HOMEWORLD: WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_HF), ver 1.0.
11/01/2002

Table of Contents
1-Update History
2-History Briefing
3-Technology Briefing
4-Tactics Briefing
5-Formations Briefing
7-Ships Briefing
8-General Tactics
9-Multiplayer Tactics
10-Walkthrough
11-Modified Ships
12-Credits and misc

****************
1-UPDATE HISTORY
****************

11/01/2002-version 1.0. Basic sections online. Let me say why I'm doing this
document: HomeWorld is still a wonderful game. I've found myself playing it
throughout the night after I've stumbled on this document looking in my CDs.
The original idea was thought after HW: Cataclysm (the sequel to HomeWorld and
my first walkthrough) and was forgot due to time and, partially, to a limited
PC. Now that I have both (well, time is always running away, but, hey, I'm on
holiday!), it is time to seriously begin and end it.

******************
2-HISTORY BRIEFING
******************

Kharak, the desert planet. An hell where only the poles are barely suited for
living. Your race, the Kushans, have always lived here. From the ancient days
the social structure is unchanged, divided into families, the Kiiths, but after
1106, when a mis-positioned satellite discovered a large metal formation in the
Great Desert, the whole planet life has changed.
In 1110 an expedition found the Khar-Toba, the First City, formed around an
ancient starship, buried under the sands. In 1112, technicians were able to
study and replicate the complicate technology that formed the starship's drive;
most thought that Khar-Toba offered all it had to offer, until a young
archeologist found a large piece of black stone with an interstellar map and a
word, Hiigara, "our home".
Since then, all efforts of the Kushan race were focused in building a massive
starship, using the same hyperspace technology found in the Khar-Toba, to
explore the space and reach the homeworld.
This starship, later renamed MotherShip, was built in 55 years: 20 to collect
all resources from the outer space, 10 to realize a giant Scaffold and 25 to
actually build the MotherShip. The MotherShip has a living core, Karan Sjet, a
scientist that voluntereed to become the center of the whole MotherShip's fleet
after having perfectioned the technology that now traps her. The MotherShip
also contains several thousands of colonists in cryogenic hybernation, a series
of factories to build other ships and spare parts in order to maintain the
MotherShip always functional. Hi-tech weaponries have been included for defense
purpose, in case of unknown threats attack the MotherShip.
It's 1214.
The MotherShip is ready start its journey.

************************
3-TECHNOLOGICAL BRIEFING
************************

In this secton you'll find description of the technology you have to research
to obtain new vessels during the game. A brief description of weapon types is
also provided.

----------------
--WEAPON TYPES--
----------------

+ Mass Drivers: projectile weapons. The weapon itself is small, so you'll find
at least a small-caliber gun on every Fighter. Bigger ships will have
mass-drivers in their secondary turrets. In HomeWorld, projectyle weapons are
useful against fast strike crafts, as they travel at an higher velocity and do
moderte damage to their thin armors. They have short/medium range values.
+ Energy Beams: Capital Ships only. The most common energy beam is the ion
beam, mounted on a number of ships. Only Super-Capital Ships carry them in
turrets, as an ion cannon is usually big as a whole Frigate. Medium/long range
weapons with high damage values, mainly useful against Capital Ships, though a
turret-mounted cannon can deal with Corvettes and reduce them in scraps within
seconds.
+ Missiles: Missiles are the only weapon limited by ammunition supplies, but
bigger ships can build them automatically, so just make an intelligent use of
them. They were developed to provide anti-Fighter capabilities to Capital
Ships. Though their damage value is lower than the Beam's one, they are fired
in groups and have a longer range.
+ Fields: some ships come equipped with a field generator capable of deflecting
enemy weapons or generating gravity to stop enemy's Strike Crafts. Those
shields are useful to protect valuable ships (Carriers, Cruisers,
MotherShips...) or to trap enemy vessels. The third type of field is the
Stealth, capable of masking crafts to enemy eyes and standard sensors. Only
advanced sensor suites will detect Stealth (or cloacked) units.
+ Plasma Bombs: large plasma spheres that do a lot of damage; they are a bit
slow, however. Very effective against large ships and, if they hit, against
fighters.

-----------------------
--COMMON TECHNOLOGIES--
-----------------------

FIGHTER CHASSIS
Pre-requisites: Fighter Drive
Lead to: Defender Sub-System, Plasma Bomb, Cloacked Fighter, Defense Fighter
Needed for: Interceptor, Defender, Cloacked Fighter, Defense Fighter, Attack
Bomber
Notes: basic technology

FIGHTER DRIVE
Pre-requisites: none
Lead to: Fighter Chassis
Needed for: Scout, Interceptor, Cloacked Fighter, Defense Fighter, Attack
Bomber
Notes: basic technology

CORVETTE CHASSIS
Pre-requisites: Corvette Drive
Lead to: Heavy Corvette Upgrade, Fast Tracking Turret, Minelayer Technology
Needed for: Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy
Corvette, Minelayer Corvette, Support Corvette
Notes: Base for most of Corvette-related technologies.

CORVETTE DRIVE
Pre-requisites: none
Lead to: Corvette Chassis
Needed for: Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy
Corvette, Minelayer Corvette
Notes: Research ASAP to build Salvage Corvettes

CAPITAL SHIP DRIVE
Pre-requisites: none
Lead to: Capital Ship Chassis
Needed for: Assault Frigate, Ion Frigate, Drone Frigate, Defense Frigate,
Support Frigate, Gravity Generator, Cloack Device, Resource Controller
Notes: Needed for Frigates

CAPITAL SHIP CHASSIS
Pre-requisites: Capital Ship Drive
Lead to: Ion Cannon, Super-Capital Ship Drive, Super-Heavy Structure, Gravity
Generator, Cloack Device
Needed for: Ion Frigate, Drone Frigate, Defense Frigate
Notes: Needed for Frigates

SUPER-CAPITAL SHIP DRIVE
Pre-requisites: Capital Ship Chassis
Lead to: Heavy Guns, Guided Missile
Needed for: Destroyer, Missile Destroyer, Carrier, Heavy Cruiser
Notes: Basic technology for Super-Capital Ships. The drive only will allow you
to build a Destroyer.

PROXIMITY SENSOR
Pre-requisites: none
Lead to: Sensor System
Needed for: Proximity Sensor
Notes: maneuverable Probe

PLASMA BOMB
Pre-requisites: Fighter Chassis
Lead to: none
Needed for: Attack Bomber
Notes: none

MINELAYER TECH
Pre-requisites: Corvette Chassis
Lead to: none
Needed for: Minelayer Corvette
Notes: none

ION CANNON
Pre-requisites: Capital Ship Drive
Lead to: none
Needed for: Ion Frigate, Destroyer, Heavy Cruiser
Notes: base technology for most Capital Ships

HEAVY CANNON
Pre-requisites: Super-Capital Ship Drive
Lead to: none
Needed for: Heavy Cruiser
Notes: Needed for the most poweful ship in the game

HEAVY CORVETTE UPGRADE
Pre-requisites: Corvette Chassis
Lead to: none
Needed for: Heavy Corvette
Notes: none

GRAVITY GENERATOR
Pre-requisites: Capital Ship Chassis
Lead to: none
Needed for: Gravity Generator
Notes: traps enemy fighters

DEFENDER SUB-SYSTEM
Pre-requisites: Fighter Chassis
Lead to: none
Needed for: Defender
Notes: none

SENSOR SYSTEM
Pre-requisites: Proximity Sensor
Lead to: none
Needed for: Sensor System
Notes: Capable of tracking most ships and revealing Cloacked ones.

FAST TRACKING TURRET
Pre-requisites: Corvette Chassis
Lead to: none
Needed for: Multi-Gun Corvette
Notes: Needed for the most versatile Corvette in the game

CLOACKING DEVICE
Pre-requisites: Super-Capital Ship Chassis
Lead to: none
Needed for: Cloacking Device
Notes: it is not the same technology needed for the Cloaked Fighter

SUPER-HEAVY STRUCTURE
Pre-requisites: Super-Capital Ship Chassis
Lead to: none
Needed for: Carrier, Heavy Cruiser
Notes: Needed for the most powerful ships in the game

------------------------
--KUSHAN TECHNOLOGIES --
------------------------

CLOACKED FIGHTER
Pre-requisites: Fighter Structure
Lead to: nothing
Needed for: Cloacked Fighter
Notes: it is not the same technology needed for the Cloak Generator

DRONE TECHNOLOGY
Pre-requisites: Capital Ship Structure
Lead to: nothing
Needed for: Drone Frigate
Notes: basically useless

------------------------
--TAIIDAN TECHNOLOGIES--
------------------------

DEFENSE FIGHTER
Pre-requisites: Fighter Structure
Lead to: nothing
Needed for: Defensive Fighter
Notes: basically useless

DEFENSE FIELD
Pre-requisites: Capital Ship Structure
Lead to: nothing
Needed for: Defense Frigate
Notes: basically useless

******************
4-TACTICS BRIEFING
******************

+Evasive: only Strike Crafts really benefits of this behaviour, as they are the
only vessels capable of tigh maneuvers. With evasive tactics, your units will
travel toward the opponent without keeping formation, each one using at maximum
efficiency its engines and firing only when sure that enemy fire won't hit.
Ideal for high-speed strafing runs on enemy Capital Ships with anti-fighter
guns, where tight formations usually result in a single ion cannon vaporing a
good number of crafts. Alos, when crafts using Evasive tactic reach red and
yellow health status, they immediately return to the nearest support ships for
repair
+Neutral: the standard behavior of new units; in Neutral mode crafts will
attach only if attached first, and then will return to inactivity until someone
fires against. It will be used in the single palyer (see the walkthru below),
but I've never seen someone using it in multiplayer games
+Aggressive: units will maintain formations, and when a target is within range,
they will fire. The drawback of this tactic is that crafts only do strafing
runs or maintain position to have an optimal aim over the targets, and won't
dodge any enemy projectile, missile or energy beam. Useful for Capital vs
Capital and Fighter vs Fighter dogfights.

**********************
5-FORMATIONS BRIEFING
**********************

+Delta: vessels will form a 2D triangle. Though it is a very classic formation
and very useful for parades, the top craft will be the most vulnarable to
damage, effectively broking the formation.
+Broad: an other 2D formations, but this time the vessels will form a straight
line. Deadly for crafts, especially for big groups, as the combined firepower
of a formation should give is centered around few elements. Quite effective for
Capital Ships as you can use it for positioning them along the enemy's front
and sides. I will describe this tactic later on.
+X: one of the best formations for fighters: the X formations allows relatively
small groups (maximum 15) to concentrate fire. Drawbacks? As the formations is
compact, enemy turrets will enjoy in destroying your fighters.
+Claw: the best formations for fighters, and if you have some Frigates, even
for them. Recomended for maximum 15 crafts, like X formation, the Claw
maximizes the effects of concentrated fire of an X formation while reducing the
compactness of the formation.
+Wall: ideal for large groups of ships and every Capital Ship formation, the
wall creates a...wall (_...) of ships, maximizing firepower. If you have
large fighter formations (10+) or at least 4/6 Frigates, the Wall will be THE
choice.
+Sphere: though I use this formation mainly for defensive purposes, I know that
someone uses it for single Capital Ships with large Fighter escorts. In a
Sphere formation, the bigger ship will be the center of the sphere, while the
lighter ones will produce a defensive bubble around it. When usued cleverly,
this formation will break any defense line and/or assault.
+Military Parade: the only way to use this formation is to include Carriers.
Any kind of formation including such ships will be changed in a Military Parade
formation, a roughly rectangular formation where the Carriers are at the
lateral edges, Strike Crafts at the "frontal" edge and the Capital Ships at the
"rear" edge. Useless during combat (friendly fire) but good if you want to snap
few screenshots.


****************
7-SHIPS BRIEFING
****************

First of all, a brief description of ship classes and main capabilities.

+ Strike Crafts: Fighters and Corvettes. Fast and Maneouverable, these ships
are useful for fast-raiding parties and harras larger ships until
rienforcmentes arrives. Fighters lacks the turrets and firepower of the
Corvettes, though they are faster.
+ Capital Ships: a gruop divided into Frigates and Super-Capital Ships.
Frigates features a decent firepower and armor protection while mantaining a
decent maneouverability; this class features a large number of vessels, each
with differents armaments. Super-Capital Ships are Carriers, Cruisers,
Destroyers and every other kind of ship capable of delivering massive firepower
or build Strike Crafts and Frigates. To counteract one of these behemoths, use
a similar vessel or a group of Frigates. Worst of all, these crafts are usually
accompained by fighter escorts.
+ Non-Combatant Ships: ships dedicated to recor, repair and harvesrting. Bigger
ships usually mount only defensive turrets. They are not intended for combant,
so use them for their main task.
+ MotherShips: massive ships capable of building any other vessel class, except
other MotherShips. Your main task is to defend yours, though the armor and
firepower can support attack vessels. However, defend it. Immobile in all
single-player missions.

Note: under the coverage section I put the descripton of the weapon and type
(projectile or mass drivers, missile, ion and plasma). I divided turrets into
two categories: sponson turrets can track enemies in limited arcs but they
aren't fixed nor can turn 360. Normal Turrets are mounted on a fixed mount and
can fire in 360 degrees. Enjoy.

----------------
--COMMON SHIPS--
----------------

SCOUT

Mass: 40 tons
Armor: 110
Firepower: 10
Coverage: 48% (single forward-fixed projectile weapon)
Maneuverability: very high
Max Velocity: 1050 m/s
Special Action: speed burst
Required Tech: none
RU Cost: 35
Available from: mission 1

A reconaissance fighter. The fastest and most maneuverable ship in the game,
the Scout is used for scounting missions, though in first missions it will be
your main attack force or a good complement to the Interceptors. Note that its
Special Action consumes fuel, and can be used until the fuel load is exhausted.

INTERCEPTOR

Mass: 60 tons
Armor: 160
Firepower: 18
Coverage: 10% (two forward-fixed mass drivers weapons)
Maneuverability: high
Max Velocity: 875 m/s
Required Tech: Fighter Drive
               Fighter Chassis
RU Cost: 55
Available from: mission 1

DEFENDER

Mass: 60 tons
Armor: 280
Firepower: 30
Coverage: 90% (three mass drivers on sides and bottom, mounted in turrets)
Maneuverability: medium
Max Velocity: 385 m/s
Required Tech: Fighter Drive
               Fighter Chassis
               Defender Subsystem
RU Cost: 65
Available from: mission 5

ATTACK BOMBER

Mass: 90 tons
Armor: 300
Firepower: 45
Coverage: 5% (two forward fixed small plasma bombs launchers)
Maneuverability: medium
Max Velocity: 700 m/s
Required Tech: Fighter Drive
               Fighter Chassis
               Plasma Bombs
RU Cost: 85
Available from: mission 5

My favourite fighter, both technically and graphically. Though a bit slow for a
Strike Craft, the raw firepower of a group of 20 Bombers can devastate Firgates
in seconds. The Plasma Bombs are slow, so they are a bit ineffective against
other Strike Crafts, but the idea of a fast moving, small and cheap craft is a
good idea. Do not pretend to destroy Super Capital Ships with a group of them,
but big groups in wall formation can support larger units in all-out attacks.

LIGHT CORVETTE

Mass: 400 tons
Armor: 900
Firepower: 100
Coverage: 40 % (one medium projectile on sponson turret)
Maneuverability: medium
Max Velocity: 575 m/s
Required Tech: Corvette Drive
               Corvette Chassis
RU Cost: 135
Available from: mission 2

HEAVY CORVETTE

Mass: 750 tons
Armor: 1700
Firepower: 200
Coverage: 50 % (two medium projectile on sponson turrets)
Maneuverability: medium
Max Velocity: 350 m/s
Special Action: Powered Attack
Required Tech: Corvette Drive
               Corvette Chassis
               Heavy Corvette Update
RU Cost: 250
Available from: mission 2

MULTI GUN CORVETTE

Mass: 750 tons
Armor: 1400
Firepower: 180
Coverage: 78% (6 mass dirvers on turrets -2x front, 2xsides-)
Maneuverabilty: medium
Max Velocity: 695 m/s
Required Tech: Corvette Drive
               Corvette Chassis
               Fast Tracking Turrets
RU Cost: 250
Available from: mission

The best escort Corvette; based on the Taiidan Corvette of the same class,
groups of Multi-Gun Corvette can easily dispatch fighters and other corvettes
easily. Used with evasive tactic and relatively loose formations this corvette
can deal some damage on Frigates and Super-Capital Ships thanks to its
excellent coverage.

MINELAYER CORVETTE

Mass: 750 tons
Armor: 800
Firepower: 300 (for each mine)
Coverage: none (theorically 100%; mines can engage any target)
Maneuverability: medium
Max Velocity: 425 m/s
Special Action: Mine Laying
Required Tech: Corvette Drive
               Corvette Chassis
               Minelayer Technology
RU Cost: 295
Available from: mission

REPAIR CORVETTE

Mass: 750 tons
Armor: 1200
Firepower: 65
Coverage: 10 % (one mass driver on stern turret)
Maneuverability: medium
Max Velocity: 350 m/s
Special Action: Repair
Required Tech: none
RU Cost: 150
Available from: mission 1

Repair Corvettes are used as mobile repair units for single Strike Crafts. As
they do not have a fusion engine and rely on fuel, they cannot refuel other
Strike Crafts, nor they have external repiar guns to assist larger vessels.

SALVAGE CORVETTE

Mass: 1200 tons
Armor: 1200
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 425 m/s
Special Action: Salvaging
Required Tech: Corvette Drive
               Corvette Chassis
RU Cost: 220
Available from: mission 1

Totally unarmed. The Salvage Corvette is capable to overrun all computer
defenses of any enemy vessel to immobilize and bring it to the MotherShip (or
Carrier if Frigates) to be analized and/or captured. Salvage Corvettes can
capture only Capital and Super-Capital Ships, and only if they are badly
damaged. Also, bigger is the ship, more Corvettes you'll need: Frigates can be
captured with two ships, Destroyers require three, Carriers five and Heavy
Cruisers six.

ASSAULT FRIGATE

Mass:  tons
Armor:
Firepower:
Coverage: (2 forward-fixed medium plasma; 4 medium mass drivers on frontal
turrets)
Maneuverability:
Max Velocity:  m/s
Special Action:
Required Tech:

RU Cost:
Available from: mission 3

ION FRIGATE

Mass:  tons
Armor:
Firepower:
Coverage: (large ion, forward-fixed)
Maneuverability:
Max Velocity:  m/s
Special Action:
Required Tech:

RU Cost:
Available from: mission 4

SUPPORT FRIGATE

Mass:  tons
Armor:
Firepower:
Coverage: (2 medium mass drivers on frontal sponson turrets)
Maneuverability:
Max Velocity:  m/s
Special Action:
Required Tech:

RU Cost:
Available from: mission 3

Supports Frigates are especially designed to help Strike Crafts in extra
long-range operations. They have 15 hardpoints and are capable of repairing and
refuelling them just like MotherShips and Carriers do. Those Frigates are also
more agile than other combat Frigates and lightly armed to fend off small
attacks.

DESTROYER

Mass:  tons
Armor:
Firepower:
Coverage: (2 forward fixed large ion; four big mass drivers -upper side-)
Maneuverability:
Max Velocity:  m/s
Special Action:
Required Tech:

RU Cost:
Available from: mission

MISSILE DESTROYER

Mass:  tons
Armor:
Firepower:
Coverage: none (theorically 100%)
Maneuverability:
Max Velocity:  m/s
Special Action: all-out attack
Required Tech:

RU Cost:
Available from: mission

Missile Destroyers were projected after engineers were able to develop
space-capable missiles, usually ignored for cheaper and more efficent Ion
Cannons and mass drivers. Missiles are especially good against Strike Crafts
and for long-range attacks. Each Destroyer carries 32 missiles divided into
four separate canisters, each with a fully automated production line to
manufacture extra missiles if the original payload runs out. Missile Destroyers
are also capable to fire all missiles in storage bays in a single, powerful
salvo, especially useful against other Super-Capital Ships.
Deadly agaisnt Strike Crafts, but needs support from normal Destroyes and
Cruisers for Capital Ship battles, where those Destroyers are usually assigned
to long-range fire support and/or fighter hunt.

CARRIER

Mass:  tons
Armor:
Firepower:
Coverage: (six mass drivers spread all along the hull)
Maneuverability:
Max Velocity:  m/s
Special Action:
Required Tech:

RU Cost:
Available from: mission

HEAVY CRUISER

Mass: 800000 tons
Armor: 70000
Firepower: 19000
Coverage: 80% (4 large ion on two frontal sponson turrets; 6 turrets -2xtop,
2xbottom, sides- with big mass drivers)
Maneuverability: very low
Max Velocity: 190 m/s
Special Action: none
Required Tech: Super-Capital Ship Drive
               Super-Capital Ship Chassis
               Ion Cannon
               Heavy Guns
RU Cost:
Available from: mission

The largest and most powerful ship in your fleet, MotherShip aside, the Heavy
Cruiser is especially designed for combat, rather than fleet support like
Carriers. Its payload is impressive, with four Ion Cannons mounted on twin
sponson turrets and six large mass drivers mounted all around the hull to
provide excellent coverage. The Heavy Cruiser is slow, but heavily armored, and
its often used as a phisical protection for Carriers, as they can withstand
more punishment.

RESOURCE COLLECTOR

Mass: 40000 tons
Armor: 10800
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 300 m/s
Special Action: none
Required Tech: none
RU Cost: 650
Available from: mission 1

RESOURCE CONTROLLER

Mass: 79000 tons
Armor: 13600
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 300 m/s
Special Action: can support Strike Crafts
Required Tech: Capital Ship Drive
RU Cost: 680
Available from: mission 3

Controllers are used as mobile drop points for Collectors. Slow, unarmed and
decently armored, Controllers need protection as Collectors do. Every
Controller has eight hardpoints (six per side and 2 uder the nose) for Strike
Crafts; it also one of the first vessels not needing refuel and with complete
hyperspace capabilities. Later, Controllers can be replaced with Carriers, has
they are more armored, have self-defense guns and two hardpoints.

PROBE

Mass: 40 tons
Armor: 800
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 4000 m/s
Special Action: none
Required Tech: none
RU Cost: 30
Available from: mission 1

CLOACKING DEVICE

Mass: 22000 tons
Armor: 6000
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s
Special Action: Cloack
Required Tech: Capital Ship Drive
               Cloacking Device
RU Cost:
Available from: mission

GRAVITY GENERATOR

Mass: 65000 tons
Armor: 8000
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s
Special Action: traps Fighters and Corvettes
Required Tech: Capital Ship Drive
               Gravity Generator
RU Cost:
Available from: mission

PROXIMITY SENSOR

Mass: 40 tons
Armor: 800
Firepower: none
Coverage: none
Maneuverability: very high
Max Velocity: 1000 m/s
Special Action: none
Required Tech: Proximity Sensor
RU Cost:
Available from: mission

SENSOR SYSTEM

Mass: 2900 tons
Armor: 6000
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 280 m/s
Special Action: none
Required Tech: Proximity Sensor
               Sensor System
RU Cost:
Available from: mission

RESEARCH SHIP

Mass: 11000 tons
Armor: 4500
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 280 m/s
Special Action: none
Required Tech: none
RU Cost: 700
Available from: mission 1


MOTHERSHIP

Mass: 5000000 tons
Armor: 160000
Firepower: 7500
Coverage: 60% (six mass drivers spread all along the hull)
Maneuverability: very low
Max Velocity: 50 m/s
Special Action: none
Required Tech: none
Available from: mission 1

----------------
--KUSHAN SHIPS--
----------------

CLOAKED FIGHTER

Mass: 40 tons
Armor: 150
Firepower: 10
Coverage: 10% (two forward-fixed mass drivers)
Maneuverability: high
Max Velocity: 775 m/s
Special Action: cloaking
Required Tech: Fighter Drive
               Fighter Structure
               Cloaked Fighter
RU Cost: 35
Available from: mission

A strange looking Fighter with the capability to cloak. This ability grants it
to pass unseen from any standard sensor; only Sensor Systems can detect Cloaked
Fighters, but it decloaks when it fires.

DRONE FRIGATE

Mass: 60,000 tons
Armor: 16,000
Firepower: 4,900
Coverage: 100% (24 drones with one mass driver each)
Maneuverability: low
Max Velocity: 325 m/s
Special Action: drones
Required Tech: Frigate Drive
               Frigate Structure
               Drone Tedchnology
RU Cost: 800
Available from: mission

Uhm...This Frigate should be useful against Strike Crafts, only if you get used
to the drones; when activated, 24 drones will create a sphere around the
Frigate herself and will attack any craft daring to pass near the Frigate.
Useless, however.

-----------------
--TAIIDAN SHIPS--
-----------------

DEFENSE FIGHTER

Mass: 75 tons
Armor: 300
Firepower: none
Coverage: 80%
Maneuverability: high
Max Velocity: 875 m/s
Required Tech: Fighter Drive
               Fighter Structure
               Defense Fighter
RU Cost:
Available from: mission

A Strike Craft developed to destroy incoming enemy shots with its small energy
gun. This gun cannot arm other vessel's armors and the fighter itself is
useless. Better to use resources for Interceptors.

DEFENSE FIELD FRIGATE

Mass: 53,000 tons
Armor: 17,600
Firepower: none
Coverage: none (though field covers 100% of the ship)
Maneuverability: low
Max Velocity: 325 m/s
Special Action: defense filed
Required Tech: Frigate Drive
               Frigate Structure
               Defense Field
RU Cost:
Available from: mission

The bigger version of the Defense Fighter...and useless as its smaller cousin.
Useless. Build Ion or Assault Frigates instead.

-----------------
--RENGADE SHIPS--
-----------------
The renegades, or Kadesh Nebula inhabitants. Thier forces are based on strike
crafts but their capital ships can be a nasty surprise.

SWARMER

Mass: 40 tons (extimated)
Armor: 100 (extimated)
Firepower: 10 (extimated)
Coverage: 20% (extimated; single forward-fixed mass driver)
Maneuverability: very high (extimated)
Max Velocity: 1000 m/s (extimated)

Highly manueverable fighter. Though its more or less a normal scout, the great
number of them will make them deadly. Really small fuel tanks; destroy the Fuel
Pods to stop them at once.

ADVANCED SWARMER

Mass: 80 tons (extimated)
Armor: 150 (extimated)
Firepower: 20 (extimated)
Coverage: 20% (extimated; twin forward-fixed mass drivers)
Maneuverability: very high (extimated)
Max Velocity: 875  m/s (extimated)

A Swarmer with two guns. Can be recognized by its yellowish exhaust.

FUEL POD

Mass: 30,000 tons (extimated)
Armor: 10,000 (extimated)
Firepower: none
Coverage: none
Maneuverability: medium (extimated)
Max Velocity: 450 m/s (extimated)

Not much to say. Unarmed refuelling station for Swarmer and Advanced Swarmers.

MULTI-BEAM FRIGATE

Mass: 40,000 tons (extimated)
Armor: 15,000 (extimated)
Firepower: 600(extimated)
Coverage: 20% (extimated; six fixed-forwad ion cannons)
Maneuverability: low (extimated)
Max Velocity: 300  m/s (extimated)

You'll see only few of these ships. And if I think it's better for you. Six (6)
Ion Cannons, all mounted forward, in 2 groups of three, in each "wing". Seek
and destroy.

"MUSHROOM" CAPITAL SHIP

Mass: 700,000 tons (extimated)
Armor: 70,000 (extimated)
Firepower: 100 (extimated)
Coverage: 30% (extimated)
Maneuverability: low (extimated)
Max Velocity: 400 m/s (extimated)
Special Action: disable hyperspace generators

I do not know the designation of this ship, nor if it is a real MotherShip or
something like a Carrier; the fact is that this ship looks like a mushroom, so
I'll call it in that way.
It is not heavily armed, though it has an Ion Cannon on its "top" and can
produces Swarmers and Fuel Pods; never seen Multi-Beam Frigate coming out from
one of these ships, but they should come from somewhere. It is fast and
manueverable as most Super Capital Ships and has the ability to block
hyperspace jumps.

-----------------
--TURANIC SHIPS--
-----------------

BANDIT class interceptor

Mass: 70 tons
Armor: 75
Firepower: 65
Coverage: 5% (single massi driver on the nose, fixed forward)
Maneuverability: very high
Max Velocity: 780 m/s

It can matches standard Kushan/Turanic Interceptors in large groups; it is the
fastest and most widely used pirate craft.

THIEF class corvette

Mass: 660 tons
Armor: 1.200
Firepower: 200
Coverage: 10% (single mass driver on nose sponson turret)
Maneuverability: high
Max Velocity: 550 m/s

Standard Turanic Corvette; not a real problem, its armor is a bit more thick
than an Interceptor's one but less versatile.

BRIGAND class missile corvette

Mass: 775 tons
Armor: 1.300
Firepower: 320
Coverage: 60% (two missile launchers)
Maneuverbility: high
Max Velocity: 500 m/s

If the Thief was a mediocre Corvette, the Brigand is an excellent one. Its
missiles can wreak havoc in fighter formations and allows the Corvette to fire
from long range. It is no match for Capital Ships with anti-Strike Craft
weapons, however.

ASSASIN class ion array frigate

Mass: 13.550 tons
Armor: 3.500
Firepower: 4.800
Coverage: 6% (single fixed-forward Ion Cannon)
Maneuverability: low
Max Velocity: 245 m/s
Special Action: cloack

Swarm them with strike crafts (especially Attack Bombers). The Ion Array
Frigate is like any other Ion Cannon Frigate, though its cannon is a bit more
powerful and slightly less agile and fast.

LORD class attack carrier

Mass: 109.000 tons
Armor: 58.000
Firepower: 7.500
Coverage: 40% (forward fixed Ion Cannon, 2 mass drivers on sides)
Maneuverability:low
Max Velocity: 235 m/s

This particular Carrier-class vessel is catalogated as "attack carrier", has
its weapon systems are more efficent than the other Carriers currently in
service: it features a forward-fixed Ion Cannon
and it is well protected by projectile turrets mainly mounted on sides and
bottom. The maneuvarbility can pose a problem, as the Lord can efficently aim
its cannon against Capital Ships, and the turret complements can pose more than
a threat for Strike Crafts. Like all Carriers it can produces units, but I've
never seen one building Frigates: the AI keeps building Corvettes. The best way
to attack it is to target rear quarters and top. Do not understimate its Ion
Cannon.

-----------------
--BENTUSI SHIPS--
-----------------

BENTUSI TRADE SHIP

Mass: 600.000 tons (extimated)
Armor: 120.000 (extimated)
Firepower: at least 15.000
Coverage: at least 40% (3 ion cannons)
Maneuverability: medium/low
Max Velocity: 250 m/s (extimated)

Intergalactic traders. They are very mysterious and have the most exotic
technologies you can pay for. Though the Taiidans are the rulers of the whole
galaxy, the Bentusi could be more powerful than them...as their Trade Ships
show. Three Ion Cannons, high maneuverability for a ship of this tonnage, largo
cargo decks, powerful hyperdrive...probably this ship is comparable to a
Carrier-class ship.

BENTUSI BARGE

Mass: 4.000 tons (extimated)
Armor: 5.000 (extimated)
Firepower: none (extimated)
Coverage: none (extimated)
Maneuverability: medium (extimated)
Max Velocity: 400 m/s (extimated)

This small Frigate-class ship is intended for short hypersapce travels and
in-system travels. Probably it has no armament, devoting all possible space to
cargo bins.

******************
8-GENERAL TACTICS
******************

Particular mission tactics will be described under the appropriate section
(Walkthrough); this section exists to speak about some general points that
haven't to be forgot.

**********************
9-MULTIPLAYER TACTICS
**********************

If someone reading this document played Starcraft, he/she would know that Zergs
and Terrans were able to do rush attacks with their Zerglings and Marines. This
tactic was one of the first someone has to master, and in little maps was
almost letal. If this someone passed from Starcraft to Homeworld, he would have
noticed that using the first fighters in groups is not a good choice: first
because the MotherShip or the Transport you have to destroy is heavily armored
and has big guns that could destroy fighters in second, and then because the
other player will surely have fighters to support these guns. Homeworld
features two "races", but they have almost identical abilities and technology
trees, with very little exceptions; IMO, Kushans are advantaged thanks to their
Cloacked Fighter, which can be used also as a forward observer; as far as I
played online, players playing Taiidan usually do so because the ships look
better (in their opinion...IMO, the Kushan has the best overall look in the
game), as Defense Fighter and Frigates are usually scorned for Ion Frigates and
Destroyers.

**************
10-WALKTHROUGH
**************

As you may have noticed, during the installation HomeWorld requires a special
code to be activated: I WON'T SEND THIS CODE TO ANYONE.
And this, too: HomeWorld has NO codes, except the string options found below.
However, this always made the game unbearlably unstable to me. Use them as your
own risk; I won't remburse any kind of damage, nor will Relic, Sierra or sites
hosting this document do.
You'll always start with your MotherShip, 7 Scouts and one Resource Collector.
The game has been finished in normal difficult.

MISSION 1: THE KHARAK SYSTEM

Mission Objectives:
+ Harvest Resources
+ Build Primary Research Ship
+ Destroy the Drones Using a Formation
+ Destroy the Drones Using a Tactic
+ Capture the Dron with a Salvage Corvette

The MotherShip is ready. The whole Kushan race is awaiting its departure from
the giant Scaffold orbiting around Kharak.

This mission is very simple. It will allow you to further improve your skills
with the game. Simply do what the male voice orders you:
immediately build a Research Ship and a Salvage Corvette; research Fighter
Chassis and Corvette Drive in the Research Ship and have the Resource Collector
harvest any possible resource.
The Scout will have to destroy a group of 9 Drones first, using a Formation (go
for the X or Claw one), then a group of 16 Drones with Tactics.
Then use your Salvage Corvette to retrieve the single Drone.
Build five Interceptors or retire all Scouts to build ten Interceptors;
Resources will be too low for construction of other ships, so use them for
fighters.

Once the Salvage Corvette has retrieved the Drone, the hyperspace module will
be fully charged. Order your fleet to dock with the MotherShip and let the
journey begin.

MISSION 2: OUTSKIRTS OF KHARAK SYSTEM
Mission Objectives:
+ Send a Probe to Investigate
+ Protect the MotherShip
+ Salvage the Khar-Selim
+ Defend the Salvage Team
+ Defend MotherShip
+ Destroy Attacking Forces

The first hyperspace jump will bring you to the outskirts of the Kharak system,
to rendez-vous with the support vessel Khar-Selim, which has passed the last
ten years travelling on standard drives to tune your hyperdrive.

As the MotherShip will emerge from hypersapce, order your Collector to harvest
resources.
Fleet Comand will alert you that it is possible that the fleet mis-jumped and
will start hailing the Khar-Selim on all frequencies. Sensors will pick up the
ship's automated beacon.

Before sending a Probe, be sure to have at least two Resource Collectors and a
strong group of Strike Crafts; as the Research Ship will be ready to begin
development of Corvette Chassis and Heavy Corvette Upgrade, you'll may want to
wait until at least 5 Heavy Corvettes are ready. Keep your ships near the
MotherShip, and do not send any of them toward the Khar-Selim. Position at
least 5 Interceptors on the left side of the MotherShip.
Once you are ready, build a Probe and send it near the Khar-Selim.

From the wreckages of your suport vessel unknown enemy ships will emerge, and
will start to fly toward your MotherShip.

Order your units to destroy all incoming enemy ships (8 Interceptors divided
into two waves, the first composed of 2 fighters, 2 Corvettes and one Missile
Corvette), then repair and substitute any ship needing it.

Fleet Comand will order you to direct a Salvage Corvette to the Khar-Selim to
retrieve its flight recorder.

Place half of your Fighters between the MotherShip and the Khar-Selim, while
the rest will remain with your MotherShip; a group of Corvettes will escort the
Salvage Corvette to the Khar-Selim and back.
Salvaging operations will take few seconds; after the Salvage Corvette has
finished, other waves of enemies will try to destroy the Corvette. Have your
forces fend off any attack; use your fighters to locate the enemy Carrier
before the Salvage Corvette arrives at the MotherShip.
From now on, Corvettes and Interceptors will defeat any Strike Craft coming
from that Carrier while Scouts attack it; use evasive tactics to minimize
losses.

After the Corvette has docked, the MotherShip will play the last entry from the
flight recorder: before being destroyed, the Khar-Selim tried to broadcast an
abort signal for your hyperdrive test, but it was too late.

Now you'll have to destroy the enemy fleet. Order your Corvettes to attack the
enemy Carrier with the Interceptors, and have the Interceptors destroy any
enemy Strike Craft.
The Carrier will retreat soon. Call back all your forces, repair and refuel
them, and if all resources on the map have been harvested, engage hyperspace
for immediate return to Kharak. It is also reccomandable to have at least two
Salvage Corvettes.

MISSION 3: KHARAK SYSTEM
Mission Objectives:
+ Defend the Criotrays
+ Capture an Enemy Ship with 2 Salvage Corvettes
+ Salvage the Cryotrais

Hostile units belonged to Corvette and Fighter classes. The MotherShip will
return to Kharak to alert the planetary missile defense and for final touches
to its systems.

Once the MotherShip emerges from the hyperspace, everyone sees a dreadful show:
the scaffold and any other orbiting facility destroyed, and Kharak is being
consumed by a firestorm. The only suriving structures are the cryotrais near
you, and one of them is suffering a massive malfunction.

First, order your Collectors to harvest the few resources near the wreckages of
the scaffold, and move the Salvage Corvette near the Cryotrais. Form the usual
Scout/Interceptor/Corvette groups and move them near the trays too.

The Cryotrais are under attack by four ships, different from those you
encountered at the Khar-Selim. Tactical suggests to capture at least one of
those ships to know what happened.

To capture a single Frigate you'll need two Salvage Corvettes; I suggest not to
try to simply order your Corvettes to move in and capture a ship or they will
be destroyed at once; also, the game will not react well to any enemy ship
you'll capture aside the first one, so capture just one (that's it only one
Frigate in this mission until mission 8; read that mission for further
informations).
Order your Strike Crafts to attack the Assault Frigates: fighters are good to
draw them away from the Criotrays while Corvettes fires from behind, below or
from sides to maximize damage.
Once three Frigates are down, order to dock to your fighting Corvettes and
Interceptors and order your Scouts (or Interceptots if you don't have any) to
engage the last Frigate while your Salvage Corvettes capture it; the best way
to draw fire from the Corvettes is to use evasive tactic until the Corvettes
are docked with the Frigate.
Now dock all your fighters, replace any loss and have the Reasearch Ship study
the Capital Ship Chassis technology and watch the recording of the captured
ship.

Now use your Salvage Corvette to recover all surviving Cryotrais (it is
relatively easy to save them all); I suggest to issue the salvage order when
the previous Cryotray is going to be "incorporated" into the MotherShip, or the
queue will eventually screw up the game, obliging you to replay the mission.
You should also have some spare resources; build a second Resource Collector
and if you have something left at least on Assault Frigate; don't worry if you
haven't any or enough, the next mission will allow you to increase your units'
numbers and quality.

Once all Cryotrais are secure, jump toward your next mission.

MISSION 4:
Mission Objectives:
+ Harvest
+ Protect Fleet
+ Destroy the Enemy Carrier before It Leaves
Secondary Obectives:
+ Build and Position a Resource Controller

The commander of the captured enemy ship has revealed that the fleet which
destroyed you planet was a frontier guard of a vast interstellar empire, and
your race has violated a 4000 years old treaty forbidding to develop hyperspace
drives.
Before hunting down the remainings of the fleet, however, you'll have to refit
and increase number of your fleet; course has been directed to a deep-space
asteroid belt.

Begin to harvest resources; build a Resource Controller and move it near the
Collectors to improve harvest productivity. Remember that you'll have to
manually move the Controller near the Collectors everytime they move from a
deposit to an other one, or it will be nearly useless.
Resume procution of Assault Frigates; build at least two of them, and save all
remaining resources for after.

Sensors will pick up a fast-moving MotherShip-class signal directed toward your
MotherShip. Power reading are off the scale (It's manifestating! The Lance!
Pull back the...ehm, sorry, wrong series...if you understood the joke, mail me,
no prizes are awaiting you).
The ship will stop in fron of your MotherShip. As it didn't fired first, the
ambassador will dock with the unknown ship to establish communications.
This ship belongs to the Bentusi, the Unbounds, interstellar traders; they ahve
just delivered an Exchange Unit to the ambassador in a gest of good will; with
this Exchange Unit you'll be able to buy new technologies exchanging them with
harvested resources.
The technology being offered is vital, the Ion Cannon (whenever you are playing
as a Kushan or Taiidan, the Bentusi will offer this technlogy). As it costs
only 500 RUs, buy it immediately.
If think that the Bentusi will remaing there as long as you do not buy Ion
Cannons, but I'm not sure.

As the Exchange has been concluded, the Bentusi will leave, telling you that
everything is easily earable (everyone knows that everyone can ear your scream
in space), and will alert you that the Turanic Raiders, serves of the Taiidans
are coming and should not know that you have seen them.

Now that you have access to Ion technology, build at least four Ion Cannon
Frigates and keep them all near your MotherShip, including the Assault
Frigates. Move your Research Ship somewhere in front of the MotherShip and
order your Salvage Corvettes to dock and keep them inside.
Use your Strike Crafts to fend off any Turanic attack and try to locate the
enemy Carrier: this time this Carrier mustn't run away, or will alert the
Taiidan fleet you are seeking to destroy of your existence.
Also, when located, the Carrier will call for reinforcements: two Ion Array
Frigates will hyperspace near the Carrier itself and four other Frigates of the
same type will jump near your MotherShip: recall your Strike Crafts and order
your Frigates to destroy all enemies sorrounding the MotherShip.

Once they have been destroyed, direct all your forces against the enemy
Carrier, which will constantly come toward the MotherShip to use its Ion
Cannon.
That Carrier MUST NOT escape. Have your Strike Crafts engage the Ion Array
Frigates near it and have your Frigates fire on the Carrier.

As the Carrier collapses, replace any loss and be sure to harvest all resources
in the map.
If you can, build now two other Ion Frigates and retire any Scout and replace
them with Interceptors or Heavy Corvettes.

Now prepare youself to face your first large-fleet combat.

MISSION 5:
Mission Objectives:
+ Investigate at the Asteroid Belt
Secondary Obectives:
+

The first hyperspace jump of your race had devastating effects: Kharak, the
planet you thought was your homeworld is burining; the renmants of your race
are sleeping, unaware of the situation and the MotherShip and its fleet is
chased by two alien races; for now, however, there is one single objective:
destroy the fleet that consumated your world.

MISSION :
Mission Objectives:
+
Secondary Obectives:
+

*****************
12-STRING OPTIONS
*****************

To use these "cheats", you have to add them after the "homeworld.exe" command;
to do this, right-click on the HomeWorld shortcut, Properties, Shortcut tab,
Destination field; you should see something like this:
C:\Progam Files\Sierra\HomeWorld\homeworld.exe
or the drive or the directory where you installed HomeWorld. Add these options
after the .exe as showed below. Note that you need the options next to the
slash and the slash one space away from the .exe:
C:\Progam Files\Sierra\HomeWorld\homeworld.exe /1stOPTION /2ndOPTION [...]
/4320thOPTION
Options are the followings:

debug: enable debug mode
nodebugInt: disbale int 3 after fatal error and fatal errors do not generate
Int 3 before exiting
noBG: no background (can be accessed in the options/graphic/advanced menu
during the game too)
noCompPlayer: no CPU-controlled fleets
notactics: disable tactics
noretreat: CPU-controlled enemies won't retreat
disableAVI: no cutscenes (smacker files)
heap: set global memory heap size
prepath: set path to search for opening files
CDpath: set path to CD drive
freemouse: button F11 enables free mouse
ignoreBigfiles: exclude infos from *.big files
logFileLoads: create log with all files loaded
disbaleKatmai: disbale KNI support
forceKatmain: force to use KNI support
noSound: disbale sound effects
noSpeech: disable voices
waveout: force mixer to write to Waveout
dsound: force mixer to write to DirectSound driver
noFilter: disable bi-linear filtering (can be accessed in the
options/graphic/advanced menu during the game too)
noSmooth: disable polygon smoothing (can be accessed in the
options/graphic/advanced menu during the game too)
nilTexture: disbale textures
NoFETextures: disable front end textures
stipple: enable software renderer (stipple alpha)
noShowDamage: disable damage effects (can be accessed in the
options/graphic/advanced menu during the game too)
sw: resets rendering system to defaults at startup
fullscreen (default option): force fullscreen with software rendering
window: force window mode
noBorder: window with no border
slowBlits: force slow screen blits
device (sw, fx, d3d as options): force one of the rendering modes (software,
OpenGL or Direct 3D)
gl: force OpenGL rendering
d3d: force Direct3D rendering
nohint: disbale OpenGL perspective correction hints
noPause: pause with Alt+Tab disabled (Windows feature)
nominimize: disable minimize Windos feature
dockLines: show dock lines
gunLines: show gun lines
light Lines: show light lines in debug mode
boxes: force render to bound bowties on the ships
textFeedback: enable text feedback in game commands
aiplayerLog: enable AI player logging
determCompPlayer: CPU-controller players are deterministic
gatherStats: enable gathering of stats
captaincyLogOff: turn off captaincy log file
captaincyLogOn: turn on captaincy log file
logOff: turn off network logging file
logOn: turn on network logging file
logOnVerbose:turn on verbose network logging file
statLogOn: generate log on file
intOnSync: generate Int 3 when a sync error occours
debugSync: enable autosave and packet recording
forceLAN: force LAN support, regardless of version
testNIS: enable NIS testing mode using [nisFile]
testNISScript: enable NIS testin mode using [scriptFile]
demoRecord: record a demo
demoPlay: play a demo
packetRecord: record packets used during multiplayer games
packetPlay: playback packet recording
disablePacking: disable use of packet textures if available
smCentreCamera: center SM world plate at about 0, 0, 0 rather than the camera
closeCaptioned: close captioning
640 (default option): 640x480 resolution (can be accessed in the
options/graphic/advanced menu during the game too)
800: 800x600 resolution (can be accessed in the options/graphic/advanced menu
during the game too)
1024: 1024x768 resolution (can be accessed in the options/graphic/advanced menu
during the game too)
1280: 1280x1024 resolution (can be accessed in the options/graphic/advanced
menu during the game too)
1600: 1600x1200 resolution (can be accessed in the options/graphic/advanced
menu during the game too)
d16 (default option): 16 bit color depth (can be accessed in the
options/graphic/advanced menu during the game too)
d24: 24 bit color depth
d32: 32 bit color depth (can be accessed in the options/graphic/advanced menu
during the game too)
truecolor: try 24 bit mode before 16 bit

*****************
12-MODIFIED SHIPS
*****************

Here's the funny part. These are descriptions of modified Kushan ships made by
a fellow member of the Hydres Furieuses, a French/Italian-based Clan
specialized in RTS (born with HomeWorld, the HF Clan evolved to Ground Control
and Cataclysm...) ...unfortunately I do not remember his name, though if you
should thank him whoever he is...
To use these ships, you have to create two directories, named "R1" and "R2"
(without the quotation marks), and place the .shp files in one of them. As all
of the files I'm going to describe were thought for the Kushan fleet, place
them under the "R1" directory.
To obtain these files, go to GameFAQs file section; do not ask for additional
files, I am NOT able to do them, nor I have the e-mail address for the guy who
did them; do not ask how to reach GameFAQs' file section: go to the site
(www.gamefaqs.com) and search for them.
The same disclaimer in Cheat section is still valid.
OK, here they are:

PROBE

File Name: probe.shp
Race: Kushan (R1)
Mass: 500000 tons
Armor: 800
Firepower: none
Coverage: none
Maneuverability: very hihg
Max Velocity: 110 m/s
Cost: 30

Nothing really new there. This will replace the Probe model with the large
asteroyd found in single player mission Chapel Perilious. Thought he model is
big, the impact area is the same of the original Probe, so really small (no,
you won't be able to smash the same asteroid of that mission in your opponent's
face). Nice.

SCOUT

File Name: lightinterceptor.shp
Race: Kushan (R1)
Mass: 40 tons
Armor: 1.100
Firepower: 8
Coverage: 17% (one forward-fixed mass-driver gun)
Maneuverability: very high
Max Velocity: 2500 m/s
Special Action: speed burst
Cost: 35

An ultra-fast Scout with more coverage and armor. Better even than a Light
Corvette.

CLOAKED FIGHTER

File Name: cloackedfighter.shp
Race: Kushan (R1)
Mass: 40 tons
Armor: 150
Firepower: 10
Coverage: 4% (two forward-fixed mass-driver gun)
Maneuverability: high
Max Velocity: 800 m/s
Special Action: cloak field
Cost:

Not so difference from the original except the model, a Defender without the
third gun.

HEAVY CORVETTE

File Name: heavycorvette.shp
Race: Kushan (R1)
Mass: 150 tons
Armor: 1700
Firepower: 60
Coverage: none (theorically 100%)
Maneuverability:
Max Velocity:
Special Action: none
Cost: 250

This Heavy Corvette carries two missiles in place of the original guns. I still
have to realize if the Corvettes have to dock to rearm or if there is a glitch
in the code that doesn't allow them to fire other missiles; the missiles are
fired in one salvo. It is theorically more powerful than the basic Heavy
Corvette, but less useful.

ION CANNON FRIGATE

File Name: ioncannonfrigate.shp
Race: Kushan (R1)
Mass: 400 tons
Armor: 16000
Firepower: 768
Coverage: 22% (four forward-fixed ion cannons)
Maneuverability:low
Max Velocity: 325 m/s
Cost:

No, there is no typo in the firepower and coverage fields. Four Ion Cannons,
all mounted facing forward for maximum firepower. These ships are more powerful
than a Destroyer and require less time to be built and resources. Only the
Heavy Cruiser can pass these dervishes (if someone understood the joke, e-mail
me) in rude firepower. The model has been replaced with an Assault Frigate's
one.

*******************
12-CREDITS and MISC
*******************

The first credit goes to Relic, for Homeworld. Then to Sierra for having
published it. The third is to me, Briareos Kerensky (briareos@inwind.it), the
fourth to GameFAQs (and all sites showing this FAQ with my permission) and the
fifth to you for reading it.
For now, no one sent me mails about this FAQ, but if someone writes something
interesting, I will put his or her name here.
I would like to thank my new computer, which allowed me to play HW at
1600x1200x32; the official HomeWorld site for Tech/Ships' English names; the
HomeWorld unit viewer and its funny descriptions of the ships; Leader for
having translated only game's texts (knowing how their dubbers mauled
MechCommander and Falcon 4.0...); Fate's Warning, the main soudntrack of the
long hours where I wrote this document; I would like to thank my girlfriend,
but I haven't one.
Sites authorized to show this FAQ:
+ GameFAQs (www.gamefaqs.com)
+ My new, yet-unnamed, web site (http://www.idontknowwhereitwill.be)
+ Esprit Network (http://cataclysm.esprit-str.com), translated in French

To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at briareos@inwind.it; ICQ UIN is 40534369; Odigo ID is
264286, though you won't recieve answer to such messages (I'm just bored of all
the ICQ crap and Odigo's tendency of cutting to half your effective speed
'cause it has to check if the world is still working). Write only about this
FAQ or if you have a cute(female)friend/sister to introduce.

Copyright (c) Briareos Kerensky 2001/2002. Reproduction and translation of this
document (as a whole or parts of it) in any mode without permission is strictly
forbidden.
All names and marks are proprieties of respective owners.
