*********************** *****HOMEWORLD FAQ***** ***********************
*Written By: Giovanni, Giovanni pokeschool com *Version Updates:
Version 1.5, 6-15-01: For those of you who remember that notice about not being able to contact me, you can contact me again. I did delete that notice, in case you were wondering what happened to it. On another happy note, I have the next level up. Deep Space: The Sea of Lost Souls. Also starting to reformat the guide, for no reason other than I feel like it.
V-1.4 3-31-01 As for good news, I've finally got the Cathedral of Kadesh level up, although you've probably already beaten it. Need to start working on the walkthrough...
V-1.3 3-10-01 Added specific research files, and did a little more work on the research tree. The Research section is definitely better. Also reworked the Table of Contents to make it easier to navigate. Lastly, http://DLH.Net has been given permission to host my FAQ. They're a German/American site, and it's worth checking out.
V-1.25 3-8-01 Fourth version. Just added Unit Build Times and gave thanks to MetroidMoo for them. Also reworded a couple things. Not much of an update, is it?
V-1.2 3-8-01 Third version. Gave everything an update, reworded many things, added sections. Take a look at my Research Trees. And a Story section is now up, with my own version of the story. Longer, but better, than the in-game intro, IMO.
V-1.1 3-5-01 Second version. I gave permission to Neoseekers to use my FAQ, so it's OK if they have it. Updated the Walkthrough, added a section, revised how to get the bug in Mission 2. Updated other parts in small amounts, spellchecked the thing, and basically did what I should do.
V-1.0 3-3-01 The first version. The FAQ's in it's beginnings... Not much else to say.
*Disclaimer: This FAQ is not to be used as a motivation for _ ANY _ crime, act, or whatever. The creator of this FAQ, Giovanni, assumes no responsibility whatsoever for anything some person(*cough*) may do because of reading this FAQ. They would have done it anyway sometime, my FAQ or not.
****************** Table of Contents:
I~Version Updates II~Disclaimer
*Section 1: Miscellaneous Area 1-1: What you can and can't do with this FAQ Area 1-2: Contacting Me *Section 2: The Story of Homeworld *Section 3: The Fleet Area 3-1: The Instruction Book's and My look at Ship Categories Area 3-2: Fighters Area 3-3: Corvettes *Section 4: Battle Tactics/Tips Area 4-1: VS. Computers Area 4-2: VS. Human Players Area 4-3: Tactics Area 4-4: Formations *Section 5: Technologies Area 5-1: Research Trees Area 5-2: Technologies *Section 6: Battle Strategy *Section 7: Frequently Asked Questions *Section 8: Special Thanks/Legal Info
************************ Section 1: Miscellaneous ************************
------------------------------------------------------------------------ **Area 1-1: What you CAN and CANNOT to with this FAQ** What you CAN do with this FAQ: Print it out, in FULL. Print everything. And try to get the latest version. Show it to friends, as long as it's the complete copy and you don't take credit for it.
What you CAN'T do with this FAQ: Charge a fee for showing it to people. Take credit for it. Post it on a website without my permission! As of this update, the only places where this can appear on the net are: GameFAQs: http://www.gamefaqs.com Neoseekers: http://www.neoseeker.com DLH: http://DLH.Net And, if you have this FAQ on your website, you may not modify it in any way, convert it from a text file to something else, wrap it with banners, etc. Basically, just post it, not modified at all, and nothing else on the page it's on. If you find this FAQ anywhere else, email me immediately! And if you want my permission, email me at Giovanni pokeschool com
------------------------------------------------------------------------ **Area 1-2: Contacting Me** You may contact me, the author, IF: You find it on another website other than one I have given permission to, there's a list above and in the Special Thanks/Legal Info section. You want to point out a mistake. You want to add something I forgot or didn't already have. You want to try to contribute something. All submissions welcome, but please, no stage strategies until something on that stage is already up. No, that doesn't include the previews I may occasionally have at the end. You want to offer me items of monetary value (or pizza). You want to praise me for the great job I've done. You want to... uh... flame me? But why would you want to flame me?
You may NOT contact me, the author, IF: You want to send me computer viruses. You have threats of any kind. Your email is blocked... You have love letters or type in something 'personal'(Hugs, Kisses, etc.) in your mail... Or anything like that...
********************************** Section 2: The Story of Homeworld:
There are people living on the desert world of Kharak. They all think one of two things: Their home planet is Kharak, or their home planet is not Kharak, that they were exiled there by the gods. After some time, a paper is presented to the rulers of this world. It states that "Our helix proteins bear little similarity to most of the life on Kharak." So, the faction that thought they were exiled grew. Over time, space flight was developed. Pilots or those flights reported encounters with strange debris. They brought some back to Kharak, and found they were containing isotope combinations unknown to Kharak - or the whole stellar system. No fragments larger then a hand were found. Then a powerful radar satellite was launched in hopes of locating more debris rings, possibly bearing larger pieces. But a malfunction in a rocket caused it to do an about-face and scan the surface. About 75 feet below the surface of the harshest desert on the planet, a strong return showed where there was supposed to be none. After repeated radar scans, enough high-ranking people were convinced that they pooled resources to take a team out to investigate. Through the harshest conditions on the planet, they excavated it. It turned out to be the first city on Kharak. It was named Khar-Toba. While people were tracing power lines, they burrowed farther underneath and found a power plant - much more advanced then their own at the time. And attached to it was a complete hyperdrive module - which catapulted their technology a thousand years ahead. With the hyperdrive and power plant, the so-called treasures of Khar-Toba, carted away, only a few archaeologists were left to excavate the rest. When they opened up the doors to what was an observatory, they found a stone. It depicted the galaxy, with a line crossing from what was Kharak's position to the central hub. And on it was a single word, ancient and common to all dialects: Hiigara, home. The archaeologists brought the stone back, and a project was started to get them back home. First the Scaffold was constructed. It would be the construction yard needed to build the Mothership. Then the Mothership was built. The 600,000 occupants that would travel to Hiigara would be cryogenically frozen inside it's hull. Then, they encountered a problem. There would be so many functions to perform, the staff grew into hundreds. With command added, it became clear that in any sort of crisis, the Mothership would suffer from communication paralysis. Then a neurologist stepped forward with a plan. She was working on biological circuits. When she heard about the program, she demanded that her system be used on her - to transform her into Fleet Command, capable of doing hundreds of responses per second. They built it. Now, the testing begins. And you head to the walkthrough from now on.
********************* Section 3: The Fleet:
[NOTE: There's no ship data besides what there is because I could not find reliable information in either the game stats or the instruction book. The only reason what's there now is there is because that's the truth, at least in my experience.]
------------------------------------------------------------------------ **Area 3-1:The Instruction Book's and My look at Ship Categories**
*Strike Craft: Excerpt: This small ship class includes both Fighters and Corvette hulls. While highly maneuverable (Fighters are the only vessel class capable of performing special combat flight maneuvers), Strike Craft are unable to carry enough reactor mass to generate a self-sustaining drive torch, and so they must be refueled. This limits their range from the Mothership, unless a Support Frigate is provided to carry fuel for them. Strike Craft also are too small to carry to carry the hyper drive module and cannot enter hyperspace by themselves. My Analysis: They are good at avoiding getting hit, unless they are against other fighters, and vice versa. However, they use fuel, which is their major downpoint. They're good, overall, but the only one that can do serious damage against corvettes is the Plasma Bomber, and it falls to other strike craft in a matter of seconds.
*Capital Ships: Excerpt: This class represents the first generation of large crew vessels and includes the Frigate and Destroyer(book's typo, I know) classes of warships along with the larger support vessels like the Cloak Generator, Resource Collector, and Gravity Well Generator Capital Ships are the hard backbone of any attack fleet, and what they lack in speed and maneuverability is made up for in firepower and armor. Capital Ships have a limited self-repair capability. My Analysis: Since it includes the Support Frigate and Multi-Beam Frigate(you capture it in the Cathedral of Kadesh stage), the class has to be good(at least somewhat). You have the Multi-Beam for firepower, and the Assault and Support Frigates for backup. I like it.
*Super Capital Ship: Excerpt: These huge warships represent vast investments of resources, time, and technology, and are as valuable as they are powerful. Second only to the massive Mothership in size and capability, these vessels are dreadnoughts of cutting edge technology. They carry their own hyper drive modules and some even have onboard manufacturing arrays in order to replace ordinance or construct smaller vessels. While extremely powerful and able to absorb large amounts of damage, they are still vulnerable to masses of small ships and should never be deployed without a flotilla of smaller warships. My Analysis: "...and should never be deployed without a flotilla of smaller warships." So true. While the Destroyers and Heavy Cruisers kill Capitals and other Super Capitals, never leave without something that can take care of Strike Craft, or your chances of losing your fleet more than double.
------------------------------------------------------------------------ **Area 3-2: Fighters**
-Scout: Cost: 35 RUs Build Time: 12 seconds Special Function: Speed Burst Required Technology: None Excerpt: True to it's name, the Scout is a fast, cheap ship that is useful for scouting out enemy locations. Because of it's high maneuverability, the Scout is excellent for My Analysis: Besides the 7 you get at the beginning of the game, don't get any more. 7 is sufficient for the first two stages-then they're useless after that.
-Interceptor: Cost: 55 RUs Build Time: 18 seconds Special Function: None Required Technology: Fighter Drive, Heavy Fighter Chassis Excerpt: While less maneuverability than the Scout, the Interceptor easily compensates with it's with it's much heavier weaponry. The Interceptor is a good Fighter killer and stacks up favorably against Capital Ships when used in greater numbers. My Analysis: Vastly improved version of the Scout. Keep 20-30 on hand in the beginning of the game to get rid of enemy fighters. Near the end of the game, they grow obsolete, as the main use is to kill other enemy fighters, which the
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