The Vaygr Battlecruiser, the super capital ship from the classic strategy game Homeworld now has an amazing LEGO version, thanks to One More Brick’s Tim Schwalfenberg. While you still can't check out a real-life Vaygr Battlecruiser from Homeworld just yet, this LEGO replica is equally as cool.
For those who are nostalgic about the Homeworld series (.cough.cough.) and would like to try to play HWC once more, this topic covers simple tips for the campaign. The campaign is arguably the best aspect of the game, with the dialogues, in depth lore about the factions, and the cool ship design concepts. To play the game on Windows 10, you must activate Windows XP Service Pack 3 compatibility mode, as older games aren't compatible with newer windows.Here are the general points important to jot down for both single player and multiplayer:-All Somtaaw ships' health points receive modifiers based on level difficulty. Very Easy gives your ships 6x health, Easy 3x health, Hard 0.85x health, Very Hard 0.70x health.
This does not hold true for captured ships, they have normal HP regardless of difficulty.-Captured ships have the same upgrades as they did prior to capture, not the same as your tech tree.-Any ship with a Beast counterpart is susceptible to infection. So heavy cruisers and defense field frigates can be infected but destroyers and ion cannon frigates cannot.-Captured ships start off with the energy cannon upgrade.-Ion cannons and projectile cannons have improved accuracy vs strike craft in HWC compared to Homeworld.-You cannot capture carriers, fighters, or corvettes.Now that you know all this, it is recommended to rely on salvaging to enhance the strength of your fleet in the Single Player Campaign on Normal and higher difficulties. This is because they take up fewer support units than Somtaaws' counterparts, don't receive a health penalty, and make their appearance in earlier missions. Their primary drawback is their lack of armor upgrades and repair bots.
Definitely do not listen to Tactical if you want to complete the campaign well. The following is a list of salvageable combat ships that briefly describes their specs and ranks them in order of salvaging priority.1) DestroyerSupport Units: 24First available: Mission 6This is the most desirable salvage target, and luckily it is available this early on in the campaign. Destroyers move fairly fast, can hold their own against all ship types, and take up far fewer SUs than Somtaaw destroyers (24 vs 38). 3 Imperial destroyers will beat 2 Somtaaw destroyers. Two of them are parked near the Imperial base in the nebula, so its difficult to capture them. Good luck defeating the Taiidan fleet to get hold of them.2) Heavy CruiserSupport Units: 30First available: Mission 6Taking up a measly SUs and being stronger than a Dreadnought, one would think this behemoth is the most juicy prize for a bunch of workers.
A Heavy Cruiser is more than a match for two destroyers. However, all that power comes with a fatal design flaw. Heavy Cruisers are prone to infection, so the player must be alert every time a Beast presence is nearby. Putting them in front against Beast Carriers and Heavy Cruisers is an absolute no-no. Their slow speed compounds this issue, as even a few cruise missiles can slip past the Cruiser's turrets and make impact. Do capture this ship when you see it, and keep an escort at all times.3) Missile DestroyerSupport Units: 24First available: Mission 9In Homeworld, this ship provided all the anti-fighter defense a fleet needs without relying on fighters of their own. In Cataclysm, this is simply a weaker destroyer.
Ion beams and mass drivers are accurate enough to hit strike craft now, pushing missiles down the list of useful weapons. Go for a regular destroyer instead.4) Assault FrigateSupport Units: 10First available: Mission 6The Assault Frigate is basically the jack of all trades, providing decent firepower against Capital ships and accurate firepower against Strike Craft. With energy cannons it can actually defeat an Ion Cannon Frigate in a straight up firefight. That being said, would you rather have 3 of these or a single destroyer?
Compare the SU cost and you have your answer.5) Ion Cannon FrigateSupport Units: 10First available: Mission 6Don't salvage an Ion Cannon Frigate unless you're in Mission 8 or if there are no other targets and you desperately need anti-capital ship firepower. Ion Cannon Frigates are slow and are inefficient against fighters because they only have 1 fixed forward weapon.
A Destroyer is a match for 3 Ion Cannon Frigates, but provides additional benefits (better against fighters, fewer total SUs, faster movement speed).6) Ion Array FrigateSupport Units: 10First available: Mission 3The Ion Array Frigate is the very worst combat ship to salvage in the campaign. It is extremely slow, even slower than a Heavy Cruiser, and it has fewer hit points than other frigates. Cloaking is nice, but does not offset its low velocity. It is marginally stronger than an Ion Cannon Frigate in a straight up firefight, but a ship's usefulness comprises more than direct assaults. The final nail in the coffin for this ship is that it is vulnerable to infection, and extremely easy to infect too given its low maneuverability and single fixed forward cannon.Now onto the non-combat vessels.1) Defense Field FrigateSupport Units: 10First available: Mission 6Their defense shield helps against projectile weapons, making them a great escort for strike craft engagements and small capital ship skirmishes. But it has low armor, does not protect from missiles and ion cannons, and is prone to infection.If your fleet is centered around these ships, it's probably wiser to go for ion frigates because their ion cannons aren't hampered by defense fields.2) Support FrigateSupport Units: 10First available: Mission 6They cannot activate their repair beams once salvaged, so you're left with a Peashooter frigate.
Also requires 4 workers to salvage for some strange reason.3) Resource CollectorSupport Units: 2First available: Mission 8They cannot collect resources once salvaged, so they are completely useless. No help here.Hope this helps.
Cataclysm was by far my favorite in the series (lore wise, not gameplay wise). It introduced an interesting alien faction and did a great job at portraying how the other factions reacted to its spread. It also delved deeper into the politics of both Taiidan factions as well as give more background about the enigmatic Bentusi. Time compression makes missions less boring too.Cataclysm does have its flaws though.
First of all, the game is not balanced. Homeworld 1 balance is self explanatory, both factions are identical apart from two ships, none of which were gamebreaking, and minor differences in gun placement. Homeworld 2 also balanced the factions well. The Hiigarans have ships that are multipurpose and can hold their own against various kinds of enemies they encounter while the Vaygr perform better as a combined fleet. Again, no ship in multiplayer was overpowered in Homeworld 2. Now onto HWC. The Beast has a stronger early game while the Somtaaw have a stronger late game.
But this doesn't translate to practice well and a decent Beast player will almost always triumph over a Somtaaw opponent. Somtaaw needs to build expensive modules to get their research going and they don't have the trusty infection beam to defend against early harassment. Even with Beast workers' slower harvesting rate, the Beast can easily rush a Somtaaw player before he builds all modules.Continuing on with balance issues, fighters got inadvertently nerfed compared to the original game.
In Homeworld 1, a fleet full of capital ships is incomplete unless a Missile Destroyer is present because they will get nibbled to bits by the attack bombers that they can't even hit. Not so in the expansion, where energy cannons are very accurate against all fighters and even ion cannons have decent accuracy against fighters. If the game lasts to the point where a player massed Destroyers and Dreadnoughts, the only way to counter is to mass your own capital ship fleet.Lastly, the ship designs were lame. Looking at the new ships featured in Cataclysm, it seemed like the developers were in a hurried state when designing the Somtaaw tech tree and put in a bunch of quick replacement vessels and tried to justify this by saying a mining civilization doesn't have the time or assets to research actual ship chassis. For instance, ACVs and MCVs are derivatives of Acolytes and Mimics, although they are both excellent ships. Hive frigates are essentially drone frigates with more advanced AI on the drones. Dreadnoughts were admittedly poorly designed.
They don't have the raw firepower of a Heavy Cruiser because 1) They can't focus both their Ion cannons on one target and 2) Missiles have limited supply. The only reason to build this over 2 destroyers is for the repulse ability, it deflects siege cannon shots.Capital ships are also more expensive in Cataclysm than in Homeworld, so I guess that offsets this imbalance a bit. The Infected DFG Frigate has a seemingly less-known trick: Its defense field can prematurely detonate Siege Cannon shots. Now, the boring tactic would be to stack 4-9 of them in Wall formation to act as a 'shield' against an incoming Siege Cannon attack (the fields do stack with each other, with each extra frigate further weakening the shot's AoE damage).Or you could be a total troll, and have a single DFG Frigate right on top of the enemy Somtaaw Command Ship, as they're preparing to fire.
I've done this at least once against the CPU: The shot explodes before it even leaves the cannon! The Infected DFG Frigate has a seemingly less-known trick: Its defense field can prematurely detonate Siege Cannon shots. Now, the boring tactic would be to stack 4-9 of them in Wall formation to act as a 'shield' against an incoming Siege Cannon attack (the fields do stack with each other, with each extra frigate further weakening the shot's AoE damage).Or you could be a total troll, and have a single DFG Frigate right on top of the enemy Somtaawe Command Ship, as they're preparing to fire. I've done this at least once against the CPU: The shot explodes before it even leaves the cannon! The Infected DFG Frigate has a seemingly less-known trick: Its defense field can prematurely detonate Siege Cannon shots. Now, the boring tactic would be to stack 4-9 of them in Wall formation to act as a 'shield' against an incoming Siege Cannon attack (the fields do stack with each other, with each extra frigate further weakening the shot's AoE damage).Or you could be a total troll, and have a single DFG Frigate right on top of the enemy Somtaawe Command Ship, as they're preparing to fire. I've done this at least once against the CPU: The shot explodes before it even leaves the cannon!
I think I tried capturing beast infected ships in the campaign before. It ended with me losing the workers to the beast.I think the same applied to multiplayer.
If I recall correctly attempting to salvage beast infected ships without completing 'infection vaccine' research topic, infects the worker ships.Edit: Personally I didn't do much salvaging in HWC it required bringing down their HP to at least 1/2 and non-sommtaw capital ships could get infected by the beast. The game throws so much money at you I don't think you need to rely so much on stealing. Cataclysm was by far my favorite in the series (lore wise, not gameplay wise). It introduced an interesting alien faction and did a great job at portraying how the other factions reacted to its spread. It also delved deeper into the politics of both Taiidan factions as well as give more background about the enigmatic Bentusi. Time compression makes missions less boring too.Cataclysm does have its flaws though.
First of all, the game is not balanced. Homeworld 1 balance is self explanatory, both factions are identical apart from two ships, none of which were gamebreaking, and minor differences in gun placement.
Homeworld 2 also balanced the factions well. The Hiigarans have ships that are multipurpose and can hold their own against various kinds of enemies they encounter while the Vaygr perform better as a combined fleet. Again, no ship in multiplayer was overpowered in Homeworld 2. Now onto HWC. The Beast has a stronger early game while the Somtaaw have a stronger late game.
But this doesn't translate to practice well and a decent Beast player will almost always triumph over a Somtaaw opponent. Somtaaw needs to build expensive modules to get their research going and they don't have the trusty infection beam to defend against early harassment. Even with Beast workers' slower harvesting rate, the Beast can easily rush a Somtaaw player before he builds all modules. It's interesting I keep hearing about people complaining about how HWC is unbalanced because Somtaaw was overpowered.
It does say something about the game balance when people have completely different views.Somtaaw have the capacity to research 5 things at once compared to the beast which is stuck at 1 at a time and reliant on capturing ships to get some of the more useful techs (repair, plasma cannons and armor upgrades). Their acolyte fighter is superior (even when considering its slightly increased cost) to beast interceptors. When missiles are researched, acolytes also become a powerful hit and run bomber.
There also of course the siege cannon for the lategame. We also have to note that the beast has more expensive workers on top of them being slower.For rushes it takes a while for the beast to research a decent rush fleet. Even then HWC command ships are very tanky and have surprisingly high amount of firepower. I think the only they can't win against 1v1 is heavy cruisers and dreadnoughts.If i recall correctly if the player is fast they can scuttle ships before beast infection is complete.Unless the somtaaw player makes the mistake of trying to build all modules at once, not building early game defenses and/or spreading out their mining operations too much. I would say it is actually somewhat balanced with it leaning toward the somtaaw.Personally I would say beast is best in the early (rushes) and very late game (if they very well established and have stolen all of somtaaws tech). Somtaaw is best through most of the midgame (a very quick research pace).
Continuing on with balance issues, fighters got inadvertently nerfed compared to the original game. In Homeworld 1, a fleet full of capital ships is incomplete unless a Missile Destroyer is present because they will get nibbled to bits by the attack bombers that they can't even hit. Not so in the expansion, where energy cannons are very accurate against all fighters and even ion cannons have decent accuracy against fighters. If the game lasts to the point where a player massed Destroyers and Dreadnoughts, the only way to counter is to mass your own capital ship fleet. Capital ship counters for Somtaaw: Missilytes (missile acolytes with hit and run tactics) and ramming frigates. Hive frigates have pretty high dps if you can keep them safe. Even with the beast and their infection beam, it is only at most stealing 3 frigates or 10 fighters at once with a very long cool down.
So you can get away with overwhelming a beast capital ships with sheer numbers. If not use destroyers.Capital ship counters for Beast: Ion beam frigate, infection beams (does% damage against capital ships), heavy cruiser and using stolen somtaaw counters. I'm not so confident about the bomber. It always felt kinda weak for its cost, same applies to all of the beast's fighter units. That's not 100% correct.
Only ships that had an in-game Infected equivalent could be subverted, gameplay-wise (Cinematics would imply all ships were vulnerable, so 'gameplay and story segregation'). Also, for Beast multiplayer: Emergency Power Allocation speeds up whichever subsystem is selected (Construction speed, Research speed, and the recharge speed of the Infection Beam are the most notable ones), but the Beast Mothership takes a steady amount of damage while any option is selected. It takes damage until the EPA is either deselected, or until the Beast Mothership's health hits EXACTLY 50%, at which point it shuts off automatically.Yes, this does mean that, if you had enough Workers repairing it at once, you could have EPA active indefinitely, with no consequences. Heavy Cruisers never got built faster, eheheh. I think I tried capturing beast infected ships in the campaign before.
It ended with me losing the workers to the beast.I think the same applied to multiplayer. If I recall correctly attempting to salvage beast infected ships without completing 'infection vaccine' research topic, infects the worker ships.Edit: Personally I didn't do much salvaging in HWC it required bringing down their HP to at least 1/2 and non-sommtaw capital ships could get infected by the beast. The game throws so much money at you I don't think you need to rely so much on stealing. It's interesting I keep hearing about people complaining about how HWC is unbalanced because Somtaaw was overpowered. It does say something about the game balance when people have completely different views.Somtaaw have the capacity to research 5 things at once compared to the beast which is stuck at 1 at a time and reliant on capturing ships to get some of the more useful techs (repair, plasma cannons and armor upgrades).
Their acolyte fighter is superior (even when considering its slightly increased cost) to beast interceptors. When missiles are researched, acolytes also become a powerful hit and run bomber. There also of course the siege cannon for the lategame. We also have to note that the beast has more expensive workers on top of them being slower.For rushes it takes a while for the beast to research a decent rush fleet. Even then HWC command ships are very tanky and have surprisingly high amount of firepower. I think the only they can't win against 1v1 is heavy cruisers and dreadnoughts.If i recall correctly if the player is fast they can scuttle ships before beast infection is complete.Unless the somtaaw player makes the mistake of trying to build all modules at once, not building early game defenses and/or spreading out their mining operations too much. I would say it is actually somewhat balanced with it leaning toward the somtaaw.Personally I would say beast is best in the early (rushes) and very late game (if they very well established and have stolen all of somtaaws tech).
Somtaaw is best through most of the midgame (a very quick research pace).Capital ship counters for Somtaaw: Missilytes (missile acolytes with hit and run tactics) and ramming frigates. Hive frigates have pretty high dps if you can keep them safe.
Even with the beast and their infection beam, it is only at most stealing 3 frigates or 10 fighters at once with a very long cool down. So you can get away with overwhelming a beast capital ships with sheer numbers. If not use destroyers.Capital ship counters for Beast: Ion beam frigate, infection beams (does% damage against capital ships), heavy cruiser and using stolen somtaaw counters. I'm not so confident about the bomber.
It always felt kinda weak for its cost, same applies to all of the beast's fighter units. With emergency power allocation, Beast can really rush with strike craft or fast build corvettes. They are also less vulnerable to harassment because their Command Ship has the infection beam. The Beast workers had to be nerfed to balance this out. As far as how the ships compare, Somtaaw fighters are superior, as are their workers. Beast corvettes are more powerful then ACVs, although slower. I consider the Hive Frigate better than the Ion Array Frigate because it is cheaper, faster, and more versatile.
Beast carriers are certainly better because they have the infection beam and don't need to build support modules. As far as capital ships go, 2 Destroyers work much better than one dreadnought from my experience. The only time you build a Dreadnought is if you're against another Somtaaw player and are afraid of the siege cannon. The Heavy Cruiser is only worth it if you managed to steal armor level 3, otherwise its health goes down too fast.Resources aren't the reason why capturing ships is viable in the campaign, fleet size is. Count the number of support units Taiidan capital ships take and compare them to Somtaaw capital ships.
Homeworld: Cataclysm was originally developed in 2000 as an expansion of Homeworld, but was released as a stand-alone game. It was published by Sierra Studios, as was the original, but it was developed by Barking Dog Studios. The game reappeared on the gaming website GOG.com in June 2017 as Homeworld: Emergence, as the name 'Cataclysm' was trade marked by Blizzard Entertainment for its third expansion to World of Warcraft.[1]
Gameplay[edit]
Though it uses the same engine as its predecessor, several changes were made such as: the ability to toggle time compression between normal speed and eight times faster; ship upgrades (improving armor and adding new abilities), Command Ships and Carriers are given the ability to add external modules for ship research and fleet support; fuel was completely eliminated from the game and finally the sensor display could be used to issue attack orders to units. The player's Command Ship is now capable of attack; though slow, the Command Ship is capable of delivering a high amount of firepower, most notably the Siege Cannon capable of crippling an enemy Command Ship with a single well aimed shot.
Notable unit changes include the Processor, Cataclysm's adaptation of the Resource Controller, which has medium-strength weapons to defend itself, automated repair beams to heal nearby ships and four pads to dock with Workers harvesting resources. The game's resource collectors perform the same functions that they did in the original Homeworld, however, when upgraded they can be used to capture enemy vessels, harvest crystals and repair friendly vessels; functions that were carried out by separate, single-function ships in the first game.
The game also introduced new 3D features such as moving parts and transforming ships.
In general, the main difference is the scale of fleets. Where Homeworld was biased towards large fleets (as the player's main ship was a full-fledged mothership and the opposition was an empire of galactic scale), Cataclysm down-scales the fleets (as the player's main ship is a simple mining vessel and the adversaries are all limited in resources)
Plot[edit]
The game takes place fifteen years after the original game. After destroying the Taiidan Emperor and reclaiming their ancient homeworld of Hiigara, the Kushan re-establish their clans, or 'kiith', in a great council, though some clans have precedence over others. The Mothership, with Fleet Command and the hyperspace core removed from it, remains in orbit over Hiigara as a shipyard. Meanwhile, the Taiidan Empire has collapsed after years of civil war, and a new Taiidani Republic has arisen as an ally of the newly minted Hiigarans, while the Imperialists and their Turanic Raider allies continue to raid both Hiigaran and Republic space.
The campaign begins with the Kuun-Lan, a mining vessel belonging to Kiith Somtaaw (one of the minor clans), launching from the dry dock orbiting the Angel Moon to assist Kiith Nabaal carrier Veer-Rak and its fleet to defend Hiigara against the Imperialists' assault. While aiding a Hiigaran destroyer attacked by Turanic Raiders, they soon find a derelict beacon pod, which the crew decides to capture and research with the aid of the research vessel Clee-San, sent by their clan leaders back on Hiigara, who order that the beacon and its technology be kept within Kiith Somtaaw in order to gain an advantage over the other clans. As they study it aboard the Kuun-Lan, a strange virus begins to take over the ship. The part of the ship containing the derelict is jettisoned; the Clee-San then scans the jettisoned part of the ship to determine what happened. As it scans, the jettisoned portion of the ship fires a beam at the Clee-San that subverts control of the ship and its escorts. Turanic Raiders arrive and are also subverted, forcing the Kuun-Lan to flee.
Further research suggests that the derelict pod carried techno-organic nanobots which they call 'the Beast', that can take control of machinery and even people. The Kuun-Lan seeks a Bentusi trading ship for help, and find it being attacked by a Beast fleet. The trading ship is hit with an infection beam and self-destructs to avoid being subverted. While other ships are assimilated by the Beast, the Kuun-Lan discovers that while the true origins of the Beast are unknown, it was first discovered by an alien vessel called the Naggarok, which had come from another galaxy a million years earlier and had picked up the Beast in intergalactic hyperspace. Before the Naggarok was fully assimilated, the drives and communications of the ship were destroyed by the crew, but the ship automatically released a distress beacon - still infected by the Beast - which the Kuun-Lan discovered. As the Kuun-Lan hunts for the Naggarok, they must also contend with the Imperialist Taiidani, who are experimenting with the Beast in an attempt to weaponize it.
After several battles with infected vessels and Imperialist planetary bases, the Kuun-Lan discovers a siege cannon, which has the potential to be an effective weapon against the Beast. The cannon proves ineffective against Beast-controlled vessels as-is (it also overheats after one shot), so the Kuun-Lan begins searching for the Naggarok so they can use a 'pure' sample of the Beast to upgrade the cannon. Upon encountering the Naggarok, they find that the Imperialists have allied with the Beast in return for control of half of the galaxy, and are rebuilding the ship's engines. The Beast offers the Kuun-Lan a chance to join them, an offer that is rejected. The Naggarok, fully repaired, then escapes. As the cannon also uses Bentusi technology, the Kuun-Lan searches for the mysterious traders who had supported the Kushan exiles' claim to Hiigara. However, the Bentusi are panicked by the emergence of the Beast, and attempt to flee to another galaxy. The Kuun-Lan and its fleet destroy the Bentusi's slipgate and engage their tradeships, eventually shaming the Bentusi into helping them fight the Beast.
The Somtaaw fleet soon finds the Clee-San and captures it, using it to lure the infected portion of the Kuun-Lan (used by the Beast as a mothership) before the ship's reactor overloads; the Kuun-Lan then destroys the Beast mothership using the newly enhanced siege cannon. They then seek out the Nomad Moon, a Taiidani Republic battle station incorporating a powerful repulsor field; upon their arrival, they find that the station has already been infected by the Beast. The Naggarok, protected by the station's repulsor field, again offers the Kuun-Lan an alliance, an offer that is again refused. Acting on information from the Republic, the Kuun-Lan is able to destroy the Nomad Moon's repulsor field generators using vessels small enough to avoid its sensors, allowing the main fleet to destroy the station itself. The Imperialist Taiidani, seeing that the Beast did not intend to honor its bargain after witnessing the Bentusi appear, abandon the battle, leaving the Naggarok to be destroyed by the Somtaaw fleet.
After the destruction of the Naggarok, the remainder of the Beast-infected ships are destroyed and a vaccine to the infection is discovered, ensuring that the Beast would never return again. Kiith Somtaaw gains great prestige in Hiigaran society, and are honored with the title of 'Beastslayers' for their prominent role in the destruction of the Beast.
Ships[edit]
Since 'Homeworld: Cataclysm' takes place only 15 years after, and uses essentially the same game engine as 'Homeworld', several ships make a return, notably in the 'new' Hiigarans/Kushan, and the Taiidan forces (both Imperialist and Republic). Some new features in this game not previously seen are ship upgrades and Support Units- the latter of which put a lower cap on the player's fleet size as opposed to the maximum fleet size of 300 in 'Homeworld'.
While the Kushan and Taiidan fleets remain almost identical to their Homeworld counterparts, the player's clan, Kiith Somtaaw, is forced to scratch its own fleet specs based on salvaged technologies. The player's own ships are all new and superior to both Taiidan and Kushan counterparts and are only matched by the main adversary, the Beast and its own fleet (which is composed of assimilated Taiidan, Kushan, Somtaaw and Turanic Raider ships).
Reception[edit]
Homeworld: Cataclysm has an aggregate score of 88.64% on GameRankings based on 40 reviews.[citation needed]
The editors of Computer Gaming World nominated Cataclysm as the best strategy game of 2000, although it lost to Sacrifice.[2]
Samuel Bass reviewed the PC version of the game for Next Generation, rating it four stars out of five, and stated that 'Picking up where the magnificent original left off, Cataclysm is one of those rare sequels in which more of the same is definitely a good thing.'[3]
Legacy[edit]
Homeworld: Cataclysm works on both 32-bit and 64-bit versions of Windows XP, Vista, and 7 after being patched to version 1.01. However, as with its predecessor, graphical glitches frequently occur when not using the software renderer. OpenGL may be enabled by running the game in compatibility mode of Windows NT 4.0 (Service Pack 5). The game is locked at a 4:3 aspect ratio, however, Widescreen resolutions may be applied by editing the registry.[4]
The Remastered Edition (formerly Homeworld HD) from Gearbox Software, the new owners of the Homeworld IP, has been updated to be fully compatible with all versions of Windows and includes both updated and original copies of both games. This collection does not include Homeworld: Cataclysm as it has been reported that the source code for this game has been lost,[5] while others report that potentially former developers have a backup[6] and that the audio assets are available.[7] In February 2015, Gearbox announced that they are still interested in remaking Cataclysm, if the source code would be found.[8] In an 18 February 2015 Twitch interview, former Cataclysm developers stated that a remake should be possible even without the Cataclysm source code but with the 'Homeworld Remastered' engine.[9]
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Homeworld:_Cataclysm&oldid=944136608'
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