Developer:Relic Genre:Strategy Release Date: Download Games Free Now!

About The Game

While the real-time strategy genre suffered from overused ideas and clones upon clones due to overly accessible 2D top-down engines, Relic emerged from the stratosphere with their stellar fully 3D space based RTS Homeworld. It turned out to be one of the most cinematic experiences ever created using amazing music, mind blowing spacescapes, a brilliant storyline and beautifully crafted gameplay. While controls suffered a bit because of the new 3D frontier it was trying to cross, Homeworld deserves its spot on the list and then some for its innovation and insane attention to production value and detail. Who ever thought the emptiness of space could be so atmospheric?

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Homeworld Review

By Chris Commodore |

I had a chance to talk with Alex Garden, the director of Homeworld, at GDC earlier this year. He had just met with Peter Molyneux and had some long talks with him about game design, and was still buzzed from the visit. What stuck with him most as we talked was how Molyneux emphasized the importance of keeping clear of release date pressure -- the art of being able to let a game slip back without letting the pressure kill you. If the game is fantastic, he related, then no one will remember years from now that it was delayed six months after the original release date. Still, he was nervous. Garden had worked on some high profile games at EA, but this was his first project on his own, and its high profile status meant that the world was waiting to see what Relic, and Garden, could do with a project that would daunt most veteran designers.

The initial press of Homeworld painted a picture of the next logical progression of strategy games -- 3D. Free-form space environments would be the games most daunting task, especially in a genre that was complicated enough when you were looking down at model-sized objects, let alone an entire world of spacecraft and gunfire. As details were released, the concepts behind Homeworld began to take form, and what appeared was something much larger than expected. Hundreds of ships could be focused on in a giant battle, or you could zoom in to a specific ship to watch the action up close. The storyline was much more involved than most strategy games, dealing with Homeworlds, yes, but all of it drenched with a sober maturity that rarely grace mainstream games. The Relic kids, it seemed, were aiming for something but bigger and nastier than simply a dressed-up Starcraft.

Now it's finally here, and it's so much more than everyone thought possible. Relic not only tackled space, but may have just changed strategy games forever. I'm proud to say that Homeworld isn't for everyone. Casual gamers will find the level of difficulty daunting, and hardcore strategy players may not enjoy the more plot-driven, free-form gameplay that makes up the core structure of Homeworld. Relic has created a specific gaming experience that can be much more comfortably compared to film than to gaming, with its story-driven missions, surprise twists, and majestic views. And it's all worth it. The complete package is an experience to behold, and unlike movies, something you can experience first hand.

The Homeless Race

The Kharakid live on a world so hot that they must keep at the poles in order to stay alive, and in their misery, some come to the conclusion that they may not have been built for the world at all. Scientific research begins to prove no real similarity to any plant or animal life on the planet, and word begins to spread, despite cries of heresy, that the populace may not have originated from the planet. Then, a discovery -- a ship is found in the desert, which puts an blunt end to the debate. The ship pushes the world's technology forward thousands of years by giving researchers access to previously unknown technologies, and building begins. Then, the guidestone is found -- a map which shows the way to the true home of the Kharakid, Hiigara. The people of Kharak unite to build a mothership, and many years later, the planet is finally ready to return home. But their adventure is about to begin, because they have no idea what lies in space, and what is in store for them -- and neither do you. The information given about the game doesn't even hint at the amount of story told in the game, the plot which moves the gameplay in a way we've rarely seen in gaming, and have never seen in a strategy game before. Twisters like Half-Life and Grim Fandango may have shocked you with surprises, but Homeworld will have you rapt with attention as mysteries are solved, and information is revealed regarding the true history of the Kharakid, and the dangers lying in wait for them.

Mouse Power

After you finish the extensive, clear tutorial, you can begin the first couple of missions, which take you through the more advanced control concepts in the game. You can choose to play as the Taiidan or the Kushan, which not only designates the look of your ships, but chooses which race-specific units you'll have access to, such as the Taiidan Defense Fighter and the Kushan Drone Frigate. Controls are a mixture of mouse and keys, which you should memorize, and quickly. Knowing hotkeys can be essential to winning the game, and drastically reduce brain strain when you're trapped in the midst of heavy battles.

Units are laid out in three categories: strike craft, capital ships, and super capital ships. Strike craft are your most plentiful early in the game -- Scouts and Interceptors can be built quickly and cheaply, and provide some slick firepower against large groups of small enemies. Capital ships are much harder to destroy, and though they are more expensive, become a smarter fighter of choice as you progress farther into the nebula. Do enough research, and you'll be able to add multiple guns to create craftier capital ships, as well defensive measure like Support Ships, which are repair carriers made to aid your ships in battle. Super capital ships are such beasts as the Destroyer, which are slow but unstoppable machines to set against your more formidable enemies. Other units include Probes, Research Vessels, and Resource Controllers (ships that can aid resourcers in getting resources into your pocket much quicker).

The key to winning battles is learning how to combine your ships, how to group them, and when to use them (check out some of the formations available in our movie below). No more sloppy clicking and waiting -- you need to actively watch your ships and what they're attacking, and learn to react quickly. The wrong set of ships can quickly become scrap metal when pushed against a faster, smarter, better organized group of foes. A variety of formations and tactics can be attached to groups, which work in specific environments. If this sounds confusing, it will be -- at first. You'll get used to it quickly. Each mission offers clues as to the weaknesses of your enemies, and if you listen to your groups closely, you'll get constant updates as to the status of you ships, and the pilots. Relic has also added a feature that you'll be using to save yourself, often -- pause. You can pause the game at any time, and reselect units, change formations (it won't be implemented until you unpause), and view the battle from any angle. It not only gives you breathing room, but it allows you to make decisions ahead of time when the going gets rough -- and believe me, fights will get messier than you can imagine during large-scale battles. Though it's simple to switch between groups in the game, and select ships, we did have a complaint in the office -- it's near impossible to find a specific ship without having to look around by hand. Having a menu with your total ships, and allowing you to choose from them would have been nice.

Station to Station

The mission structure is like nothing we've played in strategy gaming before. Instead of being structured on a mission-to-mission basis, Homeworld is one game separated by chapters -- with each segment filled with pits, traps, and surprises. It not only means that you can never be sure when a mission will truly be over, but it means that you have to watch your team that much more carefully. This means that the units you build in the first mission will still be with you in the fifth, which makes for some interesting issues. Like all strategy games, you must mine resources, but Homeworld's are parceled out in every mission. Limited resources mean that you can't build indefinitely. Once an area has been scoured for resources, there's no other option but to wait until the next hyper jump point to get more. What this creates is a need to think over every unit that you build in the game, rather than just building until you've exhausted your resources, or beat the mission. It also means that individual units are much more valuable. If you lose your resourcers, or a research vessel, then you've lost a vital lifeline, and the time and money it takes you to rebuild them could mean disaster for missions later in the game. It can be frustrating, and yes, it may mean you have to go back and play an earlier mission more than once until you get the hang of it, but it's a much smarter and more realistic approach to strategy gaming.

As you look into the details of the game, you begin to realize just how bent on (if you want to get film-geeky) magical-realism the Relic team really is. There's a lot of fantasy going on in with the gameplay, but the important concepts have been thoroughly thought out. You'll quickly notice that enemies no longer have damage gauges -- you'll have to get used to finding out for yourself just how damaged your foes really are. And get ready to be on your toes. A mission may start out with a simple task like resourcing pieces of a nebula, and end with you holding on for dear life while trying to fix your hyper drive while dodging hundred of ships while defending your resourcers while praying that their capital ships don't take you out... and so on. And that's just touching on one of the concepts.

What Homeworld has captured that almost no other game has is the seamless integration of storyline and gameplay. Even Final Fantasy VII and VIII, bastions of the big story, still pull you out of long conversations for some dungeon crawling. It becomes predictable after a while, despite the underlying story's unpredictability. Homeworld changes the rules completely by having each mission built upon a segment of the story. To mention the details would ruin the story, but it's safe to say that before long, you'll be waiting on the edge of your seat waiting to see how a mission will end. Sending a probe into a new area may discover things you'd rather not see, and may not be prepared for. And even when you think you have the upper hand, you may just find that your enemies were tricking you all along. New enemies appear, secrets are unearthed, and lives are lost -- mostly yours. What does become sacrificed because of the storyline is the difficulty level. Surprises mean that you must always be ready for a huge battle, sometimes even before you have the time to prepare. There is no difficulty level in the game, simply a set of missions which quickly become deadly. Once you've learned the basics, you're almost immediately thrown into a huge battle, one which will burn up most casual gamers. You should expect to spend quite a bit of time replaying each level to figure out strategies and approaches, and even more time honing your skills with the ships and their intricacies. For some, this will mean frustration, but for those of you willing to put the effort forth, you'll find that the levels aren't impossible at all -- just smart. Once you figure out the correct tactics and approaches to each mission, it becomes much easier, and more satisfying. Even when I was banging my head on certain levels, by the time I was done I felt a sense of accomplishment I rarely experience with a video game.

Sense Surround

The design team tackled the problem of making distant space seem alternately cold and familiar by creating a dynamic environment -- as you progress through the game, the nebula you see in the distance will get closer, until you find yourself lost in it's red glow. Just being able to get your bearing adds a sense of security to the game, while making you feel very, very alone. The individual ships in the game didn't start out so hot -- we loaded up the game and began playing, and noticed how pixelated the game looked. The ships looked nice from afar, but close-up, they seemed incredibly dated. Still, the gameplay shined. Seems we never noticed a slight glitch where it automatically starts the game up in software mode. Yeeks. The two selectable races in the game are both incredibly alien in design (Peer insisted on calling the Taiidan mothership a flying toaster), and intricate in detail. Zoom into a battle, and you'll actually see individual turrets targeting enemies, and jet boosters flaring as it changes direction. Once you get farther in the game, you'll get the pleasant surprise that the Taiidan and Kushan forces are actually the most conservative ships in the game. It only gets better.

The music uses a mixture of tracks which sound nothing like game music -- the opening songs are taken from classical choral pieces, while later pieces sound similar to Peter Gabriel's Passion album. It's ambient and moody, and fits much more snugly with a vast strategy game than you'd expect, so much so that you'll wonder why anyone bothered to use guitar and loud, thumping techno in the first place. Voices are, like the space environments, a mixture of cold military gamespeak and emotional speech. Homeworld never reveals the humans which reside in the myriad of ships you control, and rarely refers to individual characters, which makes the voice acting that much more crucial to connecting with the gameplay. Homeworld pulls it off, having you feeling for your mothership in ways that you though you never could... or never should.

Multiplayer options are exactly what you'd expect -- up to eight players can take each other out on a variety of arenas, using pre-set resources, or by having to use a Resourcer to gain material. Goals range from the standard "destroy your enemy" goals to the more intriguing Bounty Hunter missions, which give you resources for destroying enemy ships. What's even nicer is the you vs. computer option, which allows you to fight against computer bots and get in some needed practice before taking on your smarter, human foes. I played most of my battles with Stephen, who proceeded to destroy my ships and my spirit in no time flat. Fortunately, I gained the upper hand by pouring Coke on his keyboard and replacing his Chapstick with Krazy Glue. We not only had fun, but he learned a valuable lesson -- never beat anyone at anything ever again.

The sound (like all the elements in the game) shines on its own, and like all great games, comes together to create something unexpected, and new. Homeworld is an original gameplay experience that has as much in common with Zelda as it does with Command & Conquer. This isn't just a reworking of an old genre, or even a fresh concept given to a stale genre. Saying that Homeworld is just a well-done strategy game is like saying that Blade Runner was a nice little Sci-Fi movie. We've rarely played a game with this much substance, and certainly haven't played a game that has had us so excited about the genre in a long, long time. Watch Relic and Alex Garden now, because you'll be hearing a lot more from them in the years to come.

-- Vincent Lopez

Homeworld Cheats

Start the game with one of the following command line parameters to activate the corresponding cheat function:

  • Enable debug mode -- /debug
  • Disable int 3 after fatal error -- /nodebugInt
  • Disable galaxy backgrounds -- /noBG
  • Disable default CPU players -- /noCompPlayer
  • Disable tactics -- /notactics
  • Disables retreat tactics -- /noretreat
  • Disable FMV sequences -- /disableAVI
  • Fatal errors do not generate int 3 before exiting -- /nodebugInt
  • Sets global memory heap size -- /heap
  • Sets path to search for opening files -- /prepath
  • Sets path to CD-ROM -- /CDpath
  • Press [F11] to toggle free mouse -- /freemouse
  • Do not use anything from bigfile(s) -- /ignoreBigfiles
  • Create log of data files loaded -- /logFileLoads
  • Do not use KNI even if support is -- /disableKatmai
  • Force usage of KNI even if determined to be unavailable -- /forceKatmai
  • Turn all sound effects off -- /noSound
  • Turn all speech off -- /noSpeech
  • swap the left and right audio channels -- /reverseStereo
  • Force mixer to write to Waveout -- /waveout
  • Force mixer to write to DirectSound driver -- /dsound
  • Disable bi-linear filtering of textures -- /noFilter
  • Do not use polygon smoothing -- /noSmooth
  • Do not load textures -- /nilTexture
  • Turn off front end textures -- /NoFETextures
  • Enable stipple alpha (software renderer) -- /stipple
  • Disable ship damage effects -- /noShowDamage
  • Reset rendering system to defaults at startup -- /sw
  • Display fullscreen with software renderer (default) -- /fullscreen
  • Display in a window -- /window
  • No border on window -- /noBorder
  • Use slow screen blits -- /slowBlits
  • Select an rGL device by name (sw, fx, d3d) -- /device
  • Select default OpenGL as renderer -- /gl
  • Select Direct3D as renderer -- /d3d
  • Disable usage of OpenGL perspective correction hints -- /nohint
  • No pausing with [Alt] + [Tab] -- /noPause
  • No minimize with [Alt] + [Tab] -- /noMinimize
  • Show dock lines -- /dockLines
  • Show gun lines -- /gunLines
  • Show light lines in debug mode -- /lightLines
  • Render bounding bowties on the ships -- /boxes
  • Enable text feedback in game commands -- /textFeedback
  • Enable AI Player logging -- /aiplayerLog
  • CPU players are deterministic -- /determCompPlayer
  • Enable gathering of stats -- /gatherStats
  • Turn off captaincy log file -- /captaincyLogOff
  • Turn on captaincy log file -- /captaincyLogOn
  • Turn off network logging file -- /logOff
  • Turn on network logging file -- /logOn
  • Turn on verbose network logging file -- /logOnVerbose
  • Generate game stats log file -- /statLogOn
  • Generate Int 3 when a sync error occurs -- /intOnSync
  • Autosaves game frequently, records packets -- /debugSync
  • Allow LAN play regardless of version -- /forceLAN
  • Enables NIS testing mode using [nisFile] -- /testNIS
  • Enables NIS testing mode using [scriptFile] -- /testNISScript
  • Record a demo -- /demoRecord
  • Play a demo -- /demoPlay
  • Record packets of multiplayer game -- /packetRecord
  • Play back packet recording -- /packetPlay
  • Do not use the packed textures if available -- /disablePacking
  • Center the SM world plane at about 0,0,0 rather than the camera -- /smCentreCamera
  • Close captioning -- /closeCaptioned

Homeworld Game Walkthrough

=-=   HOMEWORLD   =-=

a gameplay guide
by The_Assimilator
version 1.0.5 FINAL
12 February 2004



This guide is the sole property of its author, Ian "The_Assimilator" Kemp.
It may be used ONLY for your personal enjoyment, it is ILLEGAL to sell this
document without the author's permission.  It is also ILLEGAL to claim all or
part of this guide as your own.  You may not sell and/or distribute this guide
without the author's prior consent.

This guide may (currently) only be featured on MY website (if it ever gets put
up...), and the below website(s):

Cheatbook                       http://www.cheatbook.de/
CheatChannel                    http://www.cheatchannel.com/
Cheats.de                       http://www.cheats.de/
DLH.net                         /
GameFAQs                        /
IGN FAQs                        http://faqs./

If you would like to host this guide on your website, or use portions of it for
your own guide, please ask me first (see the "Contacting the author" section).

If you do not abide by the above conditions, expect to have legal action taken
against you!

Ian Kemp is not affiliated with Relic Entertainment, Sierra Studios, nor Vivendi
Universal in any way.  All trademarks used here are the properties of their
respective owners.

Use this document at your own risk. The author cannot be held responsible for
ANY damages you might sustain from using this guide!




A.  Introduction
B.  About the author
C.  Contacting the author
D.  Version history
E.  ***For Windows XP users
F.  Updating Homeworld (Patches)
G.  Cheats and Command-line switches
H.  Abbreviations/Shorthands
I.  Ships and Civilisations
    1.  Kushan
    2.  Taiidan
    3.  Turanic Raiders
    4.  Bentusi
    5.  Kadeshi
    6.  Miscellaneous
J.  Tactics
K.  Formations
L.  Damage Ratios
M.  Single-player walkthrough
    1.  Kharak System
    2.  Outskirts of Kharak System
    3.  Return to Kharak
    4.  Great Wastelands (Part 1)
    5.  Great Wastelands (Part 2)
    6.  Diamond Shoals
    7.  The Gardens of Kadesh
    8.  The Cathedral of Kadesh
    9.  Deep Space - Sea of Lost Souls
    10. Super Nova Research Station
    11. Tenhauser Gate
    12. Galactic Core
    13. The Karos Graveyard - The Shining Hinterlands
    14. Bridge of Sighs
    15. Chapel Perilous
    16. Hiigara
N.  Multi-player guide
    1.  General Strategy
    2.  Resources
    3.  Useful Tactics
O.  Credits and Links
P.  The End


A.  Introduction

Homeworld was released in 1999 and completely revolutionised the RTS (Real-Time
Strategy) game genre.  Homeworld (or HW, as it is known amongst its fans) was
the first RTS to combine stunning 3D graphics with great gameplay.  (Don't know
what a RTS is? Think Command & Conquer.  Don't know what *that* is?  Then
you're a little young to be reading this guide.)  Homeworld subsequently went on
to win at least 5 Game of the Year awards from various gaming websites
(, IGN, ...).  This prompted a later release of the special "Game of the
Year" (GOTY) edition of the game, which featured different box art and manual
design from the original.

But it was not just Homeworld's aesthetics that gained it such praise.  The
game's storyline was (and still is) one of the best ever.  I'm not gunna tell it
here - because if you're a real Homeworld fanatic, you'll already know it - and
besides, it's in the manual that came with the game. (You *did* buy it from a
reputable source, hmmm?)

Where do I come into this? Well, I was given Homeworld for Christmas 2000 (OK,
so I'm slow), and I was immediately addicted.  For a month I played nothing else
but the game.  Later I got my hands on the "sequel" to Homeworld, Homeworld:
Cataclysm, which is also an excellent game (but not *quite* as good as the

I had been meaning to write this guide ever since the day I got Homeworld, but
for various reasons I never got around to it.  But now Homeworld2 is here!  So,
I decided to finally get my Homeworld walkthrough done.

Here is the result; I hope you enjoy it.


B.  About the author

I'm an 18-year-old living in South Africa.  In RealLife(tm) I'm a student
getting ready for my first year of university, studying Computer Science.

If anyone reading this needs a Java or PHP/MySQL programmer with 2+ years
experience, or a web designer (HTML/JavaScript/DHTML/CSS) with 4+ years
experience, please see the "Contacting the author" section below for my email
address.  I need a job!

My hobbies/likes

- writing game guides (that never get released)
- writing programs    (that never get finished)
- designing web sites (that never get published)
- reading
- reading
- Dragonball Z (o how amusing mindless violence can be)
- cats
- sleep    (which I don't get enough of)
- caffeine (which I get too much of)
- playing games!

My games

I play Gameboy, Nintendo64, PlayStation and PC games, so my interests are

Genres I like:

- platformers (Crash Bandicoot and Spyro games, Ape Escape, Klonoa, Mario64)
- arcade racing games (Mario Kart 64, Crash Team Racing, wipEout series)
- RPGs (Azure Dreams, Pokemon, Final Fantasy series, Zelda series, NeverWinter)
- RTSs (Homeworld/Age of Empires series)
- FPSs (Quake series, Unreal series)
- any genre that's a TLA

Genres I hate:

- super-realistic-handling-is-so-sensitive racing games (too irritating to play,
  go and drive a real car!)
- "super realistic" fighting games (why does *everyone* buy them?)
- games that are just CRAP (too many to list)


C.  Contacting the author

If you want to send me e-mail, my address is currently


Use the subject header "Homeworld Walkthrough", or your message may be ignored!

Please note, that any spam, flames or hate mail will be deleted without being
read.  The same applies for any mails containing stupid questions, or questions
that are answered in this guide.

In addition, I can (probably) be found on the Relic Forums
(http://forums.relicnews.com) from Monday to Friday every week.  Send me a
Private Message, if you wish, and I will respond just as I would respond to


D.  Version history

1.0.5 FINAL                 + As the version would imply, this is the last time
12 February 2004              I will be updating this guide.  I consider it
                              100% finished.
                            + Completed overhaul of single-player walkthrough.
                            + More typos fixed.
                            + Added entries for Cloaked Fighter, Defence Fighter
                              and Defence Field Frigate.
                            + Added permissions for Cheatbook and CheatChannel
                              host this guide.

1.0.4                       + Added more information for Assault Frigates.
23 January 2004             + Changed some info for Heavy Cruisers and Carriers.
                            + Replayed Homeworld single-player again and
                              corrected the walkthrough in many places.
                            + Fixed a few typos (hopefully the last...).
                            + Fixed Homeworld Shipyards link.

1.0.3                       + Noted that Missile Destroyers can only use the
01 December 2003              Missile Volley special action if they have 1 or
                              more missiles in stock (again, thanks to Koki for
                              pointing that out).
                            + Minor formatting/layout changes.

1.0.2                       + Allowed Cheats.de (http://www.cheats.de/)
27 October 2003               and DLH.net (/)
                              to host this guide.
                            + Some minor changes to "Abbreviations/Shorthands"

1.0.1                       + Added permission to allow FAQs
20 October 2003               (http://faqs./) to host this guide.
                            + Made many changes after receiving some feedback
                              (*BIG* thanks to Koki from the Relic Forums!).
                            + Added "Abbreviations/Shorthands" section.
                            + Minor adjustments and corrections.

1.0.0                       + *** First release to the public!
12 October 2003             + Rewrote some of the single-player guides to clear
                              up some points.
                            + Changed the format of the multi-player section.
                            + Reorganised layout of the file, as well as the
                              Table of Contents.
                            + Finished "Ships and Civilisations" section.
                            + Added "***For Windows XP Users" section.
                            + Added "Cheats/Command-Line Switches" section.
                            + Added "Updating Homeworld (Patches)" section.

0.9.9                       + Miscellaneous corrections.
09 October 2003             + Added more multi-player strategies.

0.9.8                       + Single-player walkthrough completed.
01 September 2003           + Ships list for Kushan/Taiidan completed.

0.9.7                       + Added mission 10 and 11.
24 August 2003

0.9.6                       + The very first release.  Missions 1 - 9 of the
16 August 2003                single-player game covered, as well as intros and
                              credits of this guide.
                            + Began ships list.


E.  ***For Windows XP users

By default, Homeworld *WILL NOT RUN* in OpenGL hardware acceleration on
Microsoft Windows XP.  If you have been wondering how to get around this
problem, here is the solution:

1.  Right-click the shortcut you use to play Homeworld and choose "Properties".
2.  Click the "Compatibility" tab.
3.  Check the "Run this program in compatibility mode for" box, then from the
    list below, select "Windows NT 4.0 (Service Pack 5)".
4.  Click OK.

Homeworld will now allow you to use OpenGL to run the game.

This hint may apply to other games as well, so feel free to try it.


F.  Updating Homeworld (Patches)

No game is ever released perfect, and Homeworld is not an exception.  Relic have
released 3 updates to the game, or "patches", that alter some aspects of the
game (mostly to fix bugs).

The default Homeworld version (and the only one that you can buy) is 1.00.  The
3 patches will update your game to version 1.03, 1.04 or 1.05, respectively.
Each later patch also includes all the enhancements of the previous one(s), so
for example, the 1.05 patch also includes the 1.03 and 1.04 updates.

(Side note: No-one knows what happened to the 1.01 and 1.02 patches, and as
            usual, Relic won't say...)

You can tell what version of Homeworld you have by starting the game, and
looking at the top-left corner of the screen.  In small writing you should see
text saying "Version HomeworldV1.n0x", where x is the patch you have installed
(0 if no patching has been done), and n is the letter B if a patch is present.

***VERY IMPORTANT!  If you are intending to play Homeworld over the Internet,
                    i.e. via WON.net, you MUST have the latest patch (1.05 at
                    this time) installed.  Otherwise, you will be asked to
                    download and install it when you try and connect to a game.
                    You CANNOT play Homeworld with other people, if your version
                    of the game is different to theirs!

To get the patches, go to RelicNews (http://www.relicnews.com) and click the
"Downloads" link under the Homeworld section of the left menu.  Download the
patch of your choice (it will come as an executable) and run it to update your
Homeworld installation.  The next time you run the game, you should see that
the version has been changed to reflect the patch you installed.


G.  Cheats and Command-line switches

First of all - THERE ARE NO CHEATS IN THIS GAME.  Homeworld was designed for
people who are actually able to *play* a RTS game, not pathetic newbies who get
a game, die on the first mission then get onto the Internet and download every
cheat they can find.  If you're that kind of person, please stop reading this
guide RIGHT NOW.  I don't have time for lamers like you, and neither does Relic
nor the Homeworld community.  There *are* trainers (aka hacks) for the game that
give you extra RUs, more ships etc., but the same comments apply to them.

Homeworld does, however, feature a comprehensive list of command-line switches
or parameters, that can be used to tweak your game to perform at its best.  It's
a pretty long list, but I like to be thorough.

To use these switches

1.  Right-click the shortcut you use to play Homeworld and choose "Properties".
2.  Click the "Shortcut" tab, and click to place the cursor inside the "Target:"
    box (which will point to homeworld.exe).
3.  To add one of these switches, put a space at the end of the text, then type
    in the slash character ( / ), and then the switch.
    For example (using the dsound switch), if your Target field reads
    "C:gameshomeworldhomeworld.exe", you would do this:
    "C:gameshomeworldhomeworld.exe" /dsound
    To add more switches, you just add another space, a slash, and the next
    switch.  E.g.:
    "C:gameshomeworldhomeworld.exe" /dsound /enableSSE /pilotview
    You can have an infinite amount of switches present.  Note however, that
    some switches are mutually exclusive.  If you type in an invalid switch,
    Homeworld will warn you of this on startup and refuse to start until you
    replace or change the invalid switch(es).


System options

heap [n]		- sets the amount of memory available to Homeworld to
                          [n] megabytes
prepath [path]		- sets the location for the game to look for its files
			  (where [path] is this location)
CDpath [drive]		- where [drive] is the drive letter of the CD-ROM
			  containing the Homeworld game CD

Processor options

enableSSE		- enable the use of Streaming SIMD Extensions (SSE) for
			  improved game performance (Pentium III and up, AMD
			  Athlon and up)
forceSSE		- force the game to use SSE, even if found to be
			  unavailable.  Not recommended, as severe slowdown may
			  occur on non-SSE capable processors
enable3dNow		- enable the use of AMD's 3DNow! instruction set to
			  improve performance

Video options

safeGL			- do not use optimized, but possibly buggy, special
			  features of the selected OpenGL renderer (your video
			  card).  If you are experiencing strange graphical
			  glitches in OpenGL, using this option can help, but it
			  may also decrease performance somewhat
triple			- if the game's menus are flickering madly, this will
			  triple-buffer them to prevent this.  Does not affect
			  in-game performance
nodrawpixels		- use when background images are not shown when starting
			  and/or loading games
noswddraw		- do not use DirectDraw for the software renderer.
			  Makes software mode a lot slower, and is only
			  recommended if your video card has a really bad
			  DirectDraw implementation
noglddraw		- do not use DirectDraw to setup the OpenGL renderer.
			  Can be slower or faster, depending on your video card,
			  so try this and see
sw			- use the software renderer ONLY for drawing the game's
			  graphics; with this switch present, you can't change
			  the rendering system from within the game (it is
			  locked into software mode).  This is not recommended
			  unless you have a really crappy video card (e.g. SiS
			  or S3 chip), which is unable to handle Direct3D and
			  OpenGL hardware acceleration well.  In this case,
			  software mode will probably be faster (depending on
			  your PC as a whole) than either Direct3D or OpenGL
noFastFE		- disables fast front-end menu rendering.  Use this if
			  menus are slow to appear, or are rendered incorrectly
			  (e.g. strange colours).  This has also been known to
			  fix problems where the game starts up, then instantly
fullscreen		- runs the game in software mode, in a full-screen
			  window, and at 640x480 resolution (default mode)
window			- displays the game in a window
noBorder		- if /window is present, this disables the border on the
640			- runs in 640x480 resolution (default)
800			- 800x600 resolution
1024			- 1024x768 resolution
1280			- 1280x1024 resolution
1600			- 1600x1200 resolution
device [dev]		- selects the rendering mode to use, where [dev] is that
			  mode.  Valid values for [dev] are sw (software), d3d
			  (Direct3D), gl (OpenGL), fx (3dfx mode - Voodoo cards
			  ONLY).  If using this option, you will be unable to
			  change the renderer from within the game
nohint			- disable usage of OpenGL perspective correction hints.
			  No-one except Relic seems to know what this option
			  actually does, and Relic ain't telling...
nopal			- disable palettised texture support.  Usually makes the
			  game slower, since the aim of palettising is to speed
			  up texture generation.  If you have an older card that
			  has a dodgy palettised texture engine, using this
			  switch might help to fix graphical glitches

Sound options

dsound			- forces game to use the Microsoft DirectSound mixer,
			  even if the sound driver is not certified
dsoundCoop		- if DirectSound mixer supports co-operative mode, this
			  will allow other applications to use DirectSound even
			  while Homeworld is using it
waveout			- forces game to use Waveout mixer (slower, lower
			  quality) even if DirectSound is available
reverseStereo		- swap left/right audio channels

Detail options

rasterSkip		- enable interlacing with software renderer.  This
			  allows for much-improved performance in software mode,
			  but creates a "motion blur" effect that may be too
			  visually distracting to use (faster)
noBG			- disable display of galaxy backgrounds (so you will see
			  only black backgrounds with stars) (faster)
noFilter		- disables bilinear texture filtering (decreases graphic
			  quality but increases performance).  All modern video
			  cards can filter with no performance penalty, so you
			  should never need to use this option
noSmooth		- do not use polygon smoothing.  Same as noFilter, you
			  should not need to use this option
stipple			- enables stipple alpha belending to emulate
                          transparency effects.  Very ugly and can only be used
                          in software mode; makes game run faster
noShowDamage		- do not show ship damage effects (drive plasma leaking,
			  fires).  Can drastically improve performance, BUT you
			  won't be able to easily see if your ships are damaged,
			  so it's not recommended to use this

Other options

diableavi		- skips opening Sierra and Relic movies
pilotview		- allows you to see the game from the "pilot's eye view"
			  of your ships.  This option is only available from the
			  v1.04 patch and up.  If enabled, select a ship and
			  hit the Q key to switch to pilot view; press Q gain to
			  return to external view.
			  (NOTE: some ships have very strange pilot views...)


H.  Abbreviations/Shorthands

Many of the ship and tactics names are very long to type, so on Homeworld
message boards (e.g. Relic Forums - http://forums.relicnews.com), you will often
find an abbreviated form being used to describe things.

If you aren't a veteran boardie, then it's quite possible that you won't know
WTF is being talked about - so here's a useful list of (some) of the shorthands
used by the Homeworld community.

Adv Swarmer         Advanced Swarmer (Kadeshi)

Assassin            Ion Array Frigate (Turanic Raiders)

Auto                Autogun (from Karos Graveyard)

Banana              Kushan Mothership
Banana Mothership
Banana MS

BB                  Battle Ball (attacking technique using Sphere formation)

Bentusi Station     Bentusi Exchange (Bentusi)
Trade Station

Boardie             Internet bulletin board/discussion forum user

Brigand             Missile Corvette (Turanic Raiders)

Cap                 Capital Ship
Cap Ship

Caterpillar         Fuel Pod (Kadeshi)

Corv                Corvette

CorvWall            Corvette Wall (Corvettes in Wall formation to deal maximum

CS                  Crazy Scouts (strategy where Scouts quickly switch between
                                  Wall and Sphere formation to dodge gunfire)
                    *** NOT considered a legitimate strategy!

Dawg                Junkyard Dawg

DFG                 Defense Field Frigate
DFG Frig
DFG Frigate

DS                  Dancing Scouts (strategy where Scouts jump around and dodge
                    Only available in v1.00 of Homeworld.
                    *** NOT considered a legitimate strategy!

ES                  Evil Scouts (usage of key-bashing to allow your Scouts to
                                 avoid almost all gunfire)
                    *** NOT considered a legitimate strategy!

Frig                Frigate

Furball             Massive battle between many ships (usually Strike Craft)

Heavies             Heavy Corvettes

HVC                 Heavy Cruiser

HW                  Homeworld

IAF                 Ion Array Frigate (Turanic Raiders)

ICF                 Ion Cannon Frigate

Int                 Interceptor

Kami                Kamikaze (ram your ship into another ship and self-destruct
                              your ship - causes massive damage to the enemy)

Lord                Battle Carrier (Turanic Raiders)

Lt Corv             Light Corvette

MBF                 Multi-Beam Frigate (Kadeshi)

MD                  Missile Destroyer

MGC                 Multi-Gun Corvette
Multi Corv

MM                  Micro-management ("managing" a group of ships with
                                      "microscopic" precision - giving new
                                      orders, formations etc. very often during
                                      a battle)

MP                  Multi-player mode

MS                  Mothership

Needle              Needle Mothership (Kadeshi)

Prox Detector       Proximity Sensor
Prox Sensor
Proxy Detector
Proxy Sensor

Researcher          Research Ship

Resourcer           Resource Collector

RUs                 Resource Units

SalCap              Salvage Corvette

Sct                 Scout

SP                  Single-player mode

SS                  Super Scouts (strategy where Scouts are able to deal tons of
                                  damage by changing formations as they
                                  complete their attack run)
                    To do it: set your Scouts to Aggressive and tell them to
                    attack enemy ships.  As soon as your Scouts have made their
                    attack pass at the enemies, set them to Evasive and they
                    will turn around again, much faster than normal.  Set them
                    back to Aggressive and they will attack the enemies again;
                    repeat to deal the most damage in the least time.

SuperCap            Super-Capital Ship
Super Cap

Swarm               Massive melee attack of Strike Craft (where Kadeshi Swarmers
                    got their names from - hundreds of them attack en mass)

Thief               Standard Corvette (Turanic Raiders)

Ugly                Taiidan Mothership
Ugly Mothership
Ugly MS

Wing                Group of ships (usually Strike Craft)


I.  Ships and Civilisations

*** PLEASE NOTE: unless otherwise stated, all stats here are taken from ***
***              version 1.05 of Homeworld.                             ***

This section will tell you all about the ships in the game, as well as the
civilisations that they belong to.

A great resource is the Homeworld Shipyards
(http://well-of-souls.com/homeworld/hws/).  This site is maintained by Arioch,
and contains a list of all the ships in all the Homeworld games (including
Homeworld2), with statistics, pictures, and notes.  Visit it, it's a great

1.  Kushan

The Kushan are the "big tech/low tech" civilisation.  Their ships are clunky and
not exactly pleasing to look at, but they get the job done.  Choose a red colour
scheme and you can pretend that their ships were carved from bricks ;).

According to Relic (developers of Homeworld), the Kushan were originally
designed to be the "true exiles".  It was only later in the game's development
that the option was added to allow you to play as either the Kushan or the
Taiidan in single-player.

Ion beam color: red-white

2.  Taiidan

The Taiidani are supposed to be a 4000-year-old empire, so naturally their
ships would look more refined than the Kushan ones.  For example, the Taiidani
Heavy Cruiser looks graceful and deadly at the same time, unlike the boxy Kushan

Taiidani ships also tend to have better turret placement than Kushan ships
(Heavy Corvette, Assault Frigate), so they are probably the better race to
play as, in multi-player.

Ion beam color: blue-white


i.   Fighters


Cost: 35 RUs
Mass: 10 tons
Armour: 110
Firepower: 12
Coverage: 8%
Weapons: 2x mass driver (nose-mounted)
Special Action: Afterburners (increases speed drastically for 3 seconds)
Velocity: 1 000 m/s (standard); 1 500 m/s (with Afterburners)
Maneuverability: very high
Build Time: 12 seconds
Availability: Mission 1

The fastest and cheapest combat-capable vessels in the game.  They do very
little damage alone, but get them in packs of 40 and that's a dangerous punch,
not to mention that their speed allows them to avoid almost all weapons fire.

You won't be building these too much in single-player, but in multi-player mode
you will soon learn that Scouts are your best friends.  If you are playing
anyone half decent, they will build Scouts like there is no tomorrow; you must
do the same or your Mothership/Carrier will die the "death of a thousand
pinpricks" - not nice at all.


Cost: 55 RUs
Mass: 60 tons
Armour: 160
Firepower: 16
Coverage: 8%
Weapons: 2x mass driver (Kushan : nose-mounted
                         Taiidan: 1 nose-mounted, 1 externally mounted)
Special Action: -
Velocity: 875 m/s
Maneuverability: very high
Build Time: 18 seconds
Availability: Mission 2

The successor to the Scout - not.  Interceptors die against almost any Strike
Craft they go up against - including Scouts, which on Evasive are too fast for
the Interceptors to hit, and also too fast to run away from.  Don't even bother
building these.


Cost: 65 RUs
Mass: 60 tons
Armour: 325
Firepower: 5
Coverage: 11%
Weapons: 3x rapid-fire mass driver (externally mounted)
Special Action: -
Velocity: 385 m/s
Maneuverability: medium
Build Time: 9 seconds
Availability: Mission 4

The quickest ship in the game to build; as their name suggests, they are best
used for escort duty.  In version 1.00 of the game Defenders had firepower/
armour ratings of 30/160 respectively, thus they were a lot weaker but they
packed a *HELL* of a punch.  A wall of 30 v1.00 Defenders could annihilate a
Carrier in a minute, now they will only tap at its hull and get killed.

They are still good escorts for resource operations, no matter what version of
the game you're playing.  Their main problem is their looow speed, which means
that even Support Frigates can outrun them (and that *hurts*).  Best used in the
early stages of a multi-player game to protect your valuable Resourcers, then as
the Defenders get killed, you can replace them with Corvettes.

Koki noted: "[Defenders] are pretty good at dodging, if they are not moving.
They move up/down/left/right pretty fast."  In other words, their
maneuverability is quite a bit better than their speed - Defenders can actually
dodge Corvette bullets, if they're lucky.

BTW: while Kushan Defenders need about 1 - 2 seconds to meet a threat (because
they retract/extend their guns), Taiidani Defenders are always ready to rock.

Attack Bomber

Cost: 85 RUs
Mass: 90 tons
Armour: 110
Firepower: 42
Coverage: 5%
Weapons: 2x plasma bomb launcher (Kushan : nose-mounted
                                  Taiidan: mounted either side of body)
Special Action: -
Velocity: 750 m/s
Maneuverability: high
Build Time: 20 seconds
Availability: Mission 5

Slow, heavy, but the ultimate anti-Capital Ship fighter.  It *kills* anything
frigate-size and up within seconds, a wing of 20 can destroy a frigate in 2
volleys.  These suck against other Strike Craft, but hey, that's not what
they're designed for.  If you need a fast, mobile, Capital Ship-killing force,
these are for you.  But make sure you guard them with something anti-Strike
Craft, for goodness' sakes.

Note that Attack Bombers *can* kill Strike Craft, although not without
difficulty.  It's just that their bombs are sooo slooowww...

Cloaked Fighter
***Kushan ONLY!

Cost: 85 RUs
Mass: 40 tons
Armour: 150
Firepower: 39
Coverage: 10%
Weapons: 2x mass driver, forward-facing, mounted in body
Special Action: activate cloaking field
Velocity: 775 m/s
Maneuverability: high
Build Time: 45 seconds
Availability: Mission 12

Better than a Scout for scouting due to the cloaking ability, but pretty useless
otherwise.  The main problem is that the cloak field uses up fuel; the Cloaked
Fighter has a small-ish gas tank anyhow, so cloak them during combat and you
will probably end up with out-of-fuel sitting ducks.

They are also very slow to construct and seem to die very easily to enemy ships.
Killing Missile Destroyers is a good job for this Fighter, since the missiles
lose lock-on when the target cloaks, but they would probably run out of fuel
before the MD dies...  All in all not the best ship in the game, not the worst
either but very close - spend the RUs on something better.

Defence Fighter
*Taiidan ONLY!

Cost: 85 RUs
Mass: 75 tons
Armour: 300
Firepower: -
Coverage: 80%
Weapons: -
Special Action: defence lasers (automatically deflect incoming mass driver fire)
                - always on
Velocity: 875 m/s
Maneuverability: high
Build Time: 20 seconds
Availability: Mission 12

A smaller version of the DFG Frigate, best used as escorts for fighters or
corvettes.  Their defence lasers shoot down 80% of incoming mass driver fire,
but can't do anything about mines, missiles, ion beams or plasma bombs.  Best
used together with DFGs, or in Sphere formation to guard Corvette attack waves.
But they die to Heavy Corvettes using Burst Fire, so all in all, as useless as
the Cloaked Fighter.

ii.  Corvettes

Light Corvette

Cost: 135 RUs
Mass: 400 tons
Armour: 900
Firepower: 100
Coverage: 40%
Weapons: (Kushan)  1x turret (mounted below cockpit)
         (Taiidan) 2x turret (mounted in front of cockpit)
Special Action: -
Velocity: 575 m/s
Maneuverability: medium
Build Time: 22 seconds
Availability: Mission 2

Like Interceptors; pretty useless unless you're up against Fighters, then they
do okay.  Best used early in multi-player to thwart Scout rushes on your
Resourcers, that single turreted gun really makes up for the Light Corvette's
slow speed.  As they die off, replace with better Heavy or Multi-Gun Corvettes.

Heavy Corvette

Cost: 250 RUs
Mass: 750 tons
Armour: 1 700
Firepower: 200
Coverage: 50%
Weapons: (Kushan)  2x turret (mounted below cockpit)
         (Taiidan) 4x turret (mounted in front of cockpit)
Special Action: Burst Fire (5km range / 2.5km area of effect)
Velocity: 500 m/s
Maneuverability: medium
Build Time: 30 seconds
Availability: Mission 2

Two words: KICK ASS.  It seems like everyone loves these ships, and why the hell
not?  They're the best Strike Craft in the game, simply because they can take
pain like nothing else can.  These ships can even take a direct ion beam and
live (seriously!).

Their twin turreted guns will make mincemeat of *anything* that comes too close.
Put 16 or 25 Heavy Corvettes in a Wall, set 2 Support Frigates to repair them,
and you've got a virtually impenetrable screen of Corvette gunfire.  No Fighters
will be able to take them on and live (except maybe Evasive Scouts), and
Frigates will also die pretty damn fast.  Heck, Heavies can even knock out a
Destroyer, given enough time.

Their weakness is their slow speed, which allows even ion beam-equipped ships to
hit them.  Even the inaccurate Attack Bomber can be a menace to Heavies, but
that's where Burst Fire mode comes in.  Select an area of space, click Z and
your Heavy Corvettes begin offloading high-explosive, highly deadly shells into
that area.  Fighter wings simply pop when they get hit with Burst - try it.

There are a few tricks to using Burst Fire effectively; first, you have to
remember that any of your own ships that wander into the Burst radius will take
damage too.  Secondly, it takes a few seconds for Heavies to load and fire their
explosive shells, so it pays to get as close to your target as possible.

Multi-Gun Corvette

Cost: 220 RUs
Mass: 750 tons
Armour: 1 400
Firepower: 180
Coverage: 78%
Weapons: 6x turret (Kushan : 4 mounted below, 2 mounted above
                    Taiidan: 2 mounted in front of cockpit, 4 mounted on sides)
Special Action: -
Velocity: 695 m/s
Maneuverability: medium (seems to be high)
Build Time: 22 seconds
Availability: Mission 7

A lower-spec version of the Heavy Corvette, faster and the only ship able to hit
all types of Strike Craft, but that's about all in their favour.  Put these up
against Fighters and they do great, but against anything else, not so well.  The
problem is that the multi-targeting guns don't provide a direct rain of bullets,
tell them to attack something and normally only one or two of the guns will
respond.  Good against Fighter-happy opposition, but for anything else, use
Heavy Corvettes.  You know it makes sense.

In many respects this ship is more like a Fighter than a Corvette; it is faster
and has better manueverability than any other Corvette, but of course it has the
turretted guns and larger fuel tanks that Fighters don't.

Minelayer Corvette

Cost: 275 RUs
Mass: 750 tons
Armour: 1 800
Firepower: ~700 per mine
Coverage: -
Weapons: 2x mine launcher (rear-mounted)
Special Action: Force Drop (dump 6 mines at once)
Velocity: 425 m/s
Maneuverability: medium
Build Time: 40 seconds
Availability: Mission 10

Very useful or very useless, depending on your viewpoint.  The mines dumped by
these Corvettes are slow-ish (meaning they can't hit Fighters), but then again,
they don't need to be too fast to hit lumbering Capital Ships.  The problem with
minefields is that the mines disappear after a time and have to be relaid, and
of course, Minelayers aren't the fastest corvettes around.  Your own fleet also
tends to *cough* run into the mines they dispense.

BUT: if you can put, say, 20 Minelayers in a Carrier, then jump over by the
enemy's Mothership and start dumping mines, then you will be smiling.  And of
course, laying mines in a resource patch will ruin anyone's day.  It's your
choice to use them or not.

Repair Corvette

Cost: 150 RUs
Mass: 750 tons
Armour: 800
Firepower: 60
Coverage: 10%
Weapons: 1x mass driver turret (below cockpit)
Special Action: repair/refuel Strike Craft
Velocity: 350 m/s
Maneuverability: medium
Build Time: 20 seconds
Availability: Mission 1

Good early on in single-player, useless everywhere else.  You can get Support
Frigates from only 1 technology, and they are faster (yes!), a lot tougher and
just a whole lot better than these Corvettes.  I used them once, after that,
never again.  Possibly the game's least-used ship type.

Salvage Corvette

Cost: 150 RUs
Mass: 120 tons
Armour: 1 400
Firepower: -
Coverage: -
Weapons: -
Special Action: salvage (duh)
Velocity: 425 m/s
Maneuverability: medium ("bad")
Build Time: 30 seconds
Availability: Mission 1

The Homeworld manual states that Salvage Corvettes "can capture heavily damaged
ships".  Well folks, if you've already played single-player you'll know that's
not true.  What happened was that the Homeworld manual was completed before the
actual game itself, and then due to time constraints, Relic decided to let you
salvage any ship, of any health.  But they forgot to update the manual :|.

Salvagers are some of the most valuable in the game, they can grab almost
anything.  Obviously in multi-player their usefulness drops because humans will
be on the lookout for them, but in single-player, Salvagers allow you to amass
a huge fleet, without spending many RUs.

Here is a table showing exactly *which* ships can be captured, and the number of
Salvage Corvettes needed to grab 'em:

| Ship type           | Salvage Corvettes |
|                     | to capture        |
| Strike Craft        | 1                 |
|                     |                   |
| Frigate             | 2                 |
|                     |                   |
| Destroyer           | 3                 |
|                     |                   |
| Heavy Cruiser       | 5                 |
|                     |                   |
| Carrier             | 5                 |
| Resource Collector  | 2                 |
|                     |                   |
| Resource Controller | 3                 |
|                     |                   |
| Cloak Generator     | 2                 |
|                     |                   |
| GravWell Generator  | 2                 |

Note that Strike Craft (Fighters and Corvettes) can only be captured if they are
out of fuel and/or trapped in a GravWell.

Salvaging is fun.


Assault Frigate

Cost: 575 RUs
Mass: 45 000 tons
Armour: 16 000
Firepower: 82
Coverage: 75%
Weapons: 4x mass driver turret (around nose), 2x plasma bomb launcher (around
Special Action: -
Velocity: 325 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 3

Good against Corvettes and other Capital Ships, bad against anything else.  If
only its turrets/bullets were faster...  grrr.  Seriously though, if used
correctly, these ships can be a menace to other Capital Ships, notably Ion
Cannon Frigates, because they are more maneuverable than them.  In other words,
if you tell an Assault Frigate to attack another Capital Ship, and then start
moving your Frigate around, it will most likely come out as the winner of the

Having all the turrets clustered around the nose area means that this Frigate
gets in more hits than others.  Unfortunately, this is also its greatest
weakness, since the Assault Frigate is totally unable to cover its vulnerable
engine area.  Get a squadron of Heavy Corvettes behind an Assault Frigate, and
it will die very fast.

This Frigate's bullets seem to be heavier than other ships'; get a wing of 6
Assault Frigates and start shooting an enemy ship, it will get blown backwards
and will never be able to get in range to fire on your Frigates.  Cheap, but
it can help.

Addendum: After doing a few tests with Assault Frigates, I have come to the
          conclusion that their effectiveness increases *dramatically*
          when used in larger groups.  A set of 8 Assault Frigates are an
          excellent deterrent to Strike Craft groups (even Fighters),
          because they're firing so many bullets that it's virtually
          impossible for one slug *not* to hit a target.

Ion Cannon Frigate

Cost: 650 RUs
Mass: 57 000 tons
Armour: 15 000
Firepower: 138
Coverage: 3%
Weapons: 1x ion cannon beam (fixed, forward-mounted)
Special Action: -
Velocity: 300 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 4

The mainstay of every respectable fleet, the Ion Cannon Frigate packs a single
ion beam with the biggest punch in the game.  Getting in front of one of these
is very bad news, no matter what type of ship you are.  Group ICFs with Assault
Frigate and some Heavy Corvettes, and you have a highly dangerous escort or
attack fleet.  But don't even think about sending them out unguarded, since they
die very quickly to any ship class.  When engaging an enemy fleet, *always* take
out the ICFs first.

Drone Frigate
***Kushan ONLY!

Cost: 800 RUs
Mass: 60 000 tons
Armour: 16 000
Firepower: 192
Coverage: 100%
Weapons: 24x drones (mobile mass driver turrets)
Special Action: launch/retract drones
Velocity: 300 m/s
Maneuverability: low
Build Time: 75 seconds
Availability: Mission 6

This is the only ship capable of hitting *any* other ship, no matter how fast
the enemy may be.  Each drone has a single mass driver that is equal in power/
firing speed to the guns of a Scout, thus 24 x 8 = 192 damage per volley.  These
Frigates are great for guarding against Strike Craft attack, but don't do nearly
so well against bigger ships.

The drones do get rebuilt if destroyed, although this takes a while - 50 seconds
(faster if all drones are retracted, only 20-25 seconds).  And the drones aren't
repaired if damaged, only replaced if they are destroyed.

Defence Field Frigate
***Taiidan ONLY!

Cost: 800 RUs
Mass: 40 000 tons
Armour: 17 600
Firepower: -
Coverage: 85-90%
Weapons: -
Special Action: defence field (always active)
Velocity: 325 m/s
Maneuverability: low
Build Time: 75 seconds
Availability: Mission 6

The "DFG" Frigate (no-one seems to know where the abbreviation comes from) is a
ship without offensive weapons; rather, it has the ability to deflect enemy
attacks.  However, the deflector field can only stop bullets; ion beams, mines,
missiles and plasma bombs still pass through.  Note that the field will stop
shots fired by both enemy ships AND your own!

In addition, the defence field only has a puny 2km radius, and it's not 100%
effective; 5-10% of enemy bullets will manage to penetrate the field anyway.
You can escort the DFG with 2 Defence Fighters, which will cover the "hole" in
the deflector field and increase its stopping power to 100%.

This frigate becomes more useful in multi-player, especially against people who
enjoy creating enormous wings of Strike Craft.  The DFG doesn't block the effect
of GravWells, so it's possible to create the Ultimate Strike Craft Trap which
will render enemy fighters and corvettes completely helpless.

Personally, I wouldn't use this ship - it's slow and weak and really not that
great.  Although, it can come in useful on salvage raids for obvious reasons:
imagine your opponent's face when he sends off some Strike Craft to kill your
Salvagers that are grabbing his Cruiser, only to find that he can't actually do

Support Frigate

Cost: 425 RUs
Mass: 45 000 tons
Armour: 12 000
Firepower: 28
Coverage: 21%
Weapons: (Kushan)  1x mass driver turret (below nose)
         (Taiidan) 2x mass driver turret (either side of body)
Special Action: refuel Strike Craft, repair all ships
Velocity: 450 m/s
Maneuverability: low
Build Time: 65 seconds
Availability: Mission 3

The successor to the Repair Corvette, and a much better ship all around.  The
Support Frigate can repair and refuel 10 Fighters and 4 Corvettes at once, and
its green beam can heal any other ships that are damaged.  Set a Support
Frigate or 2 to assist a CorvWall, and you have a deadly team.  These versatile
Frigates are best used on groups of 2 and upwards; you should always have at
least 1 supporting your Mothership.

A useful trick is the Strike Craft Hyperspace Jump: tell some Strike Craft to
dock with a Support Frigate, then Hyperspace that Frigate - the Strike Craft
will go along for the ride, and it doesn't cost you any extra RUs.  Great for
launching surprise attacks on resource operations.

Kushan Support Frigates have only 1 gun, but can repair themselves (hold Z and
click on the Frigate a few times).
Taiidan Support Frigates have 2 guns, but lack the self-repair capability.

Support Frigate guns are more like Corvette weapons than Capital Ship armaments;
they fire very fast and accurately, and do less damage (so the Frigate can
protect itself from Strike Craft assault, if needed).  But its armour points are
so low, that it dies to almost anything anyway...



Cost: 1 350 RUs
Mass: 185 0000 tons
Armour: 44 000
Firepower: 341
Coverage: 88% (more like 40%)
Weapons: (Kushan)  2x side-mounted ion cannon turrets, 2x top-mounted mass
                   driver turrets
         (Taiidan) 2x forward-mounted fixed ion cannons, 2x (dual) top-mounted
                   mass driver turrets (4 gun barrels)
Special Action: -
Velocity: 315 m/s
Maneuverability: very low (seems to be low)
Build Time: 150 seconds
Availability: Mission 6

Slightly more expensive than 2 Ion Cannon Frigates but a better deal, these
ships have deadly twin ion beams, backed up by 2 big-ass mass driver turrets.
They are highly maneuverable for their size and (relatively) speedy, too.  The
only problem is their coverage; a Destroyer's guns are meant to hit things in
front of it, consequently they have trouble shooting at attackers below or
behind them.  The large, undefended "blind spot" below a Destroyer also makes
them easy to approach with Salvagers; so if you're fielding a few of these
heavyweights, give them a decent Strike Craft escort.

Missile Destroyer

Cost: 1 500 RUs
Mass: 200 0000 tons
Armour: 42 000
Firepower: 450
Coverage: 100%
Weapons: 2x guided missile launchers
Special Action: Missile Volley (32x missiles)
Velocity: 295 m/s
Maneuverability: very low
Build Time: 175 seconds
Availability: Mission 9

Death to Strike Craft, the only thing that can outrun the missiles are Evasive
Scouts on Afterburners (cloaking also spoils missile lock-on).  The only problem
is the 32-missile initial capacity, once an MD is empty, its firing rate drops
off substantially (as it takes 0.5 seconds to manufacture new missiles).  This
is a Destroyer, but it's *not* meant for taking on other Capital and Super-
Capital ships - leave that job to your ion beam-equipped ships.

Different tactics also alter missile accuracy versus Strike Craft:

Evasive     50%
Neutral     70%
Aggressive  90%

So on Evasive for example, half of the missiles fired at enemies are going to
miss.  On Aggressive, only 10% will miss their target.

Regarding Missile Volley: If used, your MD will fire off however many missiles
it currently has in stock (thanks to Koki for noting this).  The penalty to pay
is that your MD can't fire/manufacture new missiles for 10 seconds after the
Volley attack has been used, so obviously, it pays to use Missile Volley only
when your ships have a full (or almost full) stock of 32 missiles.  BTW, this
attack seems to make the missiles "dumb" - their homing capability is downgraded
quite substantially.


Cost: 2 000 RUs
Mass: 600 0000 tons
Armour: 70 000
Firepower: 109
Coverage: 100% (not really)
Weapons: 4x fixed mass drivers, at each corner of the Carrier
Special Action: build/dock/refuel/repair Strike Craft, build Frigates
Velocity: 315 m/s
Maneuverability: very low
Build Time: 280 seconds
Availability: Mission 9

Vital to your fleet, these ships are able to move a *LOT* faster than a
Mothership.  They are best used as mobile construction yards around resource
operations, since you can keep churning out Strike Craft and Frigates to thwart
enemy attacks.  Their guns are pretty bad though, and sending a Carrier out
unescorted is just asking for it to be salvaged or blown up.  In multi-player,
your Carriers take over the role of Fleet Command if you lose your Mothership,
thus it's a good idea to build at least 1.  Any ship(s) being built by a Carrier
will also die if the Carrier is destroyed, the same applies to all Strike Craft
docked inside the destroyed Carrier.

A Carrier can dock 50 Fighters and 25 Corvettes at a time (a little small to fit
all those ships inside, I would have thought?).

Heavy Cruiser

Cost: 3 700 RUs
Mass: 800 0000 tons
Armour: 90 000
Firepower: 921
Coverage: 100%
Weapons: (Kushan)  2x dual-ion "wide" turrets, mounted above/below nose;
                   6x mass driver turrets, on top/bottom/sides
         (Taiidan) 2x dual-ion "narrow" turrets, mounted above/below nose;
                   6x mass-driver turrets, mounted over-under-along on sides
Special Action: -
Velocity: 250 m/s
Maneuverability: very low
Build Time: 420 seconds
Availability: Mission 13

Even the best Homeworld players know that an enemy Heavy Cruiser is bad news.
As the manual states, "When a Heavy Cruiser shows up on the scene, things get
real quiet real fast".  And it's true - nothing can match a Heavy Cruiser in
terms of sheer, raw firepower.  Their huge amount of armour allows them to
shrug off any Strike Craft attack (except maybe Attack Bombers), and Frigates
don't do too well against them either (unless you're able to bring about 10
ICFs to bear on the enemy Cruiser).

The only thing that can go head-to-head with a Heavy Cruiser is another Cruiser
or failing that, at least 3 Destroyers.  If you're a skilled player, you can
exploit this ship's poor (OK, *bad*) maneuverability: while attacking an enemy
Cruiser with Destroyers or Frigates, move your ships around and if you're lucky,
you'll be able to avoid the Cruiser's ion beams.  (You probably won't be able to
dodge the turret fire, but bullets are *nothing* compared to ion cannons...)

For all its power, though, the Heavy Cruiser is one slow ship.  The only ships
that can't outrun it are Motherships (ouch), so if you need to move a Cruiser
across the map, Hyperspace is probably the best option.



Cost: -
Mass: 5 000 000 tons
Armour: 160 000
Firepower: 7 500
Coverage: 60%
Weapons: 6x fixed mass driver mounts (various locations on hull)
Special Action: build all ship classes, repair Strike Craft and Resourcers
Velocity: 50 m/s
Maneuverability: very, very low (not moveable in single-player)
Build Time: -
Availability: Mission 1 (duh)

The heart of your fleet, able to build and capture every ship.  In single-player
you lose if your Mothership is destroyed, in multi-player you lose only if you
don't have a Carrier (Fleet Command transfers to the Carrier in that situation).
A Mothership can dock 150 Fighters and 50 Corvettes, which is stupid when you
consider that in single-player, you can only build 80 Fighters maximum.

Like many Kushan and Taiidan ships, the differences are not only cosmetic.  The
Kushan Mothership has the "door" on the side, which has to be opened and closed
every time a Super-Capital Ship goes in or out - and that takes precious time.
The Taiidan Mothership just has the large bay in its belly, so large ships are
moved in and out much quicker.

But then, of course, the Kushan Mothership is able to produce and salvage
Frigates a lot quicker, because almost as soon as the ship leaves the bay, it
is ready to roll.  The Taiidan Mothership produces Frigates from various bays,
and there is a short delay before they are under your control.  So, it's all
subjective when you're choosing your race.

The Mothership's guns are small and weak, but they fire very fast and are very
accurate.  Like the Assault Frigate, the bullets seem to mass more than other
ships' bullets, so anything that gets hit by them will "bounce" back ever so
slightly (not so slightly for Scouts, hehe).

As with the Carrier, any ships being built when the Mohership dies, die with it.
You don't get the RUs back, either :(.  A dying Mothership also causes a massive
amount of scuttle damage, wings of Strike Craft can be wiped out instantly, and
even Frigates on occasion - so it's wise to keep as far away as possible when
assaulting an enemy's Mothership.

The Kushan Mothership has some bugs, too: it can happen that when a Super-
Capital Ship is being captured or is leaving the construction bay, the "door" of
the Mothership gets "stuck", and then the ship that's there will be trapped in
that position - unusable *FOREVER*.  Also, sometimes the Kushan Mothership seems
to lose track of salvage groups, which can result in Salvagers sitting there,
holding a ship, ad infinitum.  The solution is to tell the waiting Salvagers to
stop salvaging that ship (press the tilde key ~), then quickly re-issue the
salvage command.  The ship should now be salvaged properly.


Resource Collector

Cost: 650 RUs
Mass: 40 000 tons
Armour: 10 800
Firepower: -
Coverage: -
Weapons: -
Special Action: refuel Strike Craft
Velocity: 300 m/s
Maneuverability: medium
Build Time: 60 seconds
Availability: Mission 1

You can't do anything without RUs, which is why you need Resource Collectors.
They use a Phased Disassembly Array (aka "harvester beam") to extract materials
from asteroids, dust clouds and nebulae; these materials become the Resource
Units (RUs) used to build and Hyperspace your ships.  When full, a Resourcer
can carry 650 RUs worth of material (not 600, as Koki pointed out).

As such, these ships are vital to any fleet, in single-player and multi-player.
Since they are unarmed and slow, they *NEED* to be protected every single second
of the game, or your RU supply will dry up as they die, and soon you're dead

The Special Action is slightly useless: Strike Craft are NOT repaired, only
refueled.  In addition, the Resourcer has only 1 docking pad, so it's VERY slow
to tell an entire strike wing to dock with it.  Personally, I never have found
the need to use this ability; Support Frigates are designed for this role, just
keep your Resourcers harvesting.

Resource Controller

Cost: 680 RUs
Mass: 79 000 tons
Armour: 13 600
Firepower: -
Coverage: -
Weapons: -
Special Action: refuel Strike Craft
Velocity: 300 m/s
Maneuverability: low
Build Time: 65 seconds
Availability: Mission 4

A mobile docking pad for Resource Collectors, allows the Resourcers to deposit
their harvested RUs a lot quicker than returning to a Mothership or Carrier
whenever they have a full load.  The best way to use these is to tell them to
guard them to guard a Collector.  Like the Collector it can refuel (NOT repair)
Strike Craft, but a Controller can assist 4 Fighters and 2 Corvettes at a time.

There is a major difference between the Kushan and Taiidan Controllers: the
Kushan one requires the Resourcers to roll over by 180 to dock, while the
Taiidan one does not need this.  And in addition, when Resourcers dock with a
Controller, they don't get repaired (they do when they dock with a Mothership
or Carrier).


Cost: 30 RUs
Mass: 40 tons
Armour: 800
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 4 000 m/s (one-time use)
Maneuverability: medium
Build Time: 6 seconds
Availability: Mission 1

A Probe is, as its name suggest, used to check up on enemy positions.  They
can only be used once: you give the Probe its move order, it will go to that
location, and then it can never be used again.  If you see Probes being moved
more than once, the player controlling that Probe is cheating!

Computer players love these but generally, they're not very useful.  Scouts may
not be as fast, but they can at least dodge gunfire, and shoot back at
attackers.  The best use for these is "Probe golf", as discussed in the multi-
player section: build 100 Probes, set them all to move through an enemy ship,
and they will ram it, causing lots of damage.  Scuttling a Probe will kill
Scouts and damage other Strike Craft nearby.

Gravity Well Generator

Cost: 800 RUs
Mass: 65 000 tons
Armour: 8 000
Firepower: -
Coverage: -
Weapons: -
Special Action: activate gravity field
                (area of effect: 5.5km radius
                 can use for   : 210 seconds
                 recharge time : none, single-use)
Velocity: 325 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 9

The "GravWell" Generator can trap all Strike Craft in its field (except for
Salvage Corvettes); in multi-player mode, ships that Hyperspace into a
GravWell's area of effect will be stuck in this mode, unable to move or
attack - perfect for salvaging.

The gravity field cycles in a sine wave, i.e. it is not constant but weakens and
strengthens in a 6-second cycle; this means that some trapped Strike Craft may
occasionally be able to move or start shooting again.

The nature of the gravity field also means that it is not infinitely usable; the
bar under the GravWell's health bar signifies how much longer it can create the
field.  When the bar gets to empty, the GravWell will self-destruct under the
strain, so it's wise to retire these before it's too late.

Kushan GravWells are easy to detect when they are "on", as they have those
massive white "sails" that extend.  Taiidan GravWells are stealthier, as they
give no clear visual indication of their on/off state.

Cloak Generator

Cost: 500 RUs
Mass: 22 000 tons
Armour: 6 000
Firepower: -
Coverage: -
Weapons: -
Special Action: activate cloak field
                (area of effect: 2.5km radius
                 can use for   : 300 seconds
                 recharge time : 600 seconds)
Velocity: 325 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 9

As you might expect, the Cloak Generator produces a cloaking field which hides
any ships inside that field from visual detection and passive sensors.  However,
Proximity Sensors can see through cloak fields, so if you are planning a cloaked
attack, make sure there are no Sensors around.

Ships inside the field will decloak temporarily when firing, as soon as they
have fired a shot they will be re-cloaked.  Thus, it's best to cloak only ion-
beam equipped ships, as they will be hidden for longer periods of time than
Strike Craft.  Carriers and Motherships cannot be cloaked, this is to prevent
people from hiding away forever in multi-player.

These are best used in groups of 3: start one of the Cloaks, then when it is
almost empty start another and let the first one recharge.  When the second one
is used up, start the third one.  By the time the first one is used again, it
will be fully charged.

Note that you can run a cloak field down to zero, BUT you can only restart the
field if it is recharged to over 50% (i.e. >= 301 seconds).

Proximity Sensor

Cost: 50 RUs
Mass: 40 tons
Armour: 800
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 1 000 m/s
Maneuverability: very high
Build Time: 6 seconds
Availability: Mission 10

Better than Scouts for scouting, since they are cheaper, just as fast, can spot
cloaked ships, and don't need fuel.  The ability to see through cloak fields,
though, is the main reason to build 'em - in multi-player, your enemies will try
anything to kill you, and cloaked ships are very popular.  Not having at least a
handful of these is a big no-no.

Sensors Array

Cost: 800 RUs
Mass: 2 900 tons
Armour: 6 000
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 280 m/s
Maneuverability: low
Build Time: 80 seconds
Availability: Mission 14

This unit allows you to see every single ship on the map, except for cloaked
ships.  Of course, unless you have your own ships nearby, you can't actually see
what those enemy ships are - all you see are red dots.  So, enemies could fake
up a fleet (using Strike Craft as opposed to Frigates, say) and move it towards
you; this psyches you out, maybe you will move ships to the "threat" in panic,
allowing the enemy to take advantage of his diversion and launch a true attack
somewhere else.

Research Ship

Cost: 700 RUs
Mass: 11 000 tons
Armour: 4 500 (27 000 with 6 Research Ships)
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 280 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 1

Without new technologies, you can't build new ships.  Without new ships, you
can't survive.  Which is why it's useful to have as many Research Ships around,
as fleet resources allow.

You can build up to a maximum of 6 of these ships; on most multi-player maps you
start off with 1.  Separate research ships will link together to form a larger,
composite ship, with better armour.  So, 6 linked Research Ships become 1 ship
with 6 times the armour of a single ship.  4 linked Researchers have 4x the
armour.  You get the idea...

More than 1 Research Ship can research a specific technology at once.  In the
Research Manager, use the CTRL or SHIFT keys to select multiple Researchers,
then double-click the technology to research.  Note that the more ships you have
researching a single technology together, the faster that technology is

Here's a table of the technologies available, plus the time they take to
research.  *NOTE*, this table is the time it take for 1 Research Ship to
complete the listed technology:

| Technology		   | Time to research |
|                          | (seconds)        |
|			   |                  |
| Fighter Drive		   | 75               |
| Fighter Chassis	   | 125              |
| Defender Subsystems	   | 300              |
| Plasma Bomb Launcher	   | 300              |
| Cloaked Fighter	   | 400              |
| Defence Fighter	   | 400              |
|			   |		      |
| Corvette Drive	   | 75               |
| Corvette Chassis	   | 200              |
| H 

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