:

Che

ckin

g th

is b

ox w

ill e

nsur

e th

at p

laye

rs w

ho a

re a

llied

can

w

in a

gam

e to

geth

er w

hen

they

de

feat

pl

ayer

s no

t in

th

eir

allia

nce.

Bou

ntie

s:

Wit

h th

is o

ptio

n to

ggle

d on

, yo

u ge

t a

boun

ty i

n R

Us

for

ever

y en

emy

unit

you

dest

roy.

L

arge

r un

its

brin

g gr

eate

r re

war

ds.

pagehomeworld gameplay gu ide 74

Page 36: Homeworld Gameplay Guide

6.5

Savi

ng

a M

ulti

play

er

Gam

e:

Whi

le

play

ing

the

gam

e, h

it th

e [E

SC]

key

and

then

cho

ose

‘sav

e ga

me’

fro

m

the

opti

ons

list.

Thi

s op

tion

fu

nctio

ns t

he s

ame

as it

doe

s in

Si

ngle

-Pla

yer

mod

e.

6.6

Loa

ding

a

Mul

tipl

ayer

G

ame:

Fro

m t

he m

ulti

play

er

men

u, l

eftc

lick

on t

he <

LO

AD

SA

VE

D

GA

ME

> bu

tton

to

br

ing

up

a lis

t of

sa

ved

mul

tipla

yer

gam

es.

Lef

t cl

ick

on

a ga

me

in t

he l

ist

and

then

le

ftcl

ick

on

the

<LO

AD

G

AM

E>

butt

on t

o lo

ad it

.

6.7

Rec

ordi

ng a

Mul

tipl

ayer

G

ame:

Hom

ewor

ld a

llow

s yo

u to

rec

ord

any

mul

tipla

yer

gam

e an

d w

atch

it

late

r, f

rom

any

an

gle.

Whe

n yo

u w

ish

to s

tart

re

cord

ing

a ga

me,

hi

t th

e [E

SC]

key

and

left

clic

k on

the

<R

EC

OR

D>

butt

on.

Follo

w

the

sam

e pr

oces

s th

at

you

wou

ld

if yo

u w

ere

savi

ng

a ga

me.

Y

ou

may

lo

ad

a re

cord

ing

at

any

tim

e by

le

ftcl

icki

ng

on

<LO

AD

R

EC

OR

DE

D

GA

ME

> fr

om

the

mul

tipla

yer

men

u.

Onc

e lo

aded

, yo

u ca

n fo

cus

on a

ny

ship

in

th

e w

orld

fr

om

the

Sens

ors

Man

ager

, not

just

you

r ow

n.

6.4 se

t up

gam

e m

ulti

play

erscreen shot

Pla

yer

Opt

ions

:Se

lect

ing

a Fl

eet:

H

ere

you

can

choo

se t

o pl

ay

eith

er K

usha

n or

Tai

idan

in t

he

gam

e yo

u ar

e cr

eatin

g.C

hoos

ing

Ship

Col

ors:

T

his

scre

en

lets

yo

u se

t th

e ba

se a

nd s

trip

e co

lors

of

your

sh

ips.

T

o ch

ange

yo

ur

base

co

lor,

lef

tclic

k on

the

<B

ASE

C

OL

OR

> bu

tton

. A

sm

all

whi

te c

ircl

e w

ill a

ppea

r in

side

th

e la

rge

rain

bow

box

. C

lick

and

drag

the

cir

cle

arou

nd t

he

rain

bow

box

unt

il yo

u ha

ve

achi

eved

a

shad

e yo

u ar

e sa

tisfie

d w

ith.

To

chan

ge t

he

stri

pe c

olor

, le

ftcl

ick

on t

he

<ST

RIP

E

CO

LO

R>

butt

on

and

repe

at t

he s

ame

proc

ess

of

drag

ging

the

whi

te c

ircl

e to

ch

oose

a s

trip

e co

lor.

You

can

al

so d

rag

the

slid

er,

loca

ted

to

the

righ

t of

the

rai

nbow

box

, up

and

dow

n to

adj

ust

the

brig

htne

ss o

f the

col

or.

Res

ourc

es O

ptio

ns:

Dis

able

Har

vest

ing:

T

his

togg

les

reso

urce

col

lect

ion

on o

r of

f. W

ith it

off,

you

will

ha

ve t

o to

ggle

on

som

e ot

her

supp

ly o

f R

Us

or y

our

gam

e w

ill r

un o

ut o

f re

sour

ces

fair

ly

quic

kly.

Star

ting

Res

ourc

es:

Thi

s se

ts t

he l

evel

of

reso

urce

s w

ith

whi

ch e

ach

side

beg

ins

the

scen

ario

.

Res

ourc

e In

ject

ions

: T

his

sect

ion

mus

t be

tog

gled

on

by

le

ftcl

icki

ng

on

the

chec

kbox

. Y

ou

can

then

se

t ho

w o

ften

pla

yers

will

rec

eive

a

chun

k of

RU

s, a

nd h

ow l

arge

th

at c

hunk

is.

One

Lum

p Su

m:

If y

ou t

oggl

e th

is o

ptio

n,

you

will

rec

eive

onl

y on

e lu

mp

sum

of

res

ourc

es a

cer

tain

am

ount

of

tim

e af

ter

the

gam

e be

gins

.

Bot

h th

e am

ount

and

tim

ing

of

this

pre

ciou

s gi

ft c

an b

e se

t.

h o m e w o r l dpage

75

Page 37: Homeworld Gameplay Guide

options

Page 38: Homeworld Gameplay Guide

Soun

d Q

ualit

y:H

igh

qual

ity

is t

he r

ecom

men

ded

sett

ing.

Se

lect

ing

low

qua

lity

will

hel

p in

crea

se t

he

fram

e ra

te o

f th

e ga

me.

Se

lect

ing

auto

allo

ws

the

audi

o en

gine

to

drop

to

low

qua

lity

whe

n th

e fr

ame

rate

st

arts

to

ge

t lo

w,

it

will

au

tom

atic

ally

go

back

to

high

qua

lity

whe

n th

e fr

ame

rate

incr

ease

s.

NO

TE

: W

hile

pla

ying

a m

ulti

play

er g

ame,

yo

u m

ay c

hang

e th

e m

usic

tra

ck y

ou a

re

liste

ning

to

by p

ress

ing

the

[<]

key

to s

elec

t th

e pr

evio

us t

rack

or

the

[>]

key

to s

elec

t th

e ne

xt t

rack

. T

he l

ist

of m

usic

tra

cks

is l

imite

d to

the

am

bien

t le

vel

trac

ks a

nd b

attle

tun

es

7.1 a

udio

opt

ions

screen shot

7 opt

ions

1 in

stal

lati

on

Num

Cha

nnel

s:T

his

is t

he n

umbe

r of

sou

nd

effe

cts

that

the

gam

e w

ill m

ix

at o

ne t

ime.

A h

igh

num

ber

of

chan

nels

w

ill

give

a

mor

e im

mer

sive

exp

erie

nce

but

may

adve

rsly

aff

ect

the

fram

e ra

te o

f th

e ga

me.

Sele

ctin

g au

to

allo

ws

the

audi

o en

gine

to

tu

rn

off

chan

nels

w

hen

the

fram

e ra

te s

tart

s to

get

low

, it

will

aut

omat

ical

ly i

ncre

ase

the

num

ber

of

chan

nels

as

th

e fr

ame

rate

incr

ease

s.

Vol

ume

Sett

ings

: T

his

sect

ion,

co

nsis

ting

of

th

ree

slid

er b

ars,

allo

ws

you

to

set

the

volu

me

leve

ls f

or t

he

gam

e’s

spee

ch,

soun

d ef

fect

s an

d m

usic

ind

epen

dent

ly.

Lef

t-cl

ick,

ho

ld

on

the

leve

l in

dica

tor

and

drag

the

mou

se

The

opt

ions

men

u ca

n be

acc

esse

d ei

ther

from

the

ope

ning

men

u or

by

hitt

ing

[ESC

] at

any

ti

me

duri

ng a

gam

e. I

t gi

ves

you

acce

ss t

o a

num

ber

of g

amep

lay

and

disp

lay

opti

ons.

Inse

rt t

he C

D-R

OM

into

you

r C

D-R

OM

dri

ve. T

he H

omew

orld

Ins

talla

tion

prog

ram

will

aut

omat

ical

ly s

tart

up.

Fo

llow

the

on-

scre

en

inst

ruct

ions

to

spec

ify t

he v

ario

us i

nsta

llatio

n op

tions

. W

hen

the

inst

alla

tion

is c

ompl

ete,

it

will

hav

e cr

eate

d a

shor

tcut

in

your

Sta

rt

Men

u th

at y

ou c

an u

se t

o ru

n H

omew

orld

.

Mul

tim

edia

Spe

aker

s:

Thi

s se

ttin

g eq

ualiz

es

the

audi

o en

gine

fo

r op

tim

al

perf

orm

ance

with

the

ave

rage

m

ultim

edia

spe

aker

sys

tem

.

Ster

eo/

Surr

ound

Sou

nd:

Thi

s se

ttin

g eq

ualiz

es

the

audi

o en

gine

fo

r op

tim

al

perf

orm

ance

w

ith

high

en

d m

ultim

edia

spe

aker

s or

a h

ome

ster

eo.

Adv

ance

d Sp

eech

Se

ttin

gs

Men

u:

Acc

ess

this

sub

-men

u by

lef

t-cl

icki

ng o

n th

e <A

DV

AN

CE

D

SPE

EC

H S

ET

TIN

GS>

but

ton.

L

eftc

lick

on t

he <

AC

CE

PT>

butt

on w

hen

the

optio

ns a

re s

et

to y

our

pref

eren

ce.

Voc

al S

etti

ngs:

T

his

sect

ion

allo

ws

you

to p

ick

whi

ch s

peec

h so

unds

are

hea

rd

duri

ng

the

cour

se

of

your

ga

me.

Lef

tclic

k on

the

che

ck

boxe

s to

tur

n th

ese

soun

ds o

n or

off.

Com

man

d vo

ices

are

the

re

spon

ses

to y

our

com

man

ds

give

n du

ring

the

gam

e. S

tatu

s re

port

s ar

e th

e vo

ices

th

at

upda

te

you

on

new

se

nsor

re

port

s,

batt

les,

an

d ot

her

goin

gs-o

n in

th

e ga

me.

R

ando

m c

hatt

er d

escr

ibes

the

vo

ices

of

your

var

ious

pilo

ts

and

gunn

ers

as t

hey

perf

orm

th

eir

task

s, g

loat

ove

r vi

ctor

ies

or y

ell

for

assi

stan

ce.

Ran

dom

ch

atte

r is

no

t vi

tal

to

your

si

tuat

iona

l aw

aren

ess

but

adds

gr

eatl

y to

th

e im

mer

sive

qu

ality

of t

he g

ame.

Voi

ce S

elec

tion

: T

his

sect

ion

allo

ws

you

to t

urn

off

any

or

all

of

the

thre

e vo

ices

us

ed

in

the

gam

e.

Lef

tclic

k on

th

e <H

EA

R>

bu

tton

to

sam

ple

the

voic

es.

Hea

dpho

nes:

T

his

sett

ing

equa

lizes

th

e au

dio

engi

ne

for

opti

mal

pe

rfor

man

ce

wit

h av

erag

e he

adph

ones

.

Cus

tom

: B

y pr

essi

ng t

he c

hang

e bu

tton

, yo

u ca

n tu

ne

the

opti

mal

eq

ualiz

atio

n se

ttin

gs f

or y

our

spea

kers

or

head

phon

es.

h o m e w o r l dpage77

Page 39: Homeworld Gameplay Guide

pagehomeworld gameplay gu ide

7.2 vi

deo o

ptio

nsscreen shot

Ren

deri

ng S

yste

m:

All

syst

ems

that

ca

n ru

n H

omew

orld

will

be

able

to

run

it in

sof

twar

e. H

owev

er,

man

y us

ers

will

hav

e so

me

form

of

hard

war

e ac

cele

rato

r ca

rd t

hat

allo

ws

them

to

use

Dir

ect3

D

or O

penG

L a

ccel

erat

ion.

T

his

listb

ox

lists

th

e su

ppor

ted

rend

erin

g sy

stem

s H

omew

orld

ha

s de

tect

ed o

n yo

ur s

yste

m.

T

he

item

s lis

ted

in

this

w

indo

w m

ay i

nclu

de S

oftw

are,

D

efau

lt

Ope

nGL

, 3D

Fx

Ope

nGL

an

d D

irec

t3D

Pr

imar

y di

spla

y.

If y

ou d

o no

t ha

ve a

har

dwar

e ac

cele

rato

r fo

r O

penG

L,

you

will

stil

l hav

e an

op

tion

for

Def

ault

Ope

nGL

. P

leas

e no

te t

hat

this

will

be

muc

h sl

ower

tha

n th

e So

ftw

are

optio

n.

Lev

el o

f D

etai

l Thr

esho

ld:

Thi

s sl

ider

ba

r co

ntro

ls

the

leve

l of g

eom

etric

com

plex

ity in

re

nder

ed i

mag

es.

Slid

ing

the

bar

to

the

left

re

duce

s th

e nu

mbe

r of

pol

ygon

s in

a s

ingl

e fr

ame

and

resu

lts i

n ch

unki

er

look

ing

ship

s.

Adj

ust

to

achi

eve

a ba

lanc

e be

twee

n ga

me

perf

orm

ance

and

vis

ual

fidel

ity.

In G

ame

Bri

ghtn

ess:

T

his

Opt

ion

affe

cts

how

br

ight

ly t

he s

hips

are

ren

dere

d in

the

gam

e. I

t do

es n

ot e

ffec

t th

e us

er i

nter

face

scr

eens

or

the

back

grou

nds.

You

may

w

ant

to

turn

th

is

up

to

impr

ove

the

brig

htne

ss

or

cont

rast

of

th

e ga

me

depe

ndin

g on

you

r m

onito

r.

Num

ber

of E

ffec

ts:

Thi

s sl

ider

eff

ects

how

man

y ef

fect

s ar

e dr

awn

in t

he g

ame.

T

urni

ng i

t up

will

res

ult

in a

ri

cher

, m

ore

deta

iled

gam

e ex

peri

ence

wit

h m

ore

spec

ial

effe

cts

but

will

als

o m

ake

it

slow

er.

To

impr

ove

fram

e ra

te,

you

may

w

ant

to

turn

th

is

optio

n do

wn.

Res

olut

ion:

T

his

pane

l di

spla

ys t

he s

cree

n re

solu

tions

av

aila

ble

for

the

rend

erin

g sy

stem

yo

u ha

ve

chos

en.

Low

er r

esol

utio

ns w

ill

spee

d up

gra

phic

s at

the

cos

t of

im

age

smoo

thne

ss

and

deta

il.

Lef

tclic

k on

th

e re

solu

tion

se

ttin

g yo

u w

ish

to u

se.

Pal

ette

Poo

l: C

erta

in

vide

o ca

rds

do

not

supp

ort

pale

tted

tex

ture

s an

d re

quir

e ad

diti

onal

R

AM

to

st

ore

tem

pora

ry c

opie

s of

the

co

nver

ted

text

ures

. T

his

cont

rol

allo

ws

you

to

adju

st h

ow m

uch

mem

ory

is

rese

rved

for

the

tex

ture

poo

l.

Incr

easi

ng t

he s

ize

of t

he p

ool

will

dec

reas

e th

e am

ount

of

grap

hica

l sl

owdo

wn

that

oc

curs

w

hen

dow

nloa

ding

te

xtur

es t

o yo

ur v

ideo

car

d.

The

con

trol

will

be

disa

bled

if

your

ha

rdw

are

does

no

t re

quir

e th

is e

xtra

ste

p.

78

Page 40: Homeworld Gameplay Guide

7.2 vi

deo o

ptio

nsscreen shot

Blo

b A

lpha

:Se

lect

ing

this

op

tion

w

ill

caus

e th

e ci

rcle

s in

th

e Se

nsor

s M

anag

er

to

be

disp

laye

d w

ith

a fa

ded

frin

ge.

Ow

ners

of

sl

ower

co

mpu

ters

m

ay

wan

t to

di

sabl

e th

is o

ptio

n to

spe

ed

up t

he d

ispl

ay w

hen

in t

he

Sens

ors

Man

ager

.

Inst

ant

SM T

rans

itio

n:Se

lect

ing

this

optio

n ca

uses

th

e tr

ansi

tion

fr

om

the

mai

n ga

me

scre

en t

o th

e Se

nsor

s M

anag

er

to

be

imm

edia

te

inst

ead

of

smoo

th

and

fluid

. U

sers

w

ith s

low

er m

achi

nes

may

w

ant

to e

nabl

e th

e in

stan

t tr

ansi

tion

to

im

prov

e re

spon

se.

Bul

let

Eff

ects

:T

urni

ng

this

op

tion

of

f w

ill c

ause

all

bulle

ts t

o be

dr

awn

with

a s

impl

e bu

llet

effe

ct.

Thi

s ca

n im

prov

e th

e fr

ame

rate

on

slow

er

mac

hine

s du

ring

bi

g ba

ttle

s, b

ut w

ill n

ot l

ook

as

good

. Se

e al

so

“Num

ber

of

Eff

ects

” in

th

e vi

deo

optio

ns s

cree

n.

Cus

tom

Eff

ects

:T

his

sub-

men

u le

ts y

ou c

hoos

e w

hich

adv

ance

d gr

aphi

c ef

fect

s w

ill b

e ac

tivat

ed in

you

r ga

me.

E

ach

has

its o

wn

cost

in t

erm

s of

per

form

ance

, an

d it

s ow

n be

nefit

s in

te

rms

of

visu

al

effe

cts.

A p

artic

ular

effe

ct c

an

be t

urne

d on

or

off

by l

eft

clic

king

on

the

chec

kbox

at

the

left

of t

he fe

atur

e na

me.

Surf

acin

g Fi

lter

ing:

Sele

ctin

g th

is op

tion

will

mak

e te

xtur

es a

ppea

r sm

ooth

er a

nd

less

chu

nky.

Sur

face

filt

erin

g is

no

t av

aila

ble

whe

n us

ing

the

soft

war

e re

nder

ing

syst

em.

Bac

kgro

und

Imag

es:

Thi

s de

term

ines

whe

ther

the

ga

lact

ic b

ackd

rop

is d

ispl

ayed

in

stea

d of

th

e bl

ackn

ess

of

spac

e.

Use

rs

with

sl

ower

m

achi

nes,

or

thos

e us

ing

the

soft

war

e re

nder

ing

syst

em, m

ay

wan

t to

tur

n th

is o

ptio

n of

f to

sp

eed

up g

amep

lay.

Stip

ple

Alp

ha:

Sele

ctin

g th

is op

tion

will

cau

se

the

soft

war

e re

nder

ing

syst

em

to d

ispl

ay t

rans

pare

ncy

effe

cts

with

a s

cree

n-do

or a

ppea

ranc

e,

whi

ch r

esul

ts in

hig

her

grap

hic

perf

orm

ance

at

the

expe

nse

of

visu

al q

ualit

y.

Hit

Eff

ects

:T

urni

ng t

his

opti

on o

ff w

ill

disa

ble

bulle

t hi

t ef

fect

s.

T

hese

ef

fect

s ar

e pl

ayed

w

hene

ver

bulle

ts h

it sh

ips

or

othe

r ga

me

obje

cts.

O

wne

rs

of

slow

er

com

pute

rs

or

wit

hout

an

y ha

rdw

are

acce

lera

tion

m

ay

wan

t to

di

sabl

e th

is o

ptio

n to

spe

ed u

p th

e ga

me

duri

ng b

ig b

attle

s.

See

also

“N

umbe

r of

Eff

ects

” in

the

vid

eo o

ptio

ns s

cree

n.

Dam

age

Eff

ects

:W

hen

ship

s ge

t da

mag

ed,

they

m

ay

spar

k,

smok

e or

em

it

flam

es.

W

hile

th

is

is

an

impo

rtan

t ga

mep

lay

elem

ent,

re

nder

ing

of t

hese

eff

ects

can

ca

se

a sl

ow

fram

e ra

te

on

slow

er m

achi

nes

or m

achi

nes

with

out

hard

war

e ac

cele

ratio

n.O

wne

rs

of

thes

e sl

ower

m

achi

nes

may

wan

t to

dis

able

th

ese

effe

cts.

See

also

“N

umbe

r of

Eff

ects

” in

the

vi

deo

optio

ns s

cree

n.

Muz

zle

Flas

h E

ffec

ts:

Tur

ning

thi

s op

tion

off

will

di

sabl

e ef

fect

s th

at g

et p

laye

d w

hen

ship

s fi

re

bulle

ts.

D

isab

ling

this

op

tion

m

ay

spee

d up

the

gam

e on

slo

wer

m

achi

nes

duri

ng b

ig b

attl

es,

but

will

not

look

as

good

. Se

e al

so “

Num

ber

of E

ffec

ts”

in

the

vide

o op

tions

scr

een.

h o m e w o r l dpage

79

Page 41: Homeworld Gameplay Guide

7.3 ga

mep

lay

opt

ions

screen shot

Mou

se S

ensi

tivi

ty:

Thi

s sl

ider

bar

con

trol

s ho

w

muc

h m

ouse

mot

ion

it ta

kes

to

mov

e th

e cu

rsor

on

the

scre

en.

Lef

tclic

k an

d dr

ag t

he in

dica

tor

to t

he l

eft

to m

ake

your

cur

sor

mov

e m

ore

slow

ly a

nd t

o th

e ri

ght

to

mak

e it

re

spon

d to

m

ouse

mov

emen

t mor

e qu

ickl

y.

Info

Ove

rlay

: W

ith

this

to

ggle

d on

, ev

ery

time

you

sele

ct a

shi

p or

gro

up

of s

hips

, the

ir t

ype

and

num

ber

will

app

ear

in t

he u

pper

rig

ht

corn

er o

f the

scr

een.

pagehomeworld gameplay gu ide 80

Page 42: Homeworld Gameplay Guide

7.4 ke

y bi

ndin

gsscreen shot

Thi

s m

enu

allo

ws

you

to

chan

ge

wh

ich

g

amep

lay

com

man

ds a

re a

ctiv

ated

by

whi

ch k

eyst

roke

. T

o ch

ange

a

com

man

d ke

y, d

oubl

eclic

k on

th

e co

mm

and

you

wis

h to

ch

ange

and

pre

ss t

he n

ew k

ey

you

wis

h to

tr

igge

r th

e co

mm

and.

Sh

ould

you

wis

h to

er

ase

all

the

chan

ges

you

have

m

ade

and

retu

rn t

he c

omm

and

keys

to

thei

r or

igin

al a

ssig

n-m

ents

, lef

tclic

k on

the

<R

ESE

T

TO

DE

FAU

LT

S> b

utto

n.

h o m e w o r l dpage

81

Page 43: Homeworld Gameplay Guide

ship data

Page 44: Homeworld Gameplay Guide

h o m e w o r l dpage

8.1 Ship Categories

Ships in Homeworld are divided into several broad categories based ontonnage. Initially, no combat vessel larger than a Corvette is available, butthrough research all classes become available. Those classes are as follows:

Strike Craft:

This small ship class includes both Fighter and Corvette hulls.While highly maneuverable (Fighters are the only vessel classcapable of performing special combat flight maneuvers), StrikeCraft are unable to carry enough reactor mass to generate a self-sustaining drive torch, and so they must be refueled. This limitstheir range from the Mothership, unless a Support Frigate isprovided to carry fuel for them. Strike Craft also are too small to carry the hyper drive module and cannot enter hyperspace by themselves.

Capital Ships:

This class represents the first generation of large crew vessels andincludes the Frigate and Destroyer classes of warships along withthe larger support vessels like the Cloak Generator, ResourceCollector and Grav Well Generator. Capital Ships are the hardbackbone of any attack fleet, and what they lack in speed andmaneuverability is made up for in firepower and armor. CapitalShips have a limited self-repair capability.

Super Capital Ships:

These huge warships represent vast investments of resources, timeand technology, and are as valuable as they are powerful. Secondonly to the massive Mothership in size and capability, these vesselsare dreadnoughts of cutting edge-technology. They carry theirown hyper drive modules and some even have onboardmanufacturing arrays in order to replace ordinance or constructsmaller vessels. While extremely powerful and able to absorb largeamounts of damage, they are still vulnerable to masses of smallships and should never be deployed without a flotilla of smallerwarships.

8 ship data

83

Page 45: Homeworld Gameplay Guide

pagehomeworld gameplay gu ide

s o m e d e f i n i t i o n s :

Mass:

Firepower:

Armor:

Coverage:

Maneuverability:

Max. Velocity:

The mass of the ship in tons

The amount of damage the ship can inflict (relative weighting)

The amount of damage the ship’s armored hull can withstand

The percentage of a sphere theship can cover with its guns

How maneuverable and agile theship is

The ship’s top speed

8.2 Ship Stats and Descriptions

84

Page 46: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

h o m e w o r l dpage

True to its name, the Scout is afast, cheap ship that is useful forscouting out enemy locations.

Because of its high maneuverability,the Scout is excellent for creatingdiversions and light harassmentwhile avoiding enemy fire.

While less maneuverable than theScout, the Interceptor easilycompensates with its muchheavier weaponry. TheInterceptor is a good Fighterkiller and stacks up favorablyagainst Capital Ships when usedin greater numbers.

Although its slow speed keeps theDefender from being a primaryattack force, its gimbaled guns andhigh power rotational thrustersallow it the greatest coverage of allFighters.

40 tons

10

110

8%

Very high

1000m/s

Speed burst

(press [z] to activate)

none

scout

60 tons

18

160

10%

high

875 m/s

none

Fighter Drive, Heavy Fighter Chassis

interceptor

60 tons

30

280

90%

high

385 m/s

none

Fighter Drive, Heavy Fighter Chassis, Fire Control

defender

fighter class8.2.1- 8.2.3

85

Page 47: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

pagehomeworld gameplay gu ide

kushan taiidan

With cloaking sails active, theCloaked Fighter is the stealthiestship around. Highly useful forsimple surveillance, the CloakedFighter is also a good attack craft.It must, however, de-cloak to fire,making it vulnerable for a shortperiod of time.

A technological advance createdplasma bomb technology smallenough to fit in a Fighter-sizedcraft. The Attack Bomber wasborn. While its slow-movingplasma bombs can be outrun byFighters, they make short work ofFrigates and other Capital Ships.

The Defense Fighter has noattack weaponry to speak of;instead, it fires beams from itsemitter dome to shoot downoncoming enemy fire. Thismakes the Defense Fighter anexcellent mobile protective force,especially when used with otherFighter craft.

40 tons

10

150

10%

high

775 m/s

Cloaking (doubleclick or:

press [z] to activate)

Fighter Drive, Heavy Fighter Chassis, cloaked fighter

cloaked fighter

90 tons

45

300

5%

medium

700 m/s

none

Fighter Drive, Heavy Fighter Chassis, Plasma Bomb Launcher

attack bomber

75 tons

-

300

80%

high

875 m/s

none

Fighter Drive, Heavy Fighter Chassis, Defense Fighter

defense fighter

fighter class 8.2.4 - 8.2.6

86

(kushan only)

(taiidan only)

Page 48: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

h o m e w o r l dpage

Its heavy-duty engine, chassis,and armor make the Light Corvettesignificantly slower than any ofthe Fighter-class ships.

Its salvation comes in a powerfulturreted gun which is fast enoughto hit Fighters flying at full speed.

More armored than its lightcousin, the Heavy Corvette addsa second high powered turret toan already powerful craft. Itsturrets allow the Heavy Corvetteto track two Fighters at once andalso make it a moderate threat toCapital Ships.

The Repair Corvette is capable ofrepairing and refueling Fighters“in the field.” While equippedwith only a small gun, the RepairCorvette has heavy armor toprotect itself and the craft it’srepairing. Timely support from aRepair Corvette can be quiteuseful in a long battle.

400 tons

100

900

40%

medium

575 m/s

none

Corvette Drive, Corvette Chassis

light corvette

750 tons

200

1700

50%

medium

350

charged burst attack

Corvette Drive, Corvette Chassis, Heavy Corvette Upgrade

heavy corvette

750 tons

65

1200

10%

medium

500 m/s

can repair + refuel strike

none

repair corvette

corvette class8.2.7 - 8.2.9

87

(hold [z] + leftclick on the target to activate)

craft, repair capital ships. (hold [z] + leftclick

on the ship(s) to service)

Page 49: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

pagehomeworld gameplay gu ide

kushan taiidan

This beefy Corvette was once used exclusively for towing junkand salvaging derelicts. Afterbeing adapted for combat, theSalvage Corvette gained theability to capture enemy shipsthat are heavily damaged. Oncecaptured, these ships are towedback to a Carrier or theMothership for refitting.

Following advances in turrets andauto-targeting, the Multi-GunCorvette was conceived. It sportsa full six articulating turrets. Thisallows it to track numerous fast-moving targets at once, making itespecially deadly against largegroups of Fighters.

While the Minelayer has normalattack capability (dropping minesthat float slowly toward theirtarget), it can also perform a forcemine drop, where a wall of minesare laid at the current location.Running into a minefield with afleet of Capital Ships is sure toruin anyone’s day.

1200

NA

1200

-

medium

425 m/s

capture of enemy ships

Corvette Drive, Corvette Chassis

salvage corvette

750 tons

180

1400

78%

medium

695 m/s

none

Corvette Drive, Corvette Chassis, Fast Tracking Turrets

multi-gun corvette

900 tons

300

800

-

medium

425 m/s

creation of minefields

Corvette Drive, Corvette Chassis, Minelaying Tech

minelayer corvette

corvette class 8.2.10 - 8.2.12

88

(leftclick on enemy ships to activate)

(doubleclick or: press [z] to activate)

Page 50: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

h o m e w o r l dpage

The Assault Frigate is the mostgeneral purpose combat ship ofthe capital ships. It has four largeturrets, which afford it excellentcoverage, as well as two fixedplasma bomb launchers. While itsturrets are too slow to track fast-moving Fighters, they can take outthe slower Corvettes with ease.

When ion beam power washarnessed, the scale necessary toproduce a severely damagingbeam meant that an entire Frigatecould hold only one cannon. Theacceleration ladder alone runs theentire length of the ship. Whatresults is a devastatingly powerful,focused ion beam.

Giving support to Strike Craft incombat is the Support Frigate’smain role. It has ten Fighterdocking pads and four Corvettedocking arms for repairing andrefueling. Although it is wellarmored, the Support Frigate hasonly one large turret for defenseand is best not left alone.

45,000

2400

16000

75%

low

325 m/s

none

Capital Ship Drive, Capital Ship Chassis

assault frigate

57,000

4000

15000

2%

low

300 m/s

none

Capital Ship Drive, Capital Ship Chassis, Ion Cannons

ion cannon frigate

45,000

760

12000

15%

low

450m/s

can repair + refuel strike

Capital Ship Drive

support frigate

frigate class8.2.13 - 8.2.15

89

craft (hold [z] + leftclick on ship(s) to service

Page 51: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

pagehomeworld gameplay gu ide

kushan taiidan

The Drone Frigate is essentially aholding and control system forthe 24 drones it houses. Thesehighly maneuverable drones eachcontain a powerful gun and, whenlaunched, form a sphere aroundthe Drone Frigate, giving it superbprotection against Fighters.

Like the Defense Fighter, theDefense Field Frigate has noattack capability. It can, however,deflect almost 100 percent of alloncoming enemy fire, with theexception of ion beams, mines,and missiles.

60,000

4900

16000

100%

low

325 m/s

drone launching / retraction:

Capital Ship Drive, Capital Ship Chassis, Drone Technology

drone frigate

53,000

-

17600

100%

low

325 m/s

Defense field (always active)

Capital Ship Drive, Capital Ship Chassis, Defense Field

defense field frigate

frigate class 8.2.16 - 8.2.17

90

(kushan only)

(taiidan only)

(doubleclick or: press [z] to activate)

Page 52: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

h o m e w o r l dpage

Although its total firepower issignificantly less than that of aregular Destroyer, the guidedmissiles it launches make theMissile Destroyer a formidablefoe to Strike Craft and Capitalships alike. For supply, the MissileDestroyer has a full missilemanufacturing center in its belly.

A veritable feat of engineering,the Carrier incorporates an entireconstruction center, capable ofbuilding up to Frigate-class ships.In addition, a huge docking arrayprovides space for up to 50Fighters and 25 Corvettes. Itsrapid fire deck guns give itadequate defense.

The goliath of Capital Ships, thisbruiser carries four twin-mountedion cannons and six heavy turrets,each almost half the size of anentire Frigate. When a HeavyCruiser shows up on the scene,things get really quiet really fast.

200,000

8500

42000

-

low

295 m/s

missile volley attack

Super Capital Ship Drive, Guided Missiles

missile destroyer

600,000

4100

72000

60%

very low

300 m/s

Can repair and refuel strike

Super Capital Ship Drive, Super Heavy Chassis

carrier

800,000

19,000

70000

80%

very low

190 m/s

none

Super Capital Ship Drive, Super Heavy Chassis, Heavy Guns

heavy cruiser

super capital class8.2.18 - 8.2.20

91

(hold [z] and leftclick on the target to activate)

craft. (hold [z] and leftclick on the

ship(s) to service)

Page 53: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

pagehomeworld gameplay gu ide

kushan taiidan

When it comes to taking downother Capital Ships, the Destroyeris a first choice. It has twin ioncannons and two modified largeturrets. With maneuverabilityalmost equal to a Frigate, theDestroyer is able to move aroundwell in combat and react quicklyto changes in the battle.

her

The massive mothership containsthree main sections: navigation,the fleet foundry, and cryogenics.

Navigation analyzes local sensordata, the foundry providescomplete construction capability,and cryogenics maintains the500,000 colonists aboard.

185,000

10500

44000

35%

low

315 m/s

none

Super Capital Ship Drive

destroyer

5,000,000

7500

160000

60%

-

50m/s

-

-

mothership

super capital class 8.2.21

92

mothership class 8.2.22

Page 54: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

h o m e w o r l dpage

Using a modified Phased Dis-assembler Array, the ResourceCollector extracts at a molecularlevel the base elements in anyresource. It then converts theseelements into Resource Units,the generic term for base levels ofmaterial necessary for construction.

The Resource Controller providesremote drop-off capability to theResource Collector, minimizingtime spent in transit. Additionally,it supports refueling of sixFighters and two Corvettes atonce via its docking pads.

The Probe is outfitted with a one-time use engine which provides ahuge power output for a shortperiod of time. This results invery fast travel, but once in placethe probe can’t be moved again.

40,000

-

10800

-

medium

300 m/s

can refuel strike craft.

none

resource collector

79,000

-

13600

-

low

300 m/s

can refuel strike craft.

Capital Ship Drive

resource controller

40 tons

-

800

-

medium

4000 m/s

none

none

probe

non-combat class8.2.23 - 8.2.25

93

(hold [z] and leftclick on the ship(s) to service)

(hold [z] and leftclick on the ship(s) to service)

Page 55: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

pagehomeworld gameplay gu ide

kushan taiidan

The Cloak Generator creates acloaking field large enough tocontain up to two Frigates. Anyship inside the field is completelyinvisible except when firing. Thegenerator can operate only for afixed amount of time beforerecharging must occur.

The Gravity Well Generatorcreates a strong field around itwhich stops all Strike Craft inplace. Gravity Well technology is less understood than cloakingand, as a result, the Grav Well’sunstable field must be shut downafter a certain amount of time andnever restarted.

A remote sensor pack with anengine strapped onto it prettymuch sums up the ProximitySensor’s. Beyond normal watch-dogging, its ability to detectcloaked vessels can make thelowly Proximity Sensor a handyship to have around.

22,000

-

6000

-

low

325 m/s

cloaking (doubleclick or:

press [z] to activate)

Capital Ship Drive, Cloak Generator

cloak generator

65,000

-

8000

-

low

325

captures Strike Craft in its

Capital Ship Drive, Gravity Generator

grav well generator

40 tons

-

800

-

very high

1000 m/s

none

Proximity Detector

proximity sensor

non-combat class 8.2.26 - 8.2.28

94

field (Doubleclick or: Press [Z] to activate)

Page 56: Homeworld Gameplay Guide

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

d e s c r i p t i o n

d e s i g n a t i o n

mass:firepower:

required technology:

armor:coverage:

maneuverability:

max. velocity:

special function:

kushan taiidan

h o m e w o r l dpage

Expanding the sensor ability ofthe Mothership with its larger-scale design, the Sensors Arrayprovides full data on the localenvironment, letting you see theposition and number of all enemyships, as well as resource pockets.

Each Research Ship is a fully-functioning science facility thatdevelops new technologies for thefleet. Newly-built Research Shipswill link up with existing ones,increasing the aggregate armor ofthe facility.

here

2900

-

6000

-

low

280m/s

none

Proximity Detector, Sensor Array

sensors array

11,000

-

4500

-

low

280 m/s

none

none

research ship

non-combat class8.2.29 - 8.2.30

95

Page 57: Homeworld Gameplay Guide

technologies

Page 58: Homeworld Gameplay Guide

h o m e w o r l dpage

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

The new heavy drives require a whole new hull technology based on heavily reinforced alloy skeletons that canbear the stress of multi-level decking and heavy weapon mounts. The groundwork has been laid to design theship’s spine to incorporate theoretically very heavy beam weapons. This breakthrough can be adapted to severalspecial purpose designs as well as the creation of Frigate class warships. Scientists believe this chassis could leadto even more massive ship designs.

Capital Ship Drive

Capital Ship Production, Ion Cannons, Super Capital Ship Drive, Super Heavy Chassis,

Gravity Generator, Cloak Generator

Frigate, Ion Cannon Frigate, Drone Frigate, Defense Field Frigate.

9.1 capital ship chassis

The advances in Strike Craft drives soon made it obvious that the next step in ship engineering should be driveslarge enough to achieve self-sustaining fusion torches while accelerating high mass vessels to combat speeds.The capital ship drive finally allows for vessels that do not require refueling.

none

Capital Ship Chassis

Frigate, Ion Cannon Frigate, Drone Frigate, Defense Field Frigate, Support Frigate,

Gravwell Generator, Cloak Generator, Resource Controller

9.2 capital ship drive

In an inspiration of design not seen since the Mothership was built, engineers have worked out the plans for thebiggest and deadliest starships that can possibly be built by our manufacturing centers. The Heavy Cruiser andCarrier hulls based on this chassis require vast resources but should be considered the final words in offensivefirepower and durability.

Capital Ship Chassis

nothing

Carrier, Heavy Cruiser

9.3 super-heavy chassis

97

Page 59: Homeworld Gameplay Guide

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required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

pagehomeworld gameplay gu ide

While researching electromagnetic ram-scoops, a Kushan scientist stumbled across a process by which intensefields could wrap photons around an object and render it invisible. Because the ratio between the size of thefield and the mass of the generator kept the effect minimal, it was considered nothing more than a scientificcuriosity. This was until a research team discovered that a generator large enough to emit electromagnetic fieldsjust strong enough to render a Fighter invisible could be mounted on a Fighter chassis.

Fighter Chassis

nothing

Cloaked Fighter

9.4 cloaked fighter (kushan only)

Scientists have taken an entire Frigate hull and dedicated it to housing the electromagnetic field emitters neededto generate the strong light-warping field. The invisibility effect is an impressive one but requires every erg ofpower not going into propulsion and life support.

Capital Ship Chassis

nothing

Cloak generator

9.5 cloak generator

With an improved engine, engineers were quickly able to expand their initial large utility hulls into a full-fledgedcombat chassis. This new generation of Strike Craft had large crew areas with multiple control stations whichwould open the door for heavy, multi-role Strike Craft with full turret capability and superior composite armorplating.

Corvette Drive

Heavy Corvette Upgrade, Fast Tracking Turrets, Minelaying Tech, Corvette Production

Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette,

Minelayer Corvette

9.6 corvette chassis

98

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h o m e w o r l dpage

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

This improvement to the Fighter drive trades mass for power. While far too big to wrap a Fighter around, thisnew drive is perfect for the Corvette class of ships. The higher power output allows for heavier weapon systemsand powered turrets. Unfortunately, despite a higher degree of fusion efficiency, these drives still requirereaction mass to be injected into the fusion torch and must be refueled regularly.

nothing

Corvette Chassis

Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette, Minelayer Corvette

9.7 corvette drive

Exploiting the Fighter frame even further, Taiidan scientists were able to produce a design capable of supportingthe large Dome Array mounting which makes the Defense Laser possible.

Fighter Chassis

nothing

Defense Fighter

9.9 defense fighter (taiidan only)

99

The key to this giant drive system is to pulse and shape the torches of multiple fusion engines into one coherentthrust factor strong and stable enough to accelerate a huge mass without tearing the structure apart withoscillation instabilities. The super-capital class of drive systems is derived from mating the efficiency of thestandard Capital Ship drive with power plants in the same league with the ones that power the Mothershipherself. Not only does this drive system allow for the largest designs of warships but the incredible power outputalso makes possible new weapon systems.

Capital Ship Chassis

Heavy Guns, Guided Missiles

Destroyer, Missile Destroyer, Carrier, Heavy Cruiser

9.8 super-capital ship drive

Page 61: Homeworld Gameplay Guide

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required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

pagehomeworld gameplay gu ide

The defense field is actually an extremely low frequency EM transmitter - ‘mass wave’ being the common namefor extremely low frequency, high amplitude EM radiation. To broadcast waves with enough energy to block acannon round, but at a low enough frequency to match that of the round's mass wave required extensiveresearch and testing by Taiidan scientists. The system that was devised is so bulky that it could only be fitted ona Frigate chassis. It is never built into larger ships because of interference with other ship’s systems. Specialmodification needed to be made to the drive systems of the Frigate chassis to make it possible to bear thedistinctive white drum of the transmitting antenna.

Capital Ship Chassis

nothing

field frigate

9.10 defense field (taiidan only)

Scientists working on remote-controlled Fighters have joined forces with turret engineers to produce a small,free turret system that is basically a gun with a small station-keeping engine attached to it. While a single dronebarely packs enough firepower to threaten a Scout, in larger numbers they can combine to create a storm ofwithering fire.

Capital Ship Chassis

nothing

Drone Frigate

9.11 drone technology (kushan)

In an attempt to further increase fleet defense against high speed Fighter attacks, breakthroughs were made inboth computerized tracking systems and high-speed magnetic couplings. Engineers combined these into a newseries of fast-tracking turrets that can be mounted in multiple configurations on hulls as small as Corvettes. Thisability to track multiple targets and engage them with separate turrets has allowed the creation of small gunshipsthat can serve effectively in the anti-Fighter role.

Corvette Chassis

nothing

Multi-Gun Corvette

9.12 fast-tracking turrets

100

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h o m e w o r l dpage

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

The first requirement for more powerful Strike Craft is a better engine. Fighter Drive technology allows us tomodify the plasma ducting and reaction efficiency of our smallest reactors and create a whole new generation ofhigh-performance Strike Craft that can carry heavier armor and payloads.

none

Fighter Chassis

Interceptor, Defender, Cloaked Fighter, Defense Fighter, Attack Bomber

9.13 fighter drive

With the need for better space superiority systems, engineers have developed a whole new generation oftargeting computer and sensor suites and combined them into specialized Fire Control systems. These newcontrol systems can be adhered to gimbals mounted weapons to enable them to track and fire upon small, fastStrike Craft.

Fighter Chassis

nothing

Defender

9.15 defender sub-systems

101

Scientists from the Proximity Detector project went further into the study of discrete field effects and devised alocalized sensor web that can increase resolution of passive scanning by a thousand-fold. This web can beimbedded in a specialized hull and is used to completely augment a command vessel’s scanning and receivingcapabilities, resulting in a full tactical view of the entire quadrant of space.

Proximity Detector

nothing

Sensors Array

9.14 sensor array

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required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

d e s i g n a t i o n

required tech:

leads to:

needed for:

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When the attempt to create a gravitational lensing system went awry, researchers found themselves with arunaway gravimetric distortion field and no way to escape -- their shuttle craft were pinned in the sameintensified gravity field that was threatening to crush them. Luckily, a passing Assault Frigate was able to targetthe lab ships’ engines and cut off power to the field generator. A decidedly refined version of this accidentaleffect became the Gravity Generator, which is capable of holding all Strike Craft within the gravimetric field untilthey are destroyed or the generator burns out.

Capital Ship Chassis

nothing

Gravwell Generator

9.16 gravity generator

Missile technology has been available since the dawning days of space exploration but it has always beenirrelevant as a weapon system because of its slow speed of any kind of non-fusion engine and the lack of awarhead that could effectively harm an armored starship. The plasma bomb solved the latter problem but itwasn’t until the development of the Super Capital Ships, that a platform existed to house and power missilesthat were large enough to carry the reaction mass needed to pursue a combat vessel. Using a variant of thestored plasma warhead, the guided missile actually draws superheated plasma into its internal magneticcontainment field. When launched this field is then shaped and vented to simulate a traditional chemical rocketexhaust in order to give the missile high speed and maneuverability necessary to engage a fusion powered vessel.

Super Capital Ship Drive

nothing

Missile Destroyer

9.17 guided missiles

This breakthrough represents the pinnacle of Corvette class design and technology. The achievement here isbeefing up the structural strength of the Corvette hull with advanced composites and EM field couplers so itcan handle the stress of carrying a second heavy turret. Advancements in ablative armor techniques are the finalpart of an upgrade package that creates the most powerful Strike Craft in existence.

Corvette Chassis

nothing

Heavy Corvette

9.18 heavy corvette upgrade

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d e s i g n a t i o n

required tech:

leads to:

needed for:

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required tech:

leads to:

needed for:

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required tech:

leads to:

needed for:

Once the full capabilities of the new Fighter drives are documented, scientists quickly will begin designing newframes that translate this power into better armor, longer range and heavier loadouts. The Fighter chassis is theblueprint for a new generation of heavy Fighters and Interceptors.

Fighter Drive

Fighter production, Defender Sub-Systems, Plasma Bomb Launcher, Cloaked Fighter, Defense Fighter

Interceptor, Defender, Cloaked Fighter, Defense Fighter, Attack Bomber

9.19 fighter chassis

The final advancement in ship power plants opened the door for truly massive bore mass drivers and the turretsneeded to support them. Mounted only on Super Capital Ships, these new turrets are nearly the size of Frigatesand pack enough power to cripple or destroy a smaller vessel in a single hit. These Heavy Gun systems are somassive that the magnetic couplings have to draw power directly from the main drive in order to rotate theweapon mount inside the turret housing.

Super Capital Ship Drive

nothing

Heavy Cruiser

9.20 heavy guns

High-powered beam weapons are a tactician’s dream and an engineer’s nightmare. The size-to-power ratioswere completely unworkable until the development of the Capital Ship chassis, which provided the room toemploy a truly deadly directed beam of charged ions. The cannon draws power directly from the Capital Ship’smain drive to supply not only the superheated hydrogen ions but also the tens of meters of super-conductingmagnetic coil that focus and accelerate the beam. The Frigate chassis is just large enough to mount an ioncannon in a spinal arrangement.

Capital Ship Chassis

nothing

Ion Cannon Frigate, Destroyer, Heavy Cruiser

9.21 ion cannons

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required tech:

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When scientists tried applying plasma bomb launcher technology to the larger Corvette hulls, they accessed amore powerful fusion drive that allowed them to experiment with the size of the plasma bomb containment fieldand new deployment methods. The development of super-dense plasma injectors made it possible to create amine dispenser that would fit inside a Corvette hull and still be able to produce dozens of small plasma warheadsdesigned to detonate on near contact with enemy hulls. With this technology, it’s possible to create minefieldsaround the Mothership at a moment’s notice.

Corvette Chassis

nothing

Minelayer Corvette

9.22 minelaying tech

One of the benefits of a larger Fighter frame is the ability to modify a Strike Craft to carry powerful directedenergy payloads. The plasma bomb system draws high-energy plasma from the Fighter’s fusion torch drive andvents it into a small magnetic containment sphere mounted aboard a direct fire missile. The plasma ventingoccurs in the split second between the pilot firing the bomb and the bomb actually leaving its cradle. Uponimpact with the target, the bomb’s containment sphere ruptures and releases the near-fusion plasma in a singlemassive burst. While the missile is unable to accurately target fast-moving Strike Craft, it can be devastating toslower-moving Capital Ships. This ornate and powerful weapon system leaves a Strike Craft without any roomto mount other weapons.

Fighter Chassis

nothing

Attack Bomber

9.23 plasma bomb launcher

Long range scanning has always been difficult since most active sensors can be easily fooled or fed false data. Tocompensate for this, scientists have designed small passive sensor packages fitted to modified missile engines.These sensor packages can be ordered to take up position anywhere within communication range and then directbeam back real time information about their local area of space.

none

Sensor Array

Proximity Sensor

9.24 proximity detector

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credits

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Director:Alex Garden

Lead Designer:Erin Daly

Lead Programmer:Luke Moloney

Art Director:Rob Cunningham

Lead Artist:Aaron Kambeitz

Designers:Adam BulliedQuinn Duffy

Programmers:Gary ShawKeith HentschelFalko PoikerDarren StoneBryce PasechnikDrew DunlopJason Dorie

Sound Programming:Shane AlfredsJanik Joire

Artists:Arthur ShimizuDavid T. CheongKelly O'HaraErin OlorenshawAndy LangArt We

Music and Sound Effects:Paul RuskayStudio X Production LabsVancouver, Canada

Roger SavoieHeadroom StudiosVancouver, Canada

Executive Producer/COO:Ron Moravek

CFO:Curtis Terry

IT Support:Frank Roberts

Pilot Voices:David SobolovIan James CorlettJason Wingham

Voice of Fleet Command:Heidi Ernest

Voice of the Bentusi Traders:Campbell Lane

Voice of Fleet Intelligence:Michael Sunczyk

Additional Voices:Brian ArnoldTina SavoieLucas Wolf

Manual and Story Written by:Montgomery E. Crabapple

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Story Concept:Dave “the Smoking Dog” Williams

Manual Graphic Design:Rubber Oven Design

Manual Illustrations:Tom GrahamAaron KambeitzRob Cunningham

Homeworld Website:(www.homeworld.net)Art Direction by RubberOven Design

Design and production byFirstWeb Communications

Astronomy Consultant:Jaymie M. Matthews

Deep Space DryMethane Martinis:Jaymie M. Matthews

Beta Testing:The fine folks at Valve SoftwareThe boys at Firing SquadThe Sierra crewwww.Homeworld.org

Clean Power provided by:ESP Electronic Systems Protection Inc.

Special Thanks:Peter ElsonChris FossRalph McQuarrie

credits

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Joe JohnstonNilo Rodis-JameroRhett BrewerElijah's MantleRidley ScottVangelisAstronomy MagazineSpace Telescope Science InstituteEd KonyhaJohan ThorntonHempBCCannabis CanadaStarbucks (Yaletown)Subeez CafeThe Cambie BakeryThe Elbow RoomTigalo’sRainmanThe Lemon GrindGod (whoever She is)Geoff KeighleyDan McBrideElliot ChinGenevieve OstergardJim “Don't hurt me...” VeevaertChris TaylorDon MattrickMyriam DeschenesDrew “Dude, I gotta go home” McLeanKristi the Kick-Ass Costco lady from MauiDugald Mcpherson (Royal Bank of Canada)

Norman, for getting me into this business

Extra Special Thanks:George Lucas, for the inspirationPeter Molyneux, for the adviceScott Lynch, for making everything possible

Special Thanks for Design:Greg MacMartinJohn Mavor

Special Thanks for Financial Consultation:Lance “Kill 'em All!” Davis

Tolerance Thanks:EricaPaigeMonica AlfredsCarol DuffyOur families & friends (who don’tremember us, but we still love them)

Sierra Studios

Senior Vice President:Scott Lynch

General Manager:Mark Hood

Director of Marketing:Jim Veevaert

Product Managers:Dan AmdurDoug Lombardi

PR Manager:Genevieve Ostergard

Creative Services:Justin Kirby

QA

QA Manager:Gary “Koros” Stevens

QA Supervisor:Ken “Sunshine” Eaton

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QA Leads:Torsten “Uwajimaya” ReinlBernadette “Audona” Pryor

QA Analysts:Erinn “Ares” HamiltonPhil “Nautikus” KuhlmeyAndrew “Queen Mum” CowardDanny “RosterCogburn” HarrisonMatt “Slinky” JulichMarc “The Stalker” NagelBryan “Kung-Fu Chicken” WalkerLester “Mr. Wags” StockerCade “Tre_D” MyersDarren “Force Majeure” BeilChris “No Name” Mason

PC Technician:Byron “Death’s Shadow” Hummel

Compatibility Lab:Pat “Garden Weasel” Callahan

Titan Lead Engineer:Stuart Seelye

Titan Engineers:Brian RothsteinMike NicolinoErik De BonteColen Garoutte-CarsonLee OldsEric Harman

HOMEWORLD COPYRIGHT 1997-1999

Sierra ON-LINE Inc. COPYRIGHT 1997-1999

Relic Entertainment Inc. MMCXVIII

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END USER LICENSE AGREEMENT

1. Limited Use License

Sierra On-Line, Inc. (“Sierra”) hereby grants, and by installing the programyou thereby accept, a limited, non-exclusive license and right to install anduse one (1) copy of the program for your personal use on either a home orportable computer. You may not network the program or otherwise install itor use it on more than one computer at a time. The program may contain alevel editor (the “editor”) that allows you to create custom levels, maps,courses or other materials for your personal, noncommercial use inconnection with the program (“new materials”). All use of the editor issubject to this License Agreement. The program is licensed, not sold. Yourlicense confers no title or ownership in the program.

2. Ownership

All title, ownership rights and intellectual property rights in and to theprogram and any and all copies thereof (including but not limited to anytitles, computer code, themes, objects, characters, character names, stories,text, dialog, catch phrases, locations, concepts, artwork, animations, sounds,musical compositions, audio-visual effects, methods of operation, moralrights, any related documentation, and “applets” incorporated into theprogram) are owned by Sierra or its licensors. The program is protected bythe copyright laws of the United States, international copyright treaties andconventions and other laws. All rights are reserved. The program may containcertain licensed materials and Sierra’s licensors may act to protect their rightsin the event of any violation of this agreement.

3. Responsibilities of End User

A. Subject to the grant of license hereinabove, you may not, in whole or in part,copy, photocopy, reproduce, translate, reverse engineer, derive source codefrom, modify, disassemble, decompile, or create derivative works based on theprogram, or remove any proprietary notices or labels on the program withoutthe prior consent, in writing, of Sierra.

B. The program is licensed to you as a single product. Its component parts maynot be separated for use on more than one computer.

C. You are entitled to use the program for your own personal use, but you arenot entitled to:

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(i) sell or transfer reproductions of the program toother parties in any way, nor to rent, lease or licensethe program to others.

(ii) exploit the program or any of its parts for anycommercial purpose including, but not limited to,use at a cyber café, computer gaming center or anyother location-based site;

(iii) use or allow third parties to use the editor andthe new materials created thereby for commercialpurposes including, but not limited to, distributionof new materials on a stand alone basis or packagedwith other software or hardware through any and alldistribution channels, including, but not limited to,retail sales and on-line electronic distributionwithout the express written consent of Sierra; and

(iv) host or provide matchmaking services for theprogram or emulate or redirect the communicationprotocols used by Sierra in the network feature of theprogram, if any, through protocol emulation,tunneling, modifying or adding components to theprogram, use of a utility program or any othertechniques now known or hereafter developed, forany commercial purpose including, but not limitedto commercial network play over the Internet,network play utilizing commercial gaming networksor as part of content aggregation networks; provided,however, you are permitted to host matchmakingservices for the program for Internet play solely on anoncommercial basis (e.g., without charge of anykind and on a noncommercial site without anyassociated commercial activity, such as advertising orcommercial linking or framing). Sierra has no liabilityand provides no warranty concerning Internet playperformance of the program.

D. You must back-up to another secure location, on a regular basis, any datafiles concerning your use of the program as Sierra has no liability for lost orcorrupted data.

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4. Program Transfer. You may permanently transfer all of your rights under this LicenseAgreement, provided the recipient agrees to the terms of this LicenseAgreement and you agree to remove the program and any new materials fromyour home or portable computer.

5. Termination.

This License Agreement is effective until terminated. You may terminate theLicense Agreement at any time by destroying the program and any newmaterials. Sierra may, at its discretion, terminate this License Agreement inthe event that you fail to comply with the terms and conditions containedherein. In such event, you must immediately destroy the program and anynew materials.

6. Export Controls.

The program may not be re-exported, downloaded or otherwise exportedinto (or to a national or resident of) any country to which the U.S. hasembargoed goods, or to anyone on the U.S. Treasury Department’s list ofSpecially Designated Nationals or the U.S. Commerce Department’s Table ofDenial Orders. By installing the program, you are agreeing to the foregoingand you are representing and warranting that you are not located in, underthe control of, or a national or resident of any such country or on any such list.

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SIERRA EXPRESSLY DISCLAIMS ANY WARRANTY FOR THEPROGRAM, EDITOR, AND MANUAL(S). THE PROGRAM, EDITOR,AND MANUAL(S) ARE PROVIDED “AS IS” WITHOUT WARRANTY OFANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUTLIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE, OR NONINFRINGEMENT.SIERRA FURTHER DISCLAIMS ALL WARRANTIES WITH REGARD TOYEAR 2000 COMPLIANCE OF THE SOFTWARE. SPECIFICALLY,SIERRA MAKES NO WARRANTIES THAT THE PERFORMANCE ORFUNCTIONALITY OF THE PROGRAM WILL NOT BE AFFECTED BYDATES PRIOR TO, DURING, OR AFTER THE YEAR 2000, OR THATTHE PROGRAM WILL BE CAPABLE OF CORRECTLY PROCESSING,PROVIDING, AND/OR RECEIVING DATE INFORMATION WITHINAND BETWEEN CENTURIES, INCLUDING THE PROPER EXCHANGEOF DATE INFORMATION BETWEEN PRODUCTS OR APPLICATIONS.ANY WARRANTY AGAINST INFRINGEMENT THAT MAY BEPROVIDED IN SECTION 2-312(3) OF THE UNIFORM COMMERCIALCODE AND/OR IN ANY OTHER COMPARABLE STATE STATUTE ISEXPRESSLY DISCLAIMED.

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The entire risk arising out of use or performance of the program remains withyou; however, Sierra warrants up to and including 90 days from the date ofyour purchase of the program that the master disk on which the program isfurnished shall be free from defects in material and workmanship. In the eventthat the master disk proves to be defective during that time period, and uponpresentation to Sierra of proof of purchase of the defective program, Sierrawill at its option 1) correct any defect, 2) provide you with a product of equalor lesser value, or 3) refund your money.

8. Limitation of Liability.

NEITHER SIERRA, ITS PARENT, SUBSIDIARIES, AFFILIATES NORLICENSORS SHALL BE LIABLE IN ANY WAY FOR LOSS OR DAMAGEOF ANY KIND RESULTING FROM THE USE OF THE PROGRAM OR EDITOR INCLUDING, BUT NOT LIMITED TO, LOSS OFGOODWILL, WORK STOPPAGE, COMPUTER FAILURE ORMALFUNCTION, DATA LOSS, DATA CORRUPTION OR ANY ANDALL OTHER COMMERCIAL DAMAGES OR LOSSES.

Some states do not allow the exclusion or limitation of incidental orconsequential damages, or allow limitations on how long an implied warrantylasts, so the above limitations may not apply to you.

9. Equitable Remedies.

You hereby agree that Sierra would be irreparably damaged if the terms of thisLicense Agreement were not specifically enforced, and therefore you agreethat Sierra shall be entitled, without bond, other security, or proof ofdamages, to appropriate equitable remedies with respect to breaches of thisLicense Agreement, in addition to such other remedies as Sierra mayotherwise have available to it under applicable laws.

10. Miscellaneous.

This License Agreement shall be deemed to have been made and executed inthe State of Washington and any dispute arising hereunder shall be resolvedin accordance with the law of the State of Washington. You agree that anyclaim asserted in any legal proceeding by one of the parties against the othershall be commenced and maintained in any state or federal court located inthe State of Washington, King County, having subject matter jurisdictionwith respect to the dispute between the parties. This License Agreement maybe amended, altered or modified only by an instrument in writing specifyingsuch amendment, alteration or modification, which is executed by bothparties. In the event that any provision of this License Agreement shall beheld by a court or other tribunal of competent jurisdiction to be

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unenforceable, such provision will be enforced to the maximum extentpermissible and the remaining portions of this License Agreement shallremain in full force and effect.

You hereby acknowledge that you have read and understand the foregoingLicense Agreement and agree that the action of installing the program is anacknowledgment of your agreement to be bound by the terms and conditionsof the License Agreement contained herein. You also acknowledge and agreethat this License Agreement is the complete and exclusive statement of theagreement between Sierra and you and that the License Agreement supersedesany prior or contemporaneous agreement, either oral or written (includinginconsistent statements in written materials and online help accompanying theprogram), and any other communications between Sierra and you.

THE SIERRA NO-RISK GUARANTEE

The Promise:

We want you to be happy with every Sierra product you purchase from us.Period. If for any reason you’re unhappy with the program, return it within90 days of your purchase for an exchange or a full refund.

The Only Catch:

You’ve got to tell us why you don’t like the program. Otherwise, we’ll neverget any better. Send the program back to us within 90 days of your purchase,postage prepaid, along with your original, dated sales receipt and we promisewe’ll make things right.

Disk and or Manual Replacement:

Sierra On-Line Fulfillment4100 West 190th StreetTorrance, CA 90504

Product Returns:*

Sierra On-Line Returns4100 West 190th StreetTorrance, CA 90504

*Returns valid in North America only.NOTE:

To replace defective CD-ROM(s) please send all CD-ROM(s) and a copy ofyour dated receipt to the above fulfillment address, if less then 90 days from

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your purchase. After 90 days from your purchase, for replacement ofdefective programs, you must also include a $10.00 check payable to SierraOn-Line, Inc. for shipping and handling fees along with all CD-ROM(s).For replacement program documentation, you must include a $5.00 checkpayable to Sierra On-Line, Inc. for shipping and handling fees and aphotocopy of the jewel case from the program. Payment must be made at thetime of your request. Sorry, no credit cards. Returns to this address validin North America only.

SIERRA HINT LINE

1-900-370-5583 (1-900-370-KLUE)$.95 per minute

You need a touch-tone phone and must be 18 years or older.

Available 24 hours a day, 7 days a week.

Call for comprehensive tips and hints which you can get only from Sierra.

In Canada, call 1-900-451-3356 at $1.25/minute.

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