Post on 21-Oct-2015
description
transcript
gameplay guide
part 2:
h o m e w o r l dpage
1 Installation
2 Training
2.1 Starting the Training2.2 Saving a Lesson2.3 Loading a Lesson
3 Game Controls
3.1 Camera Controls3.2 Ship Selection3.3 The Rightclick Menu3.4 Movement3.5 Combat3.6 Formations and Tactics3.7 Other Commands3.8 Misc. Commands3.9 Multiplayer Controls3.10 Technology Tree
4 Managers and Overlays
4.1 Interface Overlays4.2 The Manager Screens
4.2.1 The Build Manager4.2.2 The Research Manager4.2.3 The Sensors Manager4.2.4 The Launch Manager
5 Single Player
5.1 Starting a Game5.2 Characters5.3 Mission Objectives
6 Multiplayer
6.1 Skirmish vs. CPU6.2 LAN
6.2.1 Play LAN Game6.2.2 The Lobby6.2.3 Setup Game6.2.4 Waiting for Players
6.3 Internet6.3.1 Logging In6.3.2 WON Lobby6.3.3 Available Games6.3.4 Available Rooms
6.4 Setting Multiplayer Game Options6.5 Saving a Multiplayer game6.6 Loading a Multiplayer game6.7 Recording a Multiplayer game
7 Options
7.1 Audio Options7.2 Video Options7.3 Gameplay Options7.4 Key Bindings
8 Ship Data
8.1 Ship Categories8.2 Ship Stats and Descriptions
8.2.1 Scout8.2.2 Interceptor8.2.3 Defender8.2.4 Cloaked Fighter8.2.5 Attack Bomber8.2.6 Defense Fighter
table of contents
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pagetechn ical + h istor ical br i e f
8.2.7 Light Corvette8.2.8 Heavy Corvette8.2.9 Repair Corvette8.2.10 Salvage Corvette8.2.11 Multi-Gun Corvette8.2.12 Minelayer Corvette8.2.13 Assault Frigate8.2.14 Ion Cannon Frigate8.2.15 Support Frigate8.2.16 Drone Frigate8.2.17 Defense Field Frigate8.2.18 Missile Destroyer8.2.19 Carrier8.2.20 Heavy Cruiser8.2.21 Destroyer8.2.22 Mothership8.2.23 Resource Collector8.2.24 Resource Controller8.2.25 Probe8.2.26 Cloak Generator8.2.27 GravWell Generator8.2.28 Proximity Sensor8.2.29 Sensors Array8.2.30 Research Ship
9 Technologies9.1 Capital Ship Chassis9.2 Capital Ship Drive9.3 Super-Heavy Chassis9.4 Cloaked Fighter (Kushan Only)9.5 Cloak Generator9.6 Corvette Chassis9.7 Corvette Drive
9.8 Super-Capital Ship Drive9.9 Defense Fighter (Taiidan Only)9.10 Defense Field (Taiidan Only)9.11 Drone Technology (Kushan Only)9.12 Fast-Tracking Turrets9.13 Fighter Drive9.14 Sensor Array9.15 Defender Sub-Systems9.16 Gravity Generator9.17 Guided Missiles9.18 Heavy Corvette Upgrade9.19 Fighter Chassis9.20 Heavy Guns9.21 Ion Cannons9.22 Minelaying Tech9.23 Plasma Bomb Launcher9.24 Proximity Detector
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23
1 in
stal
lati
on
Inse
rt t
he C
D-R
OM
into
you
r C
D-R
OM
dri
ve. T
he H
omew
orld
In
stal
lati
on p
rogr
am w
ill a
utom
atic
ally
sta
rt u
p. F
ollo
w t
he
on-s
cree
n in
stru
ctio
ns t
o sp
ecify
the
var
ious
ins
talla
tion
optio
ns.
W
hen
the
inst
alla
tion
is c
ompl
ete,
it
will
hav
e cr
eate
d a
shor
tcut
in
you
r St
art
Men
u th
at y
ou c
an u
se t
o ru
n H
omew
orld
.
h o m e w o r l dpage
2 tr
aini
ngscreen shot
2.1 S
tart
ing
the
Tra
inin
gIt
’s s
tron
gly
reco
mm
ende
d yo
u pa
ss t
he H
omew
orld
tra
inin
g se
ctio
n be
fore
st
arti
ng
a si
ngle
play
er
or
mul
tipl
ayer
ga
me.
It
’s e
asy
to d
o an
d it
will
tea
ch y
ou a
ll th
e es
sent
ial
cont
rols
of t
he g
ame.
To
star
t th
e tr
aini
ng,
left
clic
k on
the
<T
RA
ININ
G>
butt
on
in th
e M
ain
Men
u, th
en le
ftcl
ick
on <
BE
GIN
TR
AIN
ING
>.
2.2 S
avin
g a
Les
son
You
r pr
ogre
ss
will
be
sa
ved
auto
mat
ical
ly a
t th
e be
ginn
ing
of
each
le
sson
. Y
ou
can
ther
efor
e qu
it t
he t
utor
ial
at
any
time
and
rest
art
it w
here
yo
u le
ft o
ff.
2.3 L
oadi
ng a
Les
son
To
load
a
less
on
from
th
e
Mai
n M
enu,
lef
tclic
k on
the
<T
RA
ININ
G>
butt
on, t
hen
on
the
<LO
AD
LE
SSO
N>
butt
on.
Se
lect
the
sav
ed l
esso
n fr
om
the
list,
the
n le
ftcl
ick
on t
he
<LO
AD
LE
SSO
N>
butt
on.
43
game controls
h o m e w o r l dpage
3 . 1 c a m e r a c o n t r o l s
rotating
command action
Hold down the right mouse button and drag the mouse.
zooming
command action
Hold down the left and right mouse buttons and drag the mouse forward or backward.
OR: If you are using a mouse with a wheel, this can be used to zoom as well.
focusing
command action
Select a ship and press the middle mouse button or the [F] key.
NOTE: Issuing the focus command a second time will make the camera zoom in as far as possible.
f
c
or
command action
To focus on a ship without selecting it, hold down the [ALT] key and leftclick on it.
command action
Press the [C] Key. If you wish to go back to a focus you have cancelled, press the [V] key.
cancelfocus
altfocusing
fleetview
command action
Press the [F1] key. This focuses on all of your shipsin the viewable area.
command action
Press the [HOME] key or press [ALT]+[F] keys.
mothershipview
f1
home
3 game controls
45
pagetechn ical + h istor ical br i e f
3 . 2 s h i p s e l e c t i o n
selecting
command action
Place mouse pointer over desired ship and click the left mouse button to select it. NOTE: If you leftclick on a group of ships in formation, they all will be selected.
dragselecting
selectingeverything
command action
Hold down the left mouse button and drag a box around the desired ships.
command action
Press [E] or [CTRL]+[A] to select all of your ships presently on the screen.
e
command action
Leftclick on empty space or press the [ESC] key.
command action
To add ships to the selection, hold down [SHIFT] and click the left mouse button on the desired ship(s). It’s also possible to hold down [SHIFT] and then drag-select the desired ship(s).
shiftselectingde-selecting hotkey
grouping
command action
Select the ships you wish to assign a hotkey to and then press [CTRL] + a number key (from 0-9). You may then select that group at anytime, regardless of where you are, simply by pressing its hotkey number. Pressing it again will focus the camera on the ship(s) in that hotkey group.
command
adding ships toa hotkey group
#or +shift +ctrl
Select the hotkey group with its number key and then add the ship or ships to the group as above. Once this is done, reassign the entire group to the hotkey number with the [CTRL]+[0-9] command.
esc
3 . 3 t h e r i g h t c l i c k m e n u
At any point during the game, you can get a detailed list of command options specific to a ship or group of ships by rightclicking on one of them while it is selected. This will bring up a menu of command options tailored to that vessel. For instance, rightclicking on a Resource Collector will bring up a menu with the <HARVEST> command on it, while the same rightclick on a group of Fighters will bring up formation options.
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3 . 4 m o v e m e n t
horizontalmovement
command action
command action
Select a ship or group of ships and then press the [M] key. This will bring up the movement disk. Simply move the mouse pointer to where you wish to go and click the left mouse button to issue the move order.
With the movement disk up, hold down [SHIFT] and drag the mouse to add elevation to your destination. As before, clicking the left mouse button will issue the move order. NOTE: To cancel vertical movement and return to the movement disk to horizontal mode, press [CTRL]+[SHIFT].
Call up the Sensors Manager using the taskbar or by pressing [SPACE]. Then use the [M] key to bring up the movement disk. You can now move over much longer distances.
3d movement
command
long-distancemovement
m
shift+
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3 . 5 c o m b a t
attacking
command cursor icon
Move the mouse pointer over an enemy ship and click the left mouse button.
groupattacking
manager screens
command
Hold down [CTRL] and drag a box around the targets with the left mouse button.
Hold down [CTRL]+[SHIFT] and leftclick on the target. To force an attack on a group of targets, hold down the same keys and drag a box around the targets with the left mouse button.
NOTE: Force attacking can be used to attack asteroids and dust clouds as well as your own ships if necessary.
command
command
Capital Ships have a special ability to move while keeping their weapons bearing on an enemy ship. To do this, give the Capital Ship its attack order and then give it a movement order. The movement disk will be yellow to signify this mode. When moving in this mode, the line to the destination point will be blue if the destination is still in range of the target or red if the destination is out of range.
moving whileattacking
forceattack
cursor icon action actioncursor icon
ctrlctrl
shift+
sensorsmanager
There are several important full-screen interfaces in Homeworld. All can be accessed via the taskbar, or by pressing the appropriate hotkey:
buildmanager b
researchmanager
launchmanagerr l
space
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h o m e w o r l dpage49
3 . 6 f o r m a t i o n s a n d t a c t i c s
settingformations
command action
action
To set a formation, select the desired ships and bring up the rightclick menu. From the <FORMATION> section, you can choose one of seven formations.
command
Custom formation lets you create your own formations. To create a custom formation, move your ships into the desired position, select them all, then select <CUSTOM> from the rightclick menu or press [F11].
command
f5
f6
f7
f9
f10
f11
f11
f8
tab
customformation
When you build ships, they come out of your Mothership or Carrier and go into Military Parade formation with that ship. If at any time you want to put ships back into Military Parade formation, select them and the Mothership, then press [TAB] or any of the formation function keys [F5] - [F11].
military paradeformation
Delta
Broad
X
Claw
Wall
Sphere
Custom
OR: Formations can be accessed directly via the F-keys:
OR: Formations also can be cycled through by pressing the [TAB] key. [SHIFT]+[TAB] will cycle the formations backward.
f o r m a t i o n d e s c r i p t i o n sformation
delta
The standard flat triangle formation is an excellent way of organizing groups of Strike Craft into effective squadrons, but it lacks the flexibility and firepower concentration available to the more three-dimensional formations.
f5
pagetechn ical + h istor ical br i e f
f o r m a t i o n d e s c r i p t i o n sformation
broad
This flattened line is not effective for Strike Craft as it disperses their firepower. It is more useful for squadrons of Capital Ships, where unit quick identification and selection are as important as firepower. It is useful formation to approach in if you are planning to break ships off to strike at specific targets once the battle is joined.
formation
formation
x
The flying X formation is an excellent Strike Craft formation, concentrating a large number of vessels into a relatively small three-dimensional space. Its only drawback is that the dense formation makes individual ships vulnerable to slow turret fire they might otherwise have avoided if they were dispersed.
Like its natural namesake, this formation is deadly when striking out at an individual target. The claw is a superb formation for Strike Craft when they are targeting a Capital Ship. The four curving lines of Fighters make concentrating firepower and envelopment deadly efficient. The only drawback is identifying and selecting single ships inside this complex formation.
claw
f6
f7
f8
50
h o m e w o r l dpage51
f o r m a t i o n d e s c r i p t i o n sformation
formation
Most effective for Capital Ships, the wall formation allows larger vessels to concentrate firepower without dangerously crowding each other. The wall is not a subtle formation but does give large groups of big ships an effective attack mode.
wall
sphere
This is the deadliest of all formations in terms of continuous firepower. Ships in this formation lose their ability to perform complex flight maneuvers but gain the ability to constantly fire at targets from every angle. This is also an effective guarding formation as it puts the vessel to be protected in the center of the sphere.
f9
f10
pagetechn ical + h istor ical br i e f
3 . 6 f o r m a t i o n s a n d t a c t i c s ( c o n t ’d )
settingtactics
command
To change the tactics setting, select the desired ships and bring up the rightclick menu. From the <TACTICS> section you can choose one of three settings: Evasive, Neutral or Aggressive.
f2
f3
f4
Evasive
Neutral
Aggressive
OR: Tactics can be accessed directly via the F-keys:
The tactics setting can be increased using the ] key and decreased using the [ key.
t a c t i c d e s c r i p t i o n s
evasive
tactic
Evasive tactics are best used when resources are tight and each ship is vital. Your ships won’t hit as hard, but they are more likely to come home. Ships set to Evasive will boost power to engines in order to increase speed and maneuverability. This will come at the cost of lowered power to weapons and a slight increase in fuel consumption for Strike Craft (Fighters and Corvettes). When attacking, Fighter groups also will break up into flight pairs, where one ship will take point and the other will serve as wingman and take measures to remove threats that lock onto the lead vessel.
f2
52
h o m e w o r l dpage53
t a c t i c d e s c r i p t i o n stactic
neutral
This is the normal stance for ships. Strike Craftset to neutral will perform evasive maneuvers while attacking enemy ships. If no orders are issued and enemies are nearby, ships in neutral will fire from their current position, but will notengage in full combat.
tactic
aggressive
Ships in Aggressive mode are out for blood and will attempt to destroy the enemy even at the cost of their own lives. Use this tactical stance if resources are not a factor or if you need to hurt your opponent as hard and as quickly as possible. Strike Craft in this mode shunt power from the engines into the weapons grid, so speed and agility are reduced but firepower is increased. Ships in Aggressive tactics will not perform any kind of evasive maneuvers and also will attack nearby enemies without being issued orders. Resource Collectors in Aggressive tactics will continue to harvest even if under attack.
f3
f4
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3 . 7 o t h e r c o m m a n d s
harvesting
command action
cursor icon
Select a Resource Collector, move the mouse pointer over any resource and click the left mouse button.
OR: Bring up the rightclick menu and select the <HARVEST> command. This will cause the Resource Collector to begin harvesting the nearest resource.
OR: Press the [H] key. This will also make the Resource Collector find the nearest resource.
docking
command action
Select the desired ship(s) and then doubleclick on the vessel you wish to dock with (it must have docking capabilities).
OR: bring up the rightclick menu and select the <DOCK> command. This will cause the selected ship(s) to dock with the nearest capable vessel.
OR: Press the [D] key. This will instruct your ships to dock with the nearest capable vessel.
supporting
command action
Select the support ship, then hold down the [Z] key and leftclick on the Fighters or Corvettes to service.
zh d
z
command action
Hold down both[CTRL] + [ALT] and then leftclick on the ship you wish to guard.
OR: Hold down the [G] key and click the left mouse button on the ship you wish to guard.
command action
If a ship has a special function, you can activate it by pressing the [Z] key. If the special function has to be performed on another vessel, hold down the [Z] key and then click the left mouse button while the cursor is over the target vessel.
specialoperations
guarding
ship special operation ship special operation
+ctrl alt
cursor icon cursor icon
cursor icon cursor icon
Missile Destroyer Carrier Resource Collector Resource ControllerCloak Generator GravWell Generator Defense Field Frigate
Scout Cloaked Fighter Heavy Corvette Salvage Corvette Minelayer Corvette Support Frigate Drone Frigate
Speed BurstCloakingCharged Burst AttackCaptures enemy shipsCreates minefieldsCan repair & refuel Strike CraftDrone launching/retraction
Missile Volley AttackCan repair & refuel Strike CraftCan refuel Strike CraftCan refuel Strike CraftCloakingCaptures Strike CraftDefense Field (always on)
54
h o m e w o r l dpage55
3 . 8 m i s c e l l a n e o u s c o m m a n d s
cancelorders
command action
Select the desired ship(s), bring up the rightclick menu and select the <CANCEL ORDERS> command.
OR: Select the desired ship(s) and press the [~] key.
salvage retire
command
Select a Salvage Corvette, then leftclick on the ship to be salvaged.
OR: Hold down the [Z] key and leftclick on the ship to be salvaged.
OR: Hold down [Z] and drag a box around the target with the left mouse button.
command action
Bring up the rightclick menu and select the Retire command. Ships given the Retire order will return to the nearest Mothership or Carrier and be scrapped. A percentage of the construction cost (in RUs) will be recovered.
OR: Press the [I] key once you have selected the ship(s) you wish to retire.
i~
command action
After giving a ship normal attack orders press the [K] key. Only Strike Craft can kamikaze.
command action
Bring up the rightclick menu and select the Scuttle command.
OR: Press the [S] key once you have selected the ship(s) you wish to self-destruct.
NOTE: You must issue the scuttle command twice to confirm this unusual order.
kamikaze
scuttle
tacticaloverlay
command action
Press the [CAPS LOCK] key.
k
s
capslock
command action
Press the [P] key at any time during gameplay to pause the game.
NOTE: The camera is still fully active (including focusing) while the game is paused, but no game commands can be issued.
pause p
command action
This multiplayer-only command allows Capital Ships to perform hyperspace jumps. Just select the ships you wish to hyperspace, bring up the rightclick menu and select the <HYPERSPACE> command. The Sensors Manager and movement disk will be brought up automatically. Leftclick to set the hyperspace destination. The cost of the hyperspace jump will be displayed near your cursor. If this cost turns red, you don’t have enough Resource Units to make the jump.
hyperspacejump
j
cursor icon
pagetechn ical + h istor ical br i e f
3 . 9 m u l t i p l a y e r c o n t r o l s
sending a chatmessage
command
Press [T] and then type in your message. Press [RETURN] when done.
A small number of commands are active only during multiplayer battles. These are used to interact with other players:
sending a privatechat message
command
Press [T] and then type [/<playername>] to specify who to send it to. After typing a few letters, the computer will automatically finish the name for you.
formingalliances
command
Turn on the Tactical Overlay [CAPS LOCK] and then click the right mouse button on the name of the player you wish to ally with.
Select <FORM ALLIANCE> from the menu that appears.
command
Turn on the Tactical Overlay, rightclick on the player’s name you wish to end your alliance with and choose <BREAK ALLIANCE> from the menu.
command
Turn on the Tactical Overlay, rightclick on the player you wish to send Resource Units and choose <TRANSFER RESOURCES> from the menu. After this is done a prompt will appear at the top of the screen. Type in the number of RUs to transfer and press [ENTER].
transferring rusbreakingalliances
t
56
3.10 te
chno
logy
tre
e figh
ter
driv
efi
ghte
r ch
assi
s
cloak
ed f
ight
er/
defe
nse
figh
ter
inte
rcep
tor
atta
ck b
om
ber
plas
ma
bom
b la
unch
er
cloak
ed f
ight
er (ku
shan
)de
fend
erde
fens
e fi
ghte
r (t
aiid
an)
defe
nder
sub
syst
ems
Tec
hnol
ogy
Ship
s Pr
oduc
ed
Tec
hnol
ogy
Des
crip
tion
tech
nolo
gy
tech
nolo
gy t
ree
lege
ndic
on
desc
ript
ion
corv
ette
driv
eco
rvet
te
chas
sis
fast
tra
ckin
g tu
rret
s
heav
yco
rvet
te u
pgra
deli
ght
corv
ette
salv
age
corv
ette
min
elay
ing
tech
mul
tigu
n co
rvet
te
heav
y co
rvet
te
min
e la
yer
corv
ette
MULTIPLAYER
Hom
ewor
ld u
ses
a re
sear
ch t
ree
syst
em in
whi
ch b
asic
tec
hnol
ogie
s ca
n le
ad t
o m
ore
adva
nced
br
eakt
hrou
ghs.
Mos
t sh
ips
requ
ire
at le
ast
one
or m
ore
tech
nolo
gies
in o
rder
to
be b
uilt.
The
fo
llow
ing
sect
ion
will
des
crib
e ea
ch t
echn
olog
y to
be
foun
d in
Hom
ewor
ld,
as w
ell
as l
istin
g th
e di
scov
erie
s re
quir
ed t
o re
ach
that
bra
nch
and
the
new
tec
hnol
ogie
s it
mig
ht s
ugge
st.
h o m e w o r l dpage57
capi
tal
ship
dri
veca
pita
l sh
ip c
hass
is
ion
cann
ons
drone
tec
h/d
efen
se f
ield
guid
ed m
issi
les
supp
ort
fri
gate
assa
ult
frig
ate
reso
urce
cont
roll
er
ion
cann
on
frig
ate
drone
fri
gate
(ku
shan
)de
fens
e fi
eld
frig
ate
(tai
idan
) mis
sile
des
troye
r
supe
r h
eavy
ch
assi
sca
rrie
r**
proxi
mit
yde
tect
or
sens
ors
arra
yse
nsors
arr
aypr
oxi
mit
y de
tect
or
Tec
hnol
ogy
Ship
Pro
duce
d
Tec
hnol
ogy
Des
crip
tion
tech
nolo
gy
tech
nolo
gy t
ree
lege
ndic
on
desc
ript
ion
p agehomeworld gameplay gu ide
heav
y gu
nshe
avy
crui
ser*
* †
supe
r ca
pita
l sh
ip d
rive
dest
roye
r †
** a
lso r
equi
res
supe
r c
apit
al s
hip
driv
e
† a
lso r
equi
res
i
on
cann
ons
grav
ity
gene
rato
r
cloak
gen
erat
or
grav
ity
wel
l ge
nera
tor
cloak
gen
erat
or
58
4 m
anag
ers
and
ove
rlay
s
4.1 int
erfa
ce o
verl
ays
screen shot
The
ga
mep
lay
scre
en
has
num
erou
s ov
erla
ys t
hat
conv
ey
info
rmat
ion
to t
he p
laye
r ab
out
ship
s in
tex
t an
d gr
aphi
c fo
rm.
Tas
kbar
: W
hen
the
mou
se
poin
ter
touc
hes
the
bott
om o
f th
e sc
reen
, th
e ta
skba
r w
ill
appe
ar.
It
co
ntai
ns
a se
t of
bu
tton
s fo
r th
e M
anag
ers,
a
disp
lay
for
the
curr
ent
heal
th o
f yo
ur M
othe
rshi
p, y
our
curr
ent
amou
nt o
f R
esou
rce
Uni
ts,
and
a Fl
eet
Inte
llige
nce
box
that
will
di
spla
y m
issi
on
obje
ctiv
es
in
sing
le p
laye
r ga
mes
. Thi
s ta
skba
r ca
n
be
togg
led
to
b
e pe
rman
entl
y vi
sibl
e fr
om
the
gam
epla
y op
tions
men
u.
Cur
sor
Tex
t: W
hen
the
curs
or
is o
n to
p of
a s
hip,
its
typ
e w
ill
be d
ispl
ayed
on
the
bott
om le
ft-
hand
cor
ner
of t
he s
cree
n.
Ship
Sel
ecti
on O
verl
ay:
Whe
n yo
u se
lect
a s
hip,
a g
reen
he
alth
ba
r ov
erla
y w
ill
appe
ar
abov
e th
e sh
ip i
ndic
atin
g ho
w
muc
h da
mag
e th
e ve
ssel
ha
s in
curr
ed.
The
bar
will
sho
rten
as
the
ship
is
da
mag
ed
and
will
ch
ange
fro
m g
reen
to
yello
w t
o re
d as
con
ditio
ns w
orse
n.
Stri
ke
Cra
ft
(Fig
hter
s an
d C
orve
ttes
) re
quir
e fu
el,
so t
hey
also
hav
e a
blue
fue
l ba
r ov
erla
y w
hen
they
ar
e se
lect
ed.
The
le
ngth
of
this
bar
ind
icat
es h
ow
muc
h fu
el t
he S
trik
e C
raft
has
le
ft.
Cer
tain
shi
ps u
se a
bro
wn
bar
in
addi
tion
to
th
e gr
een
heal
th
bar.
Fo
r th
e R
esou
rce
Col
lect
or,
this
in
dica
tes
how
m
uch
of i
ts r
esou
rce
capa
city
is
used
. F
or t
he C
loak
Gen
erat
or
and
Gra
vity
Wel
l G
ener
ator
, th
is
indi
cate
s ho
w m
uch
ener
gy is
left
to
m
aint
ain
the
cloa
king
or
gr
avity
fiel
d.
Tac
tica
l O
verl
ay: I
f yo
u tu
rn o
n th
e ta
ctic
al
over
lay
wit
h th
e [C
APS
LO
CK
] ke
y, a
ser
ies
of
grap
hic
sym
bols
will
be
over
laid
on
uni
ts t
hat
are
too
dist
ant
from
yo
ur c
amer
a vi
ew t
o m
ake
out
clea
rly.
A
sy
mbo
l le
gend
w
ill
appe
ar i
n th
e up
per
left
han
d co
rner
of
th
e sc
reen
. In
m
ulti
play
er
mod
e,
a lis
t of
pl
ayer
s w
ill
also
be
di
spla
yed.
Alli
ance
an
d re
sour
ce
tran
sfer
op
tions
can
be
acce
ssed
by
righ
t cl
icki
ng o
n an
y of
the
nam
es o
n th
e lis
t.
Info
Ove
rlay
: O
n th
e to
p ri
ght-
ha
nd c
orne
r of
the
scr
een
is a
list
of
cur
rent
ly s
elec
ted
ship
s an
d th
e nu
mbe
r of
eac
h ty
pe i
f yo
u ha
ve s
elec
ted
a gr
oup
of s
hips
.
You
can
left
clic
k on
a s
hip
type
fr
om t
hat
list
in o
rder
to
sele
ct
one
grou
p of
ve
ssel
s fr
om
a gr
oup
of m
any
diffe
rent
typ
es.
h o m e w o r l dpage59
4.2.1 bu
ild
man
ager
screen shot
To
acce
ss t
he b
uild
man
ager
, do
one
of
the
follo
win
g:
Dou
blec
lick
on t
he M
othe
rshi
p or
C
arri
er
from
w
hich
yo
u w
ish
to b
uild
.Se
lect
th
e sh
ip
you
wish
to
build
. B
ring
up
the
righ
tclic
k m
enu
and
then
sel
ect
the
<bui
ld>
com
man
d.B
ring
up
the
task
bar
at t
he
bott
om
of
the
scre
en
and
left
clic
k on
the
bui
ld b
utto
n.Pr
ess
the
[B]
key.
The
bui
ld m
anag
er a
llow
s yo
u to
bui
ld s
hips
and
set
up
the
cons
truc
tion
queu
e in
ord
er t
o bu
ild m
any
units
at
once
.
The
bu
ild
man
ager
gi
ves
basi
c de
tails
of
each
typ
e of
sh
ip
pres
entl
y av
aila
ble
for
cons
truc
tion
as
wel
l as
you
r cu
rren
t nu
mbe
r of
re
sour
ce
units
.B
uild
ing:
All
the
ship
s yo
ur c
urre
nt t
ech
leve
ls a
llow
you
to
build
are
lis
ted
in t
he l
eft
side
pan
el.
Lef
tclic
k on
the
des
ired
ves
sel
wit
h th
e le
ft
mou
se
butt
on
and
its
imag
e an
d ba
sic
perf
orm
ance
det
ails
will
app
ear
in
the
righ
t si
de
win
dow
. L
eftc
lick
agai
n to
add
uni
ts t
o th
e pr
oduc
tion
queu
e. W
hen
you
are
done
ad
ding
un
its,
le
ftcl
ick
on
the
<BU
ILD
> bu
tton
.
Bui
ld P
rogr
ess:
A
t th
is p
oint
, tw
o co
lore
d ba
rs
will
app
ear
abov
e th
e lis
ting
for
the
ship
typ
e yo
u ha
ve
just
or
dere
d bu
ilt.
The
to
p lin
e sh
ows
how
clo
se t
o co
mpl
etio
n a
sing
le
vess
el
is,
whi
le
the
low
er b
ar s
how
s ho
w c
lose
to
com
plet
ion
the
enti
re
build
or
der
is.
If y
ou o
nly
orde
red
one
vess
el b
uilt,
the
se t
wo
bars
w
ill m
ove
alon
g to
geth
er.
Can
celin
g a
Bui
ld
To
canc
el a
bui
ld,
left
clic
k on
th
e ty
pe o
f sh
ip b
eing
bui
lt
and
then
le
ftcl
ick
on
the
<CA
NC
EL
BA
TC
H>
butt
on.
T
he R
Us
used
in
cons
truc
tion
will
be
recl
aim
ed.
P
ausi
ng a
Bui
ld:
To
paus
e a
build
, le
ftcl
ick
on
its
prog
ress
ba
r an
d th
en
left
clic
k on
th
e <P
AU
SE
BA
TC
H>
butt
on.
Whe
n yo
u ar
e re
ady
for
the
proj
ect
to
resu
me,
si
mpl
y re
-sel
ect
the
ship
typ
e an
d th
en l
eftc
lick
on
the
<PA
USE
BA
TC
H>
butt
on
agai
n. C
onst
ruct
ion
will
res
ume
exac
tly w
here
it le
ft of
f.
4.2 m
anag
er s
cree
ns
Man
y of
the
mor
e co
mpl
ex t
asks
, lik
e sh
ip b
uild
ing
and
rese
arch
, ha
ve t
heir
ow
n sp
ecia
l sc
reen
s to
he
lp
you
man
age
them
m
ore
effe
ctiv
ely
and
keep
tr
ack
of
the
stra
tegi
c co
nsid
erat
ions
of
batt
le. T
hey
can
be a
cces
sed
at a
ny t
ime
or p
lace
dur
ing
com
bat
by h
ittin
g th
e ap
prop
riat
e co
mm
and
key,
and
you
can
ret
urn
to t
actic
al v
iew
by
hitt
ing
the
[ESC
] ke
y.
(a)
(b)
(c)
(d)
(e)
pagehomeworld gameplay gu ide 60
4.2.2
rese
arch
man
ager
screen shot
In
orde
r to
ac
cess
th
e re
sear
ch m
anag
er, d
o on
e of
th
e fo
llow
ing:
Dou
blec
lick
on y
our
Res
earc
h Sh
ip.
Sele
ct
the
Res
earc
h Sh
ip,
brin
g up
the
rig
htcl
ick
men
u,
and
sele
ct t
he <
RE
SEA
RC
H>
com
man
d.
Bri
ng u
p th
e ta
skba
r at
the
bo
ttom
of
th
e sc
reen
an
d le
ftcl
ick
on
the
rese
arch
bu
tton
.
Pres
s th
e [R
] ke
y.
Res
earc
hing
a T
echn
olog
y:D
oubl
eclic
k on
the
tech
nolo
gy
you
wis
h to
res
earc
h.
NO
TE
: If
you
wan
t to
use
m
ulti
ple
lab
ship
s,
sele
ct
them
fir
st,
then
dou
blec
lick
on t
he t
echn
olog
y.
OR
: L
eftc
lick
on
the
<R
ESE
AR
CH
> bu
tton
.
Can
celin
g R
esea
rch:
Se
lect
the
tech
nolo
gy c
urre
ntly
be
ing
rese
arch
ed fr
om t
he le
ft
pane
l lis
t an
d le
ftcl
ick
on t
he
<CL
EA
R L
AB
> bu
tton
fou
nd
alon
g th
e bo
ttom
of
th
e m
anag
er.
You
can
als
o ha
lt
rese
arch
in
a
part
icul
ar
lab
ship
by
sele
ctin
g it
from
the
ic
on
stri
p al
ong
the
uppe
r ri
ght
side
of
the
man
ager
and
th
en
left
clic
king
on
th
e <C
LE
AR
LA
B>
butt
on. W
hen
a pr
ojec
t is
ca
ncel
ed,
all
accu
mul
ated
res
earc
h in
it
is
lost
.
Tec
hnol
ogy
Lis
t:T
his
pane
l co
ntai
ns a
lis
t of
te
chno
logi
es y
ou c
an c
urre
ntly
re
sear
ch.
Whe
n a
tech
nolo
gy
has
been
se
lect
ed,
a br
ief
desc
riptio
n of
it a
nd a
gra
phic
ap
pear
in
the
righ
t-ha
nd s
ide
pane
l. T
echn
olog
ies
that
hav
e al
read
y be
en
succ
essf
ully
re
sear
ched
will
app
ear
on t
he
list
with
a g
reen
dot
bes
ide
them
.
(a)
(b)
(c)
(d)
h o m e w o r l dpage
61
4.2.3
sens
ors
man
ager
screen shot
In o
rder
to
acce
ss t
he s
enso
rs
man
ager
, do
on
e of
th
e fo
llow
ing:
B
ring
up
th
e ta
skba
r at
th
e bo
ttom
of
th
e sc
reen
an
d le
ftcl
ick
on t
he s
enso
r bu
tton
.
Pres
s th
e [S
PAC
EB
AR
]
The
sen
sors
man
ager
giv
es y
ou a
ge
nera
l vi
ew
of
the
enti
re
batt
lesp
ace,
and
a d
etai
led
view
of
the
spa
ce s
urro
undi
ng a
ny o
f yo
ur v
esse
ls. D
etai
led
area
s ex
ist
wit
hin
the
blue
sp
here
s,
and
repr
esen
t w
here
yo
ur
scan
ners
ar
e gi
ving
acc
urat
e in
form
atio
n on
wha
t lie
s in
the
reg
ion.
T
he
blac
k ar
eas
repr
esen
t sp
ace
outs
ide
of y
our
scan
ning
ran
ge,
and
so t
hey
are
with
out
deta
il.
Not
e:
The
no
rmal
ca
mer
a co
mm
ands
of
rota
te a
nd z
oom
ar
e st
ill f
ully
fun
ctio
nal
in t
he
sens
ors
man
ager
.
Loo
king
: L
eftc
lick
on
any
ship
s in
th
e bl
ue a
rea
to l
eave
the
Sen
sors
M
anag
er
and
go
to
that
lo
catio
n.
OR
: D
rag
a sm
all
box
arou
nd
the
ship
s yo
u w
ish
to g
o to
usi
ng
the
left
mou
se b
utto
n.
Pan
ning
:A
2-D
dis
k ha
s be
en p
rovi
ded
to
give
a
fram
e of
re
fere
nce
for
dire
ctio
n an
d di
stan
ce.
Use
the
cr
ossh
air
in t
he m
iddl
e of
it
to
get
a be
tter
lo
ok
at
diff
eren
t pa
rts
of t
he b
attle
spac
e. L
eftc
lick
on
the
<PA
N>
butt
on.
Whi
le
hold
ing
the
butt
on,
drag
th
e m
ouse
ar
ound
. W
hen
you’
ve
cent
ered
th
e cr
ossh
air
on
the
area
you
wan
t to
loo
k at
, re
leas
e th
e m
ouse
bu
tton
, an
d th
e no
rmal
ca
mer
a co
ntro
ls
are
activ
e ag
ain.
Usi
ng T
he T
acti
cal O
verl
ay:
Lef
tclic
k on
th
e <T
AC
TIC
AL
O
VE
RL
AY
> bu
tton
al
ong
the
bott
om
edge
of
th
e m
anag
er.
With
thi
s bu
tton
act
ivat
ed,
the
Tac
tica
l O
verl
ay
sym
bols
fr
om
the
norm
al g
amep
lay
scre
en w
ill
appe
ar f
or R
esou
rce
Col
lect
ors
and
Cap
ital S
hips
.
Hyp
ersp
ace:
Thi
s co
mm
and
allo
ws
Cap
ital
sh
ips
to
perf
orm
hy
pers
pace
ju
mps
. W
ith s
ome
Cap
ital
ship
s se
lect
ed,
clic
k on
thi
s bu
tton
to
brin
g up
th
e m
ovem
ent
disk
.
Lef
tclic
k to
set
the
des
tina
tion
yo
u w
ish
to h
yper
spac
e to
. T
he
cost
of
the
hype
rspa
ce j
ump
will
be
dis
play
ed n
ear
your
cur
sor.
If
th
is c
ost
turn
s re
d, y
ou d
on't
ha
ve e
noug
h R
esou
rce
Uni
ts t
o m
ake
the
jum
p.
Mov
ing
Ship
s:
Pres
s th
e [M
] ke
y or
lef
tclic
k on
th
e <M
OV
E>
butt
on,
and
then
iss
ue
mov
emen
t co
mm
ands
as
yo
u w
ould
fr
om
the
norm
al
gam
epla
y sc
reen
. T
his
is
very
us
eful
for
mov
ing
ship
s ac
ross
lo
ng d
ista
nces
.
item
:in
dica
tes:
sens
ors
man
ager
leg
end:
gree
n do
tsyo
ur s
hips
flas
hing
gre
en d
ots
sele
cted
shi
ps
red
dots
enem
y sh
ips
yell
ow
dots
alli
es
brow
n do
tsas
tero
ids
fuzz
y br
ow
n do
tsdu
st c
loud
s
red
'pin
gs'
gree
n 'p
ings
'
show
whe
re b
attl
es a
re t
akin
g pl
ace
and
whe
re P
roxi
mit
y Det
ecto
rs h
ave
foun
d en
emy
ship
s
yell
ow
'pi
ngs'
show
whe
re a
nom
alie
s ar
e lo
cate
d(s
ingl
e pl
ayer
onl
y)
show
whe
re n
ewly
-bui
lt s
hips
are
loca
ted
(a)
(b)
pagehomeworld gameplay gu ide 62
4.2.4 l
aunc
h m
anag
erscreen shot
To
Acc
ess
the
Lau
nch
Man
ager
:Se
lect
th
e sh
ip
you
wis
h to
la
unch
fr
om,
brin
g up
th
e ri
ghtc
lick
men
u an
d se
lect
the
<L
AU
NC
H>
com
man
d.
Bri
ng
up
the
task
bar
at
the
bott
om
of
the
scre
en
and
left
clic
k on
the
sen
sor
butt
on.
Pres
s th
e [L
] ke
y.
The
lau
nch
man
ager
allo
ws
you
to
chec
k w
hich
sh
ips
are
curr
entl
y do
cked
an
d se
t au
tom
atic
la
unch
pa
ram
eter
s.
T
he li
st o
f do
cked
shi
ps is
in t
he
left
pan
el w
ith a
vis
ual d
ispl
ay o
f a
sele
cted
shi
p ty
pe v
isib
le in
the
ri
ght-
hand
pan
el.
The
icon
s in
a
row
ab
ove
the
righ
t pa
nel
repr
esen
t yo
ur M
othe
rshi
p an
d an
y C
arri
ers
you
may
hav
e.
Doc
king
Cap
acit
y:T
hese
tw
o co
lore
d ba
rs
grap
hica
lly
repr
esen
t th
e re
mai
ning
cap
acity
of
the
ship
in
gree
n. T
he a
ctua
l nu
mbe
rs o
f Fi
ghte
rs a
nd C
orve
ttes
doc
ked
are
give
n to
th
e le
ft
of
thei
r re
spec
tive
bars
.
Sele
ctin
g th
e L
aunc
h V
esse
l: If
you
hav
e bu
ilt a
ny C
arri
ers,
th
eir
icon
s w
ill a
ppea
r he
re.
To
see
whi
ch s
hips
are
doc
ked
in
one
thes
e ve
ssel
s, l
eftc
lick
on i
ts
icon
from
thi
s lis
t.
Rem
ain
Doc
ked:
L
eftc
lick
on
this
ch
eckb
ox
to
keep
St
rike
C
raft
in
side
a
Mot
hers
hip
or
Car
rier
w
hen
they
doc
k.
Lau
nchi
ng S
hips
: L
eftc
lick
on t
he t
ype
of s
hip
you
wis
h to
laun
ch a
nd t
hen
left
clic
k on
th
e <L
AU
NC
H>
butt
on
alon
g th
e bo
ttom
of
the
scre
en.
If y
ou w
ant
to s
elec
t m
ultip
le
ship
ty
pes
for
sim
ulta
neou
s la
unch
, ho
ld d
own
the
[CT
RL
] ke
y or
the
[SH
IFT
] ke
y w
hile
yo
u se
lect
shi
p ty
pes.
Lau
nchi
ng E
very
thin
g:
To
laun
ch a
ll sh
ips
held
in
the
bay
left
clic
k on
the
<L
AU
NC
H
AL
L>
butt
on.
(a)
(b)
(c)
h o m e w o r l dpage
63
pagehomeworld gameplay gu ide
5 si
ngle
pla
yer
screen shot
Cho
osin
g Y
our
Flee
t:L
eftc
lick
on t
he <
KU
SHA
N>
or
<TA
IID
AN
> bu
tton
to
ch
oose
whi
ch f
leet
to
play
. A
sa
mpl
e sh
ip
appe
ars
in
the
win
dow
in
orde
r to
sho
w t
he
curr
ently
sele
cted
col
or sc
hem
e.
5.1 S
tart
ing
a G
ame
In o
rder
to
star
t a
new
sin
gle
play
er g
ame,
lef
tclic
k on
the
<S
ING
LE
PL
AYE
R>
butt
on
in t
he M
ain
Men
u.
Save
a G
ame:
A
t an
ytim
e du
ring
gam
epla
y,
hit
the
[ESC
] ke
y an
d th
en
choo
se <
SAV
E G
AM
E>
from
th
e m
enu.
W
hen
the
Save
G
ame
scre
en
com
es
up,
left
clic
k in
th
e na
rrow
bo
x be
low
the
sav
e ga
me
list
and
type
in
a na
me
for
the
save
d ga
me.
T
hen
left
clic
k on
th
e <S
AV
E>
butt
on.
Loa
ding
a S
aved
Gam
e:L
eftc
lick
on
the
<LO
AD
G
AM
E>
butt
on.
A s
cree
n w
ill
appe
ar
wit
h a
list
of
save
d ga
mes
. H
omew
orld
aut
omat
ically
sa
ves
your
ca
mpa
ign
at
the
begi
nnin
g of
eve
ry n
ew l
evel
. T
hese
aut
o-sa
ved
gam
es w
ill
appe
ar a
long
with
the
one
s yo
u ha
ve s
aved
you
rsel
f. T
o lo
ad
one,
lef
tclic
k on
it
and
then
le
ftcl
ick
on
the
<LO
AD
!>
butt
on.
Pla
yer
Setu
p :
Thi
s sc
reen
let
s yo
u se
t th
e ba
se a
nd s
trip
e co
lors
of
your
sh
ips.
T
o ch
ange
yo
ur
base
co
lor,
lef
tclic
k on
the
<B
ASE
C
OL
OR
> bu
tton
. A
sm
all
whi
te c
ircl
e w
ill a
ppea
r in
side
th
e la
rge
rain
bow
box
. C
lick
and
drag
the
cir
cle
arou
nd t
he
rain
bow
bo
x un
til
you
have
ac
hiev
ed
a sh
ade
you
are
satis
fied
with
. T
o ch
ange
the
st
ripe
col
or,
sim
ply
left
clic
k o
n th
e <S
TR
IPE
C
OL
OR
> bu
tton
and
rep
eat
the
proc
ess
of d
ragg
ing
the
whi
te c
ircl
e to
ch
oose
a s
trip
e co
lor.
Yo
u ca
n al
so d
rag
the
slid
er,
loca
ted
to
the
righ
t of
the
rai
nbow
box
, up
an
d do
wn
to
adju
st
the
brig
htne
ss o
f the
col
or.
Star
ting
The
Gam
e:
Whe
n yo
u ar
e ha
ppy
with
you
r ch
oice
of
fleet
and
shi
p co
lor,
leftc
lick
on t
he <
STA
RT
!> g
ame
butt
on
to
begi
n th
e Si
ngle
Pl
ayer
cam
paig
n.
64
5.2 ch
arac
ters
screen shot
5.3 m
issi
on
obj
ecti
ves
screen shot
The
tw
o ch
arac
ters
you
will
he
ar
from
m
ost
ofte
n in
H
omew
orld
are
Fle
et C
omm
and
and
Flee
t In
telli
genc
e. A
nytim
e a
char
acte
r sp
eaks
, su
btit
les
will
app
ear
at t
he t
op o
f th
e sc
reen
nex
t to
the
icon
.
Mis
sion
obj
ectiv
es in
the
sin
gle
play
er g
ame
are
disp
laye
d on
th
e ri
ght
side
of
the
task
bar.
Y
ou
can
left
clic
k on
an
ob
ject
ive
to r
epla
y th
e sp
eech
ev
ent
that
des
crib
es it
. Pr
imar
y ob
ject
ives
mus
t be
com
plet
ed
for
the
mis
sion
to
en
d,
bu
t se
cond
ary
obje
ctiv
es
are
optio
nal.
h o m e w o r l dpage
65
6 m
ulti
play
erscreen shot
6.2 la
nscreen shot
Hom
ewor
ld
can
be
play
ed
agai
nst
hum
an
and
com
pute
r op
pone
nts
thro
ugh
a va
riety
of
diff
eren
t m
odes
. W
hile
the
re
are
thre
e di
ffer
ent
way
s to
en
gage
in
a m
ultip
laye
r ga
me
of H
omew
orld
, the
y al
l use
the
sa
me
syst
em f
or c
reat
ing
the
actu
al g
ame
and
sett
ing
up t
he
gam
epla
y op
tions
and
rule
s.
6.1 Sk
irm
ish
vs. C
PU
Thi
s op
tion
is
fo
r pl
ayin
g m
ulti
play
er
gam
es
agai
nst
com
pute
r pl
ayer
s. A
fter
a g
ame
is
crea
ted
wit
h th
e de
sire
d ga
mep
lay
optio
ns (
see
“Set
ting
Mul
tipl
ayer
Gam
e O
ptio
ns”)
, le
ftcl
ick
on
the
<ST
AR
T>
butt
on t
o be
gin
the
actio
n.
To
play
Hom
ewor
ld o
n a
Loc
al
Are
a N
etw
ork,
cho
ose
<LA
N>
from
the
mul
tipla
yer
men
u.
Peo
ple
who
w
ant
to
play
to
geth
er o
n a
LA
N m
ust
be
usin
g th
e sa
me
prot
ocal
.
6.2.1 P
lay
Lan
Gam
eO
n th
is s
cree
n, l
eftc
lick
on t
he
nam
e fie
ld
and
type
in
th
e na
me
you
wis
h to
be
know
n by
on
the
mul
tipla
yer
batt
lefie
ld.
Hit
<EN
TE
R>
whe
n yo
u ar
e fin
ishe
d ty
ping
. Lef
tclic
k on
the
<P
LA
YER
SE
TU
P> if
you
nee
d to
cha
nge
your
rac
e or
shi
p co
lors
from
pre
viou
s m
ultip
laye
r se
ssio
ns. O
nce
you
are
satis
fied,
le
ftcl
ick
on t
he <
GO
!> b
utto
n.
IPX
LA
N:
Hom
ewor
ld w
ill a
uto-
dete
ct i
f yo
u ha
ve I
PX a
nd/
or T
CP/
IP
LA
N
and
choo
se
the
appr
opri
ate
prot
ocal
, so
no
rmal
ly y
ou w
ill n
ever
hav
e to
to
uch
this
set
ting.
If
you
have
bo
th
IPX
an
d T
CP
/IP
in
stal
led,
Hom
ewor
ld d
efau
lts
to I
PX.
Use
rs w
ho w
ant
mor
e co
ntro
l an
d bo
th
prot
ocal
s in
stal
led
can
sele
ct
the
IPX
bu
tton
fo
r IP
X,
and
the
TC
P/IP
but
ton
for
TC
P/IP
.
pagehomeworld gameplay gu ide 66
6.2.2 th
e lo
bby
screen shot
The
lob
by i
s w
here
you
go
to
see
who
el
se
is
on
the
LA
N,
chat
, or
gani
ze
your
ow
n ga
me,
or
see
wha
t ga
mes
ar
e st
ill a
ccep
ting
play
ers.
The
na
mes
of
the
play
ers
curr
ently
in
the
lobb
y ar
e in
the
bot
tom
ri
ght
pane
l, an
d an
y ch
at
mes
sage
s ar
e pr
inte
d in
the
bo
ttom
left
pan
el.
Cha
ttin
g:
If y
ou w
ish
to s
end
mes
sage
s to
the
oth
er p
laye
rs i
n th
e lo
bby,
jus
t le
ftcl
ick
here
and
ty
pe
your
m
essa
ge.
If
you
wis
h to
w
hisp
er
a pr
ivat
e m
essa
ge t
o ju
st o
ne p
laye
r,
type
/<p
laye
rnam
e> a
nd t
he
rest
of y
our
mes
sage
.
Cre
atin
g Y
our
Ow
n G
ame:
Lef
tclic
k on
the
Cre
ate
Gam
e bu
tton
. T
his
take
s yo
u to
the
ga
me
setu
p sc
reen
.
Gam
e D
etai
ls:
The
lis
t of
gam
es a
vaila
ble
in
the
lobb
y is
di
spla
yed
in
the
larg
e up
per
disp
lay
pane
l. T
o se
e w
hich
op
tion
s ar
e be
ing
used
in
a
gam
e,
left
clic
k on
the
gam
e yo
u ar
e in
tere
sted
in
an
d th
en
left
clic
k on
thi
s bu
tton
.
Join
ing
a G
ame:
L
eftc
lick
on
the
gam
e yo
u w
ish
to
join
on
th
e m
ain
lis
t an
d th
en
left
clic
k on
this
but
ton.
Pla
yer
Setu
p:
If y
ou w
ish
to c
hang
e yo
ur
fleet
or
sh
ip
colo
rs
at
any
time,
left
clic
k on
thi
s bu
tton
.
h o m e w o r l dpage
67
6.2.3 se
tup
gam
escreen shot
Setu
p G
ame:
The
se
tup
gam
e sc
reen
is
w
here
you
set
the
nam
e of
yo
ur g
ame
and
the
num
ber
of
CPU
pla
yers
, as
wel
l as
all t
he
gam
epla
y op
tions
ava
ilabl
e.
Nam
ing
You
r G
ame:
C
lick
on t
his
pane
l and
typ
e in
a
nam
e fo
r yo
ur g
ame.
Num
ber
of C
PU
Pla
yers
:L
eftc
lick
on
the
arro
ws
to
incr
ease
or
de
crea
se
the
num
ber
of c
ompu
ter
play
ers
you
wan
t in
the
gam
e.
Win
Con
diti
ons:
The
se c
heck
boxe
s le
t yo
u se
t th
e va
riou
s w
in
cond
itio
ns
for
the
gam
e. D
estr
oy e
nem
y M
othe
rshi
p m
eans
the
enem
y’s
Mot
hers
hip
mus
t be
des
troy
ed
and
capt
ure
enem
y ca
pita
l sh
ip m
eans
you
can
als
o w
in
by c
aptu
ring
an
enem
y ca
pita
l sh
ip.
Alli
ed v
icto
ry m
eans
tha
t pl
ayer
s w
ho a
re a
llied
can
win
th
e ga
me
toge
ther
by
defe
atin
g th
eir
enem
ies.
Pas
swor
d on
the
Gam
e:If
you
wan
t to
res
tric
t ac
cess
to
yo
ur
gam
e,
left
clic
k on
th
e <p
assw
ord
prot
ecte
d>
chec
kbox
. L
eftc
lick
on
the
narr
ow p
anel
dir
ectl
y be
low
an
d ty
pe i
n th
e pa
ssw
ord
you
wis
h to
us
e.
Con
firm
yo
ur
pass
wor
d by
re-
ente
ring
it
in
the
pane
l be
low
. In
ord
er f
or
othe
r pl
ayer
s to
join
the
gam
e yo
u cr
eate
d, y
ou w
ill h
ave
to
tell
them
the
pas
swor
d.
Star
t W
ith:
T
his
sett
ing
lets
you
dec
ide
whe
ther
to
st
art
the
gam
e w
ith a
Mot
hers
hip
ora
Car
rier
.
CP
U D
iffi
cult
y:T
his
slid
er l
ets
you
set
the
diff
icul
ty
of
the
com
pute
r-co
ntro
lled
oppo
nent
s.
CP
U A
ttac
ks H
uman
s:T
his
slid
ers
lets
you
set
how
lik
ely
the
CP
U
play
er
will
at
tack
hum
an o
ppon
ents
.
Cre
ate
Gam
e:
The
res
t of
the
gam
e op
tions
ar
e ex
plai
ned
belo
w
in
the
“set
ting
m
ulti
play
er
gam
e op
tion
s” s
ectio
n. W
hen
you
are
satis
fied
with
you
r ch
oice
s,
left
clic
k on
th
e <C
RE
AT
E
GA
ME>
but
ton.
pagehomeworld gameplay gu ide 68
6.2.4 w
aiti
ng f
or
play
ers
screen shot
Aft
er
you
crea
te
the
gam
e,
you
are
retu
rned
to
the
lobb
y to
wai
t fo
r pl
ayer
s to
join
you
r ga
me.
Whe
n yo
u ar
e re
ady
to
star
t, y
ou c
an l
eftc
lick
on t
he
<ST
AR
T G
AM
E>
butt
on.
If
you
wis
h to
cha
nge
som
e of
th
e ga
me
optio
ns, c
lick
on t
he
<SE
TU
P G
AM
E>
butt
on a
nd
this
will
tak
e yo
u ba
ck t
o th
e ga
me
opti
ons
scre
en.
If y
ou
no
long
er
wis
h to
ho
st
a ga
me,
le
ftcl
ick
on
the
<DIS
SOL
VE
GA
ME
> bu
tton
.
h o m e w o r l dpage69
6.3 in
tern
et
6.3.1 lo
gin
screen shot
From
thi
s sc
reen
you
can
log
on
to
WO
N,
chan
ge
your
co
lors
or
fle
et,
chan
ge
your
pa
ssw
ord,
or
cr
eate
a
new
ac
coun
t.
Lau
nch
WO
N!:
To
conn
ect
to
the
Wor
ld
Opp
onen
t N
etw
ork,
lef
tclic
k on
th
is b
utto
n an
d yo
u w
ill f
ind
your
self
in
the
Hom
ewor
ld
lobb
y on
W
ON
. Se
ttin
g up
an
d pl
ayin
g a
gam
e on
WO
N is
id
entic
al t
o pl
ayin
g on
a L
AN
ex
cept
W
ON
ha
s m
ulti
ple
room
s in
stea
d of
ju
st
one
lobb
y.
Fire
wal
l Set
ting
s:
If y
ou a
re b
ehin
d a
firew
all,
you
shou
ld s
elec
t th
e <B
ehin
d Fi
rew
all>
but
ton.
If
you
kno
w
you'
re
not
behi
nd
a fir
ewal
l yo
u sh
ould
ch
eck
the
<Not
B
ehin
d Fi
rew
all>
but
ton.
If
yo
u ar
e un
sure
or
don’
t kn
ow
wha
t a
firew
all i
s, c
hoos
e A
uto-
dete
ct, w
hich
is t
he d
efau
lt.
Tec
hnic
al
note
: W
hen
you
crea
te a
gam
e, i
f on
e or
mor
e pl
ayer
s ar
e be
hind
a f
irew
all,
WO
N w
ill c
reat
e a
dedi
cate
d se
rver
for
the
gam
e in
stea
d of
us
ing
the
defa
ult
peer
-to-
peer
co
nnec
tion
.
Slow
m
odem
us
ers
who
hos
t ga
mes
may
wan
t to
ch
oose
th
e <B
ehin
d Fi
rew
all>
opt
ion
(eve
n if
they
ar
e no
t be
hind
a f
irew
all)
so
WO
N a
lway
s us
es a
ded
icat
ed
serv
er,
whi
ch w
ill r
equi
re l
ess
band
wid
th o
n th
eir
mod
em.
Rem
embe
r, i
f yo
u ar
e un
sure
w
hat
you
firew
all
stat
us i
s, j
ust
sele
ct a
uto-
dete
ct.
Pla
yer
Setu
p:
Lef
tclic
k on
thi
s bu
tton
if
you
wis
h to
cha
nge
your
fle
et o
r sh
ip c
olor
s. C
hang
e P
assw
ord:
If
you
wis
h to
ch
ange
yo
ur
WO
N
pass
wor
d,
left
clic
k on
th
is b
utto
n.
Cre
ate
New
Acc
ount
: If
you
do
not
have
a W
ON
ac
coun
t,
left
clic
k on
th
is
butt
on,
then
ty
pe
in
the
follo
win
g in
form
atio
n:
Nam
eL
eftc
lick
on t
his
pane
l and
typ
e in
the
nam
e yo
u w
ish
to u
se
for
your
WO
N a
ccou
nt.
Pas
swor
dL
eftc
lick
on
this
pa
nel
and
ente
r th
e pa
ssw
ord
you
wis
h to
us
e.
Con
firm
Pas
swor
dL
eftc
lick
on
this
pa
nel
and
ente
r yo
ur p
assw
ord
agai
n to
m
ake
sure
you
hav
e ty
ped
it in
co
rrec
tly in
the
pre
viou
s pa
nel.
New
Acc
ount
L
eftc
lick
on
this
bu
tton
to
cr
eate
a n
ew a
ccou
nt.
If
you
chos
e an
acc
ount
nam
e al
read
y in
use
you
will
hav
e to
rep
eat
this
pro
cess
usi
ng a
diff
eren
t ac
coun
t na
me.
Hom
ewor
ld c
an b
e pl
ayed
ove
r th
e In
tern
et o
nly
on t
he W
orld
Opp
onen
t N
etw
ork,
a f
ree
gam
ing
site
. If
you
do
not
alre
ady
have
an
acco
unt,
you
m
ust
crea
te o
ne b
efor
e pl
ayin
g H
omew
orld
.
pagehomeworld gameplay gu ide 70
6.3.2 w
on
lobb
yscreen shot
WO
N is
org
aniz
ed in
to r
oom
s.
Pla
yers
can
lea
ve a
nd e
nter
ro
oms
and
crea
te
or
join
ga
mes
in
the
curr
ent
room
.
Play
ers
in t
he c
urre
nt r
oom
ar
e lis
ted
in t
he p
anel
on
the
righ
t, a
nd c
hat
mes
sage
s ar
e lis
ted
in t
he p
anel
on
the
left
. T
he n
ames
of
the
play
ers
in
the
lobb
y ar
e in
the
bot
tom
ri
ght
pane
l an
d an
y ch
at
mes
sage
s ar
e pr
inte
d in
the
bo
ttom
left
pan
el.
Cha
ttin
g:If
you
wis
h to
sen
d m
essa
ges
to
the
oth
er p
laye
rs i
n th
e lo
bby,
lef
tclic
k he
re a
nd t
ype
your
mes
sage
. If
you
w
ish
to
whi
sper
a p
riva
te m
essa
ge t
o ju
st
one
play
er,
type
<p
laye
rnam
e> a
nd t
hen
the
rest
of y
our
mes
sage
.
Cha
ngin
g R
oom
s:
room
or
crea
te a
roo
m o
f you
r ow
n, le
ftcl
ick
on t
his
butt
on.
Join
ing
Gam
es:
If y
ou w
ant
to j
oin
a ga
me
in
this
room
or c
reat
e on
e yo
urse
lf,
left
clic
k on
thi
s bu
tton
.
h o m e w o r l dpage
71
6.3.3 av
aila
ble
gam
esscreen shot
From
thi
s sc
reen
you
can
see
a
list
of
gam
es
in
the
room
di
spla
yed
in t
he l
arge
pan
el.
Yo
u ca
n jo
in
any
of
thes
e ga
mes
, vi
ew t
he o
ptio
ns f
or
each
of
th
em,
upda
te
thei
r pi
ng
tim
es,
or
crea
te
your
ow
n ga
me.
Upd
atin
g P
ing
Tim
es:
Lef
tclic
k on
thi
s bu
tton
to
upda
te t
he p
ing
times
of
all
the
gam
es
in
the
list.
T
he
low
er t
he p
ing
time,
the
fast
er
your
con
nect
ion
to t
he g
ame
will
be.
Join
ing
a G
ame:
L
eftc
lick
on th
e ga
me
you
wish
to
joi
n on
the
mai
n lis
t, t
hen
left
clic
k on
thi
s bu
tton
.
Cre
atin
g a
Gam
e:
Lef
tclic
k on
th
is
butt
on
to
crea
te a
gam
e in
the
cur
rent
ro
om. S
ee “
sett
ing
mul
tipla
yer
gam
e op
tion
s”
for
mor
e in
form
atio
n on
cre
atin
g th
e ga
me.
pagehomeworld gameplay gu ide 72
6.3.4 av
aila
ble
room
sscreen shot
From
thi
s sc
reen
you
can
see
a
list
of t
he r
oom
s on
WO
N i
n th
e la
rge
pane
l. Y
ou c
an j
oin
one
of t
hese
roo
ms
or c
reat
e yo
ur o
wn.
Join
ing
a R
oom
:T
o jo
in a
roo
m,
first
lef
tclic
k on
its
nam
e in
the
lis
t, t
hen
left
clic
k on
th
e <J
OIN
R
OO
M>
butt
on.
Cre
atin
g a
Roo
m:
To
crea
te a
roo
m, l
eftc
lick
on
the
<CR
EA
TE
R
OO
M>
butt
on
and
fill
in
the
nece
ssar
y in
form
atio
n.
h o m e w o r l dpage
73
6.4 se
t up
gam
e m
ulti
play
erscreen shot
Gam
e T
ype:
H
omew
orld
co
mes
w
ith
seve
ral
pre-
defin
ed s
etup
s fo
r di
ffere
nt s
tyle
s of
mul
tipla
yer
gam
ing.
Sel
ectin
g on
e of
the
se
gam
e ty
pes
chan
ges
a va
riet
y of
op
tions
on
all
of t
he o
ptio
ns
scre
ens.
I H
ate
Har
vest
ing:
N
o ha
rves
ting
of r
esou
rces
is
requ
ired
in t
his
gam
e ty
pe. R
U
inje
ctio
ns a
re t
urne
d on
with
a
lum
p su
m in
ject
ion
as w
ell.
Bou
nty
Hun
ter:
B
ount
ies
are
turn
ed o
n in
thi
s ga
me
type
, m
eani
ng
each
en
emy
ship
you
kill
bri
ngs
in a
bo
unty
--
in R
Us.
Pla
yers
with
la
rger
fl
eets
ha
ve
high
er
boun
ty r
atin
gs,
mak
ing
them
m
ore
attr
activ
e ta
rget
s.
Car
pe D
iem
: “S
eize
th
e da
y.”
Thi
s ga
me
type
req
uire
s yo
u to
cap
ture
an
enem
y sh
ip t
o w
in t
he g
ame.
Bas
ic O
ptio
ns:
Sele
ct M
ap:
Thi
s al
low
s yo
u to
sel
ect
in
whi
ch l
ocat
ion
the
mul
tipla
yer
batt
le
will
ta
ke
plac
e.
The
nu
mbe
r lis
ted
afte
r th
e m
ap
nam
e sh
ows
how
man
y pl
ayer
s th
at m
ap s
uppo
rts.
CP
U p
laye
rs:
Thi
s se
ts h
ow m
any
com
pute
r pl
ayer
s w
ill
be
pres
ent
in
a ga
me.
St
art
Wit
h:
Thi
s op
tion
lets
you
dec
ide
if ev
eryo
ne s
tart
s th
e ba
ttle
with
a
Mot
hers
hip
or o
nly
a C
arri
er.
Adv
ance
d O
ptio
ns:
Win
Con
diti
ons:
T
his
sets
whe
ther
the
gam
e is
w
on b
y de
stro
ying
eve
ryon
e’s
Mot
hers
hip
or b
y ca
ptur
ing
an
enem
y C
apita
l Shi
p.D
isab
le R
esea
rch:
T
his
opti
on
turn
s of
f th
e re
sear
ch m
odel
in t
he g
ame
and
allo
ws
all
play
ers
full
acce
ss t
o al
l te
chno
logi
es
from
th
e be
ginn
ing
of t
he g
ame.
Dis
able
Cra
tes:
If
you
tog
gle
this
off,
no
bonu
s cr
ates
will
app
ear
duri
ng t
he
cour
se o
f the
gam
e.D
isab
le U
nit
Cap
ping
: T
his
allo
ws
an
unlim
ited
nu
mbe
r of
ve
ssel
s to
be
pr
oduc
ed in
the
gam
e. T
his
can
seri
ousl
y sl
ow d
own
the
gam
e,
even
on
th
e be
st
of
hom
e co
mpu
ters
.D
isab
le F
uel B
urn:
If
ke
epin
g tr
ack
of
fuel
fo
r St
rike
C
raft
(F
ight
ers
and
Cor
vett
es)
is
gett
ing
to b
e to
o m
uch
of a
pro
blem
, tu
rn o
ff
fuel
co
nsum
ptio
n w
ith
this
se
lect
ion.
Alli
ed V
icto
ry:
Che
ckin
g th
is b
ox w
ill e
nsur
e th
at p
laye
rs w
ho a
re a
llied
can
w
in a
gam
e to
geth
er w
hen
they
de
feat
pl
ayer
s no
t in
th
eir
allia
nce.
Bou
ntie
s:
Wit
h th
is o
ptio
n to
ggle
d on
, yo
u ge
t a
boun
ty i
n R
Us
for
ever
y en
emy
unit
you
dest
roy.
L
arge
r un
its
brin
g gr
eate
r re
war
ds.
pagehomeworld gameplay gu ide 74
6.5
Savi
ng
a M
ulti
play
er
Gam
e:
Whi
le
play
ing
the
gam
e, h
it th
e [E
SC]
key
and
then
cho
ose
‘sav
e ga
me’
fro
m
the
opti
ons
list.
Thi
s op
tion
fu
nctio
ns t
he s
ame
as it
doe
s in
Si
ngle
-Pla
yer
mod
e.
6.6
Loa
ding
a
Mul
tipl
ayer
G
ame:
Fro
m t
he m
ulti
play
er
men
u, l
eftc
lick
on t
he <
LO
AD
SA
VE
D
GA
ME
> bu
tton
to
br
ing
up
a lis
t of
sa
ved
mul
tipla
yer
gam
es.
Lef
t cl
ick
on
a ga
me
in t
he l
ist
and
then
le
ftcl
ick
on
the
<LO
AD
G
AM
E>
butt
on t
o lo
ad it
.
6.7
Rec
ordi
ng a
Mul
tipl
ayer
G
ame:
Hom
ewor
ld a
llow
s yo
u to
rec
ord
any
mul
tipla
yer
gam
e an
d w
atch
it
late
r, f
rom
any
an
gle.
Whe
n yo
u w
ish
to s
tart
re
cord
ing
a ga
me,
hi
t th
e [E
SC]
key
and
left
clic
k on
the
<R
EC
OR
D>
butt
on.
Follo
w
the
sam
e pr
oces
s th
at
you
wou
ld
if yo
u w
ere
savi
ng
a ga
me.
Y
ou
may
lo
ad
a re
cord
ing
at
any
tim
e by
le
ftcl
icki
ng
on
<LO
AD
R
EC
OR
DE
D
GA
ME
> fr
om
the
mul
tipla
yer
men
u.
Onc
e lo
aded
, yo
u ca
n fo
cus
on a
ny
ship
in
th
e w
orld
fr
om
the
Sens
ors
Man
ager
, not
just
you
r ow
n.
6.4 se
t up
gam
e m
ulti
play
erscreen shot
Pla
yer
Opt
ions
:Se
lect
ing
a Fl
eet:
H
ere
you
can
choo
se t
o pl
ay
eith
er K
usha
n or
Tai
idan
in t
he
gam
e yo
u ar
e cr
eatin
g.C
hoos
ing
Ship
Col
ors:
T
his
scre
en
lets
yo
u se
t th
e ba
se a
nd s
trip
e co
lors
of
your
sh
ips.
T
o ch
ange
yo
ur
base
co
lor,
lef
tclic
k on
the
<B
ASE
C
OL
OR
> bu
tton
. A
sm
all
whi
te c
ircl
e w
ill a
ppea
r in
side
th
e la
rge
rain
bow
box
. C
lick
and
drag
the
cir
cle
arou
nd t
he
rain
bow
box
unt
il yo
u ha
ve
achi
eved
a
shad
e yo
u ar
e sa
tisfie
d w
ith.
To
chan
ge t
he
stri
pe c
olor
, le
ftcl
ick
on t
he
<ST
RIP
E
CO
LO
R>
butt
on
and
repe
at t
he s
ame
proc
ess
of
drag
ging
the
whi
te c
ircl
e to
ch
oose
a s
trip
e co
lor.
You
can
al
so d
rag
the
slid
er,
loca
ted
to
the
righ
t of
the
rai
nbow
box
, up
and
dow
n to
adj
ust
the
brig
htne
ss o
f the
col
or.
Res
ourc
es O
ptio
ns:
Dis
able
Har
vest
ing:
T
his
togg
les
reso
urce
col
lect
ion
on o
r of
f. W
ith it
off,
you
will
ha
ve t
o to
ggle
on
som
e ot
her
supp
ly o
f R
Us
or y
our
gam
e w
ill r
un o
ut o
f re
sour
ces
fair
ly
quic
kly.
Star
ting
Res
ourc
es:
Thi
s se
ts t
he l
evel
of
reso
urce
s w
ith
whi
ch e
ach
side
beg
ins
the
scen
ario
.
Res
ourc
e In
ject
ions
: T
his
sect
ion
mus
t be
tog
gled
on
by
le
ftcl
icki
ng
on
the
chec
kbox
. Y
ou
can
then
se
t ho
w o
ften
pla
yers
will
rec
eive
a
chun
k of
RU
s, a
nd h
ow l
arge
th
at c
hunk
is.
One
Lum
p Su
m:
If y
ou t
oggl
e th
is o
ptio
n,
you
will
rec
eive
onl
y on
e lu
mp
sum
of
res
ourc
es a
cer
tain
am
ount
of
tim
e af
ter
the
gam
e be
gins
.
Bot
h th
e am
ount
and
tim
ing
of
this
pre
ciou
s gi
ft c
an b
e se
t.
h o m e w o r l dpage
75
options
Soun
d Q
ualit
y:H
igh
qual
ity
is t
he r
ecom
men
ded
sett
ing.
Se
lect
ing
low
qua
lity
will
hel
p in
crea
se t
he
fram
e ra
te o
f th
e ga
me.
Se
lect
ing
auto
allo
ws
the
audi
o en
gine
to
drop
to
low
qua
lity
whe
n th
e fr
ame
rate
st
arts
to
ge
t lo
w,
it
will
au
tom
atic
ally
go
back
to
high
qua
lity
whe
n th
e fr
ame
rate
incr
ease
s.
NO
TE
: W
hile
pla
ying
a m
ulti
play
er g
ame,
yo
u m
ay c
hang
e th
e m
usic
tra
ck y
ou a
re
liste
ning
to
by p
ress
ing
the
[<]
key
to s
elec
t th
e pr
evio
us t
rack
or
the
[>]
key
to s
elec
t th
e ne
xt t
rack
. T
he l
ist
of m
usic
tra
cks
is l
imite
d to
the
am
bien
t le
vel
trac
ks a
nd b
attle
tun
es
7.1 a
udio
opt
ions
screen shot
7 opt
ions
1 in
stal
lati
on
Num
Cha
nnel
s:T
his
is t
he n
umbe
r of
sou
nd
effe
cts
that
the
gam
e w
ill m
ix
at o
ne t
ime.
A h
igh
num
ber
of
chan
nels
w
ill
give
a
mor
e im
mer
sive
exp
erie
nce
but
may
adve
rsly
aff
ect
the
fram
e ra
te o
f th
e ga
me.
Sele
ctin
g au
to
allo
ws
the
audi
o en
gine
to
tu
rn
off
chan
nels
w
hen
the
fram
e ra
te s
tart
s to
get
low
, it
will
aut
omat
ical
ly i
ncre
ase
the
num
ber
of
chan
nels
as
th
e fr
ame
rate
incr
ease
s.
Vol
ume
Sett
ings
: T
his
sect
ion,
co
nsis
ting
of
th
ree
slid
er b
ars,
allo
ws
you
to
set
the
volu
me
leve
ls f
or t
he
gam
e’s
spee
ch,
soun
d ef
fect
s an
d m
usic
ind
epen
dent
ly.
Lef
t-cl
ick,
ho
ld
on
the
leve
l in
dica
tor
and
drag
the
mou
se
The
opt
ions
men
u ca
n be
acc
esse
d ei
ther
from
the
ope
ning
men
u or
by
hitt
ing
[ESC
] at
any
ti
me
duri
ng a
gam
e. I
t gi
ves
you
acce
ss t
o a
num
ber
of g
amep
lay
and
disp
lay
opti
ons.
Inse
rt t
he C
D-R
OM
into
you
r C
D-R
OM
dri
ve. T
he H
omew
orld
Ins
talla
tion
prog
ram
will
aut
omat
ical
ly s
tart
up.
Fo
llow
the
on-
scre
en
inst
ruct
ions
to
spec
ify t
he v
ario
us i
nsta
llatio
n op
tions
. W
hen
the
inst
alla
tion
is c
ompl
ete,
it
will
hav
e cr
eate
d a
shor
tcut
in
your
Sta
rt
Men
u th
at y
ou c
an u
se t
o ru
n H
omew
orld
.
Mul
tim
edia
Spe
aker
s:
Thi
s se
ttin
g eq
ualiz
es
the
audi
o en
gine
fo
r op
tim
al
perf
orm
ance
with
the
ave
rage
m
ultim
edia
spe
aker
sys
tem
.
Ster
eo/
Surr
ound
Sou
nd:
Thi
s se
ttin
g eq
ualiz
es
the
audi
o en
gine
fo
r op
tim
al
perf
orm
ance
w
ith
high
en
d m
ultim
edia
spe
aker
s or
a h
ome
ster
eo.
Adv
ance
d Sp
eech
Se
ttin
gs
Men
u:
Acc
ess
this
sub
-men
u by
lef
t-cl
icki
ng o
n th
e <A
DV
AN
CE
D
SPE
EC
H S
ET
TIN
GS>
but
ton.
L
eftc
lick
on t
he <
AC
CE
PT>
butt
on w
hen
the
optio
ns a
re s
et
to y
our
pref
eren
ce.
Voc
al S
etti
ngs:
T
his
sect
ion
allo
ws
you
to p
ick
whi
ch s
peec
h so
unds
are
hea
rd
duri
ng
the
cour
se
of
your
ga
me.
Lef
tclic
k on
the
che
ck
boxe
s to
tur
n th
ese
soun
ds o
n or
off.
Com
man
d vo
ices
are
the
re
spon
ses
to y
our
com
man
ds
give
n du
ring
the
gam
e. S
tatu
s re
port
s ar
e th
e vo
ices
th
at
upda
te
you
on
new
se
nsor
re
port
s,
batt
les,
an
d ot
her
goin
gs-o
n in
th
e ga
me.
R
ando
m c
hatt
er d
escr
ibes
the
vo
ices
of
your
var
ious
pilo
ts
and
gunn
ers
as t
hey
perf
orm
th
eir
task
s, g
loat
ove
r vi
ctor
ies
or y
ell
for
assi
stan
ce.
Ran
dom
ch
atte
r is
no
t vi
tal
to
your
si
tuat
iona
l aw
aren
ess
but
adds
gr
eatl
y to
th
e im
mer
sive
qu
ality
of t
he g
ame.
Voi
ce S
elec
tion
: T
his
sect
ion
allo
ws
you
to t
urn
off
any
or
all
of
the
thre
e vo
ices
us
ed
in
the
gam
e.
Lef
tclic
k on
th
e <H
EA
R>
bu
tton
to
sam
ple
the
voic
es.
Hea
dpho
nes:
T
his
sett
ing
equa
lizes
th
e au
dio
engi
ne
for
opti
mal
pe
rfor
man
ce
wit
h av
erag
e he
adph
ones
.
Cus
tom
: B
y pr
essi
ng t
he c
hang
e bu
tton
, yo
u ca
n tu
ne
the
opti
mal
eq
ualiz
atio
n se
ttin
gs f
or y
our
spea
kers
or
head
phon
es.
h o m e w o r l dpage77
pagehomeworld gameplay gu ide
7.2 vi
deo o
ptio
nsscreen shot
Ren
deri
ng S
yste
m:
All
syst
ems
that
ca
n ru
n H
omew
orld
will
be
able
to
run
it in
sof
twar
e. H
owev
er,
man
y us
ers
will
hav
e so
me
form
of
hard
war
e ac
cele
rato
r ca
rd t
hat
allo
ws
them
to
use
Dir
ect3
D
or O
penG
L a
ccel
erat
ion.
T
his
listb
ox
lists
th
e su
ppor
ted
rend
erin
g sy
stem
s H
omew
orld
ha
s de
tect
ed o
n yo
ur s
yste
m.
T
he
item
s lis
ted
in
this
w
indo
w m
ay i
nclu
de S
oftw
are,
D
efau
lt
Ope
nGL
, 3D
Fx
Ope
nGL
an
d D
irec
t3D
Pr
imar
y di
spla
y.
If y
ou d
o no
t ha
ve a
har
dwar
e ac
cele
rato
r fo
r O
penG
L,
you
will
stil
l hav
e an
op
tion
for
Def
ault
Ope
nGL
. P
leas
e no
te t
hat
this
will
be
muc
h sl
ower
tha
n th
e So
ftw
are
optio
n.
Lev
el o
f D
etai
l Thr
esho
ld:
Thi
s sl
ider
ba
r co
ntro
ls
the
leve
l of g
eom
etric
com
plex
ity in
re
nder
ed i
mag
es.
Slid
ing
the
bar
to
the
left
re
duce
s th
e nu
mbe
r of
pol
ygon
s in
a s
ingl
e fr
ame
and
resu
lts i
n ch
unki
er
look
ing
ship
s.
Adj
ust
to
achi
eve
a ba
lanc
e be
twee
n ga
me
perf
orm
ance
and
vis
ual
fidel
ity.
In G
ame
Bri
ghtn
ess:
T
his
Opt
ion
affe
cts
how
br
ight
ly t
he s
hips
are
ren
dere
d in
the
gam
e. I
t do
es n
ot e
ffec
t th
e us
er i
nter
face
scr
eens
or
the
back
grou
nds.
You
may
w
ant
to
turn
th
is
up
to
impr
ove
the
brig
htne
ss
or
cont
rast
of
th
e ga
me
depe
ndin
g on
you
r m
onito
r.
Num
ber
of E
ffec
ts:
Thi
s sl
ider
eff
ects
how
man
y ef
fect
s ar
e dr
awn
in t
he g
ame.
T
urni
ng i
t up
will
res
ult
in a
ri
cher
, m
ore
deta
iled
gam
e ex
peri
ence
wit
h m
ore
spec
ial
effe
cts
but
will
als
o m
ake
it
slow
er.
To
impr
ove
fram
e ra
te,
you
may
w
ant
to
turn
th
is
optio
n do
wn.
Res
olut
ion:
T
his
pane
l di
spla
ys t
he s
cree
n re
solu
tions
av
aila
ble
for
the
rend
erin
g sy
stem
yo
u ha
ve
chos
en.
Low
er r
esol
utio
ns w
ill
spee
d up
gra
phic
s at
the
cos
t of
im
age
smoo
thne
ss
and
deta
il.
Lef
tclic
k on
th
e re
solu
tion
se
ttin
g yo
u w
ish
to u
se.
Pal
ette
Poo
l: C
erta
in
vide
o ca
rds
do
not
supp
ort
pale
tted
tex
ture
s an
d re
quir
e ad
diti
onal
R
AM
to
st
ore
tem
pora
ry c
opie
s of
the
co
nver
ted
text
ures
. T
his
cont
rol
allo
ws
you
to
adju
st h
ow m
uch
mem
ory
is
rese
rved
for
the
tex
ture
poo
l.
Incr
easi
ng t
he s
ize
of t
he p
ool
will
dec
reas
e th
e am
ount
of
grap
hica
l sl
owdo
wn
that
oc
curs
w
hen
dow
nloa
ding
te
xtur
es t
o yo
ur v
ideo
car
d.
The
con
trol
will
be
disa
bled
if
your
ha
rdw
are
does
no
t re
quir
e th
is e
xtra
ste
p.
78
7.2 vi
deo o
ptio
nsscreen shot
Blo
b A
lpha
:Se
lect
ing
this
op
tion
w
ill
caus
e th
e ci
rcle
s in
th
e Se
nsor
s M
anag
er
to
be
disp
laye
d w
ith
a fa
ded
frin
ge.
Ow
ners
of
sl
ower
co
mpu
ters
m
ay
wan
t to
di
sabl
e th
is o
ptio
n to
spe
ed
up t
he d
ispl
ay w
hen
in t
he
Sens
ors
Man
ager
.
Inst
ant
SM T
rans
itio
n:Se
lect
ing
this
optio
n ca
uses
th
e tr
ansi
tion
fr
om
the
mai
n ga
me
scre
en t
o th
e Se
nsor
s M
anag
er
to
be
imm
edia
te
inst
ead
of
smoo
th
and
fluid
. U
sers
w
ith s
low
er m
achi
nes
may
w
ant
to e
nabl
e th
e in
stan
t tr
ansi
tion
to
im
prov
e re
spon
se.
Bul
let
Eff
ects
:T
urni
ng
this
op
tion
of
f w
ill c
ause
all
bulle
ts t
o be
dr
awn
with
a s
impl
e bu
llet
effe
ct.
Thi
s ca
n im
prov
e th
e fr
ame
rate
on
slow
er
mac
hine
s du
ring
bi
g ba
ttle
s, b
ut w
ill n
ot l
ook
as
good
. Se
e al
so
“Num
ber
of
Eff
ects
” in
th
e vi
deo
optio
ns s
cree
n.
Cus
tom
Eff
ects
:T
his
sub-
men
u le
ts y
ou c
hoos
e w
hich
adv
ance
d gr
aphi
c ef
fect
s w
ill b
e ac
tivat
ed in
you
r ga
me.
E
ach
has
its o
wn
cost
in t
erm
s of
per
form
ance
, an
d it
s ow
n be
nefit
s in
te
rms
of
visu
al
effe
cts.
A p
artic
ular
effe
ct c
an
be t
urne
d on
or
off
by l
eft
clic
king
on
the
chec
kbox
at
the
left
of t
he fe
atur
e na
me.
Surf
acin
g Fi
lter
ing:
Sele
ctin
g th
is op
tion
will
mak
e te
xtur
es a
ppea
r sm
ooth
er a
nd
less
chu
nky.
Sur
face
filt
erin
g is
no
t av
aila
ble
whe
n us
ing
the
soft
war
e re
nder
ing
syst
em.
Bac
kgro
und
Imag
es:
Thi
s de
term
ines
whe
ther
the
ga
lact
ic b
ackd
rop
is d
ispl
ayed
in
stea
d of
th
e bl
ackn
ess
of
spac
e.
Use
rs
with
sl
ower
m
achi
nes,
or
thos
e us
ing
the
soft
war
e re
nder
ing
syst
em, m
ay
wan
t to
tur
n th
is o
ptio
n of
f to
sp
eed
up g
amep
lay.
Stip
ple
Alp
ha:
Sele
ctin
g th
is op
tion
will
cau
se
the
soft
war
e re
nder
ing
syst
em
to d
ispl
ay t
rans
pare
ncy
effe
cts
with
a s
cree
n-do
or a
ppea
ranc
e,
whi
ch r
esul
ts in
hig
her
grap
hic
perf
orm
ance
at
the
expe
nse
of
visu
al q
ualit
y.
Hit
Eff
ects
:T
urni
ng t
his
opti
on o
ff w
ill
disa
ble
bulle
t hi
t ef
fect
s.
T
hese
ef
fect
s ar
e pl
ayed
w
hene
ver
bulle
ts h
it sh
ips
or
othe
r ga
me
obje
cts.
O
wne
rs
of
slow
er
com
pute
rs
or
wit
hout
an
y ha
rdw
are
acce
lera
tion
m
ay
wan
t to
di
sabl
e th
is o
ptio
n to
spe
ed u
p th
e ga
me
duri
ng b
ig b
attle
s.
See
also
“N
umbe
r of
Eff
ects
” in
the
vid
eo o
ptio
ns s
cree
n.
Dam
age
Eff
ects
:W
hen
ship
s ge
t da
mag
ed,
they
m
ay
spar
k,
smok
e or
em
it
flam
es.
W
hile
th
is
is
an
impo
rtan
t ga
mep
lay
elem
ent,
re
nder
ing
of t
hese
eff
ects
can
ca
se
a sl
ow
fram
e ra
te
on
slow
er m
achi
nes
or m
achi
nes
with
out
hard
war
e ac
cele
ratio
n.O
wne
rs
of
thes
e sl
ower
m
achi
nes
may
wan
t to
dis
able
th
ese
effe
cts.
See
also
“N
umbe
r of
Eff
ects
” in
the
vi
deo
optio
ns s
cree
n.
Muz
zle
Flas
h E
ffec
ts:
Tur
ning
thi
s op
tion
off
will
di
sabl
e ef
fect
s th
at g
et p
laye
d w
hen
ship
s fi
re
bulle
ts.
D
isab
ling
this
op
tion
m
ay
spee
d up
the
gam
e on
slo
wer
m
achi
nes
duri
ng b
ig b
attl
es,
but
will
not
look
as
good
. Se
e al
so “
Num
ber
of E
ffec
ts”
in
the
vide
o op
tions
scr
een.
h o m e w o r l dpage
79
7.3 ga
mep
lay
opt
ions
screen shot
Mou
se S
ensi
tivi
ty:
Thi
s sl
ider
bar
con
trol
s ho
w
muc
h m
ouse
mot
ion
it ta
kes
to
mov
e th
e cu
rsor
on
the
scre
en.
Lef
tclic
k an
d dr
ag t
he in
dica
tor
to t
he l
eft
to m
ake
your
cur
sor
mov
e m
ore
slow
ly a
nd t
o th
e ri
ght
to
mak
e it
re
spon
d to
m
ouse
mov
emen
t mor
e qu
ickl
y.
Info
Ove
rlay
: W
ith
this
to
ggle
d on
, ev
ery
time
you
sele
ct a
shi
p or
gro
up
of s
hips
, the
ir t
ype
and
num
ber
will
app
ear
in t
he u
pper
rig
ht
corn
er o
f the
scr
een.
pagehomeworld gameplay gu ide 80
7.4 ke
y bi
ndin
gsscreen shot
Thi
s m
enu
allo
ws
you
to
chan
ge
wh
ich
g
amep
lay
com
man
ds a
re a
ctiv
ated
by
whi
ch k
eyst
roke
. T
o ch
ange
a
com
man
d ke
y, d
oubl
eclic
k on
th
e co
mm
and
you
wis
h to
ch
ange
and
pre
ss t
he n
ew k
ey
you
wis
h to
tr
igge
r th
e co
mm
and.
Sh
ould
you
wis
h to
er
ase
all
the
chan
ges
you
have
m
ade
and
retu
rn t
he c
omm
and
keys
to
thei
r or
igin
al a
ssig
n-m
ents
, lef
tclic
k on
the
<R
ESE
T
TO
DE
FAU
LT
S> b
utto
n.
h o m e w o r l dpage
81
ship data
h o m e w o r l dpage
8.1 Ship Categories
Ships in Homeworld are divided into several broad categories based ontonnage. Initially, no combat vessel larger than a Corvette is available, butthrough research all classes become available. Those classes are as follows:
Strike Craft:
This small ship class includes both Fighter and Corvette hulls.While highly maneuverable (Fighters are the only vessel classcapable of performing special combat flight maneuvers), StrikeCraft are unable to carry enough reactor mass to generate a self-sustaining drive torch, and so they must be refueled. This limitstheir range from the Mothership, unless a Support Frigate isprovided to carry fuel for them. Strike Craft also are too small to carry the hyper drive module and cannot enter hyperspace by themselves.
Capital Ships:
This class represents the first generation of large crew vessels andincludes the Frigate and Destroyer classes of warships along withthe larger support vessels like the Cloak Generator, ResourceCollector and Grav Well Generator. Capital Ships are the hardbackbone of any attack fleet, and what they lack in speed andmaneuverability is made up for in firepower and armor. CapitalShips have a limited self-repair capability.
Super Capital Ships:
These huge warships represent vast investments of resources, timeand technology, and are as valuable as they are powerful. Secondonly to the massive Mothership in size and capability, these vesselsare dreadnoughts of cutting edge-technology. They carry theirown hyper drive modules and some even have onboardmanufacturing arrays in order to replace ordinance or constructsmaller vessels. While extremely powerful and able to absorb largeamounts of damage, they are still vulnerable to masses of smallships and should never be deployed without a flotilla of smallerwarships.
8 ship data
83
pagehomeworld gameplay gu ide
s o m e d e f i n i t i o n s :
Mass:
Firepower:
Armor:
Coverage:
Maneuverability:
Max. Velocity:
The mass of the ship in tons
The amount of damage the ship can inflict (relative weighting)
The amount of damage the ship’s armored hull can withstand
The percentage of a sphere theship can cover with its guns
How maneuverable and agile theship is
The ship’s top speed
8.2 Ship Stats and Descriptions
84
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
h o m e w o r l dpage
True to its name, the Scout is afast, cheap ship that is useful forscouting out enemy locations.
Because of its high maneuverability,the Scout is excellent for creatingdiversions and light harassmentwhile avoiding enemy fire.
While less maneuverable than theScout, the Interceptor easilycompensates with its muchheavier weaponry. TheInterceptor is a good Fighterkiller and stacks up favorablyagainst Capital Ships when usedin greater numbers.
Although its slow speed keeps theDefender from being a primaryattack force, its gimbaled guns andhigh power rotational thrustersallow it the greatest coverage of allFighters.
40 tons
10
110
8%
Very high
1000m/s
Speed burst
(press [z] to activate)
none
scout
60 tons
18
160
10%
high
875 m/s
none
Fighter Drive, Heavy Fighter Chassis
interceptor
60 tons
30
280
90%
high
385 m/s
none
Fighter Drive, Heavy Fighter Chassis, Fire Control
defender
fighter class8.2.1- 8.2.3
85
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
pagehomeworld gameplay gu ide
kushan taiidan
With cloaking sails active, theCloaked Fighter is the stealthiestship around. Highly useful forsimple surveillance, the CloakedFighter is also a good attack craft.It must, however, de-cloak to fire,making it vulnerable for a shortperiod of time.
A technological advance createdplasma bomb technology smallenough to fit in a Fighter-sizedcraft. The Attack Bomber wasborn. While its slow-movingplasma bombs can be outrun byFighters, they make short work ofFrigates and other Capital Ships.
The Defense Fighter has noattack weaponry to speak of;instead, it fires beams from itsemitter dome to shoot downoncoming enemy fire. Thismakes the Defense Fighter anexcellent mobile protective force,especially when used with otherFighter craft.
40 tons
10
150
10%
high
775 m/s
Cloaking (doubleclick or:
press [z] to activate)
Fighter Drive, Heavy Fighter Chassis, cloaked fighter
cloaked fighter
90 tons
45
300
5%
medium
700 m/s
none
Fighter Drive, Heavy Fighter Chassis, Plasma Bomb Launcher
attack bomber
75 tons
-
300
80%
high
875 m/s
none
Fighter Drive, Heavy Fighter Chassis, Defense Fighter
defense fighter
fighter class 8.2.4 - 8.2.6
86
(kushan only)
(taiidan only)
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
h o m e w o r l dpage
Its heavy-duty engine, chassis,and armor make the Light Corvettesignificantly slower than any ofthe Fighter-class ships.
Its salvation comes in a powerfulturreted gun which is fast enoughto hit Fighters flying at full speed.
More armored than its lightcousin, the Heavy Corvette addsa second high powered turret toan already powerful craft. Itsturrets allow the Heavy Corvetteto track two Fighters at once andalso make it a moderate threat toCapital Ships.
The Repair Corvette is capable ofrepairing and refueling Fighters“in the field.” While equippedwith only a small gun, the RepairCorvette has heavy armor toprotect itself and the craft it’srepairing. Timely support from aRepair Corvette can be quiteuseful in a long battle.
400 tons
100
900
40%
medium
575 m/s
none
Corvette Drive, Corvette Chassis
light corvette
750 tons
200
1700
50%
medium
350
charged burst attack
Corvette Drive, Corvette Chassis, Heavy Corvette Upgrade
heavy corvette
750 tons
65
1200
10%
medium
500 m/s
can repair + refuel strike
none
repair corvette
corvette class8.2.7 - 8.2.9
87
(hold [z] + leftclick on the target to activate)
craft, repair capital ships. (hold [z] + leftclick
on the ship(s) to service)
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
pagehomeworld gameplay gu ide
kushan taiidan
This beefy Corvette was once used exclusively for towing junkand salvaging derelicts. Afterbeing adapted for combat, theSalvage Corvette gained theability to capture enemy shipsthat are heavily damaged. Oncecaptured, these ships are towedback to a Carrier or theMothership for refitting.
Following advances in turrets andauto-targeting, the Multi-GunCorvette was conceived. It sportsa full six articulating turrets. Thisallows it to track numerous fast-moving targets at once, making itespecially deadly against largegroups of Fighters.
While the Minelayer has normalattack capability (dropping minesthat float slowly toward theirtarget), it can also perform a forcemine drop, where a wall of minesare laid at the current location.Running into a minefield with afleet of Capital Ships is sure toruin anyone’s day.
1200
NA
1200
-
medium
425 m/s
capture of enemy ships
Corvette Drive, Corvette Chassis
salvage corvette
750 tons
180
1400
78%
medium
695 m/s
none
Corvette Drive, Corvette Chassis, Fast Tracking Turrets
multi-gun corvette
900 tons
300
800
-
medium
425 m/s
creation of minefields
Corvette Drive, Corvette Chassis, Minelaying Tech
minelayer corvette
corvette class 8.2.10 - 8.2.12
88
(leftclick on enemy ships to activate)
(doubleclick or: press [z] to activate)
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
h o m e w o r l dpage
The Assault Frigate is the mostgeneral purpose combat ship ofthe capital ships. It has four largeturrets, which afford it excellentcoverage, as well as two fixedplasma bomb launchers. While itsturrets are too slow to track fast-moving Fighters, they can take outthe slower Corvettes with ease.
When ion beam power washarnessed, the scale necessary toproduce a severely damagingbeam meant that an entire Frigatecould hold only one cannon. Theacceleration ladder alone runs theentire length of the ship. Whatresults is a devastatingly powerful,focused ion beam.
Giving support to Strike Craft incombat is the Support Frigate’smain role. It has ten Fighterdocking pads and four Corvettedocking arms for repairing andrefueling. Although it is wellarmored, the Support Frigate hasonly one large turret for defenseand is best not left alone.
45,000
2400
16000
75%
low
325 m/s
none
Capital Ship Drive, Capital Ship Chassis
assault frigate
57,000
4000
15000
2%
low
300 m/s
none
Capital Ship Drive, Capital Ship Chassis, Ion Cannons
ion cannon frigate
45,000
760
12000
15%
low
450m/s
can repair + refuel strike
Capital Ship Drive
support frigate
frigate class8.2.13 - 8.2.15
89
craft (hold [z] + leftclick on ship(s) to service
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
pagehomeworld gameplay gu ide
kushan taiidan
The Drone Frigate is essentially aholding and control system forthe 24 drones it houses. Thesehighly maneuverable drones eachcontain a powerful gun and, whenlaunched, form a sphere aroundthe Drone Frigate, giving it superbprotection against Fighters.
Like the Defense Fighter, theDefense Field Frigate has noattack capability. It can, however,deflect almost 100 percent of alloncoming enemy fire, with theexception of ion beams, mines,and missiles.
60,000
4900
16000
100%
low
325 m/s
drone launching / retraction:
Capital Ship Drive, Capital Ship Chassis, Drone Technology
drone frigate
53,000
-
17600
100%
low
325 m/s
Defense field (always active)
Capital Ship Drive, Capital Ship Chassis, Defense Field
defense field frigate
frigate class 8.2.16 - 8.2.17
90
(kushan only)
(taiidan only)
(doubleclick or: press [z] to activate)
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
h o m e w o r l dpage
Although its total firepower issignificantly less than that of aregular Destroyer, the guidedmissiles it launches make theMissile Destroyer a formidablefoe to Strike Craft and Capitalships alike. For supply, the MissileDestroyer has a full missilemanufacturing center in its belly.
A veritable feat of engineering,the Carrier incorporates an entireconstruction center, capable ofbuilding up to Frigate-class ships.In addition, a huge docking arrayprovides space for up to 50Fighters and 25 Corvettes. Itsrapid fire deck guns give itadequate defense.
The goliath of Capital Ships, thisbruiser carries four twin-mountedion cannons and six heavy turrets,each almost half the size of anentire Frigate. When a HeavyCruiser shows up on the scene,things get really quiet really fast.
200,000
8500
42000
-
low
295 m/s
missile volley attack
Super Capital Ship Drive, Guided Missiles
missile destroyer
600,000
4100
72000
60%
very low
300 m/s
Can repair and refuel strike
Super Capital Ship Drive, Super Heavy Chassis
carrier
800,000
19,000
70000
80%
very low
190 m/s
none
Super Capital Ship Drive, Super Heavy Chassis, Heavy Guns
heavy cruiser
super capital class8.2.18 - 8.2.20
91
(hold [z] and leftclick on the target to activate)
craft. (hold [z] and leftclick on the
ship(s) to service)
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
pagehomeworld gameplay gu ide
kushan taiidan
When it comes to taking downother Capital Ships, the Destroyeris a first choice. It has twin ioncannons and two modified largeturrets. With maneuverabilityalmost equal to a Frigate, theDestroyer is able to move aroundwell in combat and react quicklyto changes in the battle.
her
The massive mothership containsthree main sections: navigation,the fleet foundry, and cryogenics.
Navigation analyzes local sensordata, the foundry providescomplete construction capability,and cryogenics maintains the500,000 colonists aboard.
185,000
10500
44000
35%
low
315 m/s
none
Super Capital Ship Drive
destroyer
5,000,000
7500
160000
60%
-
50m/s
-
-
mothership
super capital class 8.2.21
92
mothership class 8.2.22
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
h o m e w o r l dpage
Using a modified Phased Dis-assembler Array, the ResourceCollector extracts at a molecularlevel the base elements in anyresource. It then converts theseelements into Resource Units,the generic term for base levels ofmaterial necessary for construction.
The Resource Controller providesremote drop-off capability to theResource Collector, minimizingtime spent in transit. Additionally,it supports refueling of sixFighters and two Corvettes atonce via its docking pads.
The Probe is outfitted with a one-time use engine which provides ahuge power output for a shortperiod of time. This results invery fast travel, but once in placethe probe can’t be moved again.
40,000
-
10800
-
medium
300 m/s
can refuel strike craft.
none
resource collector
79,000
-
13600
-
low
300 m/s
can refuel strike craft.
Capital Ship Drive
resource controller
40 tons
-
800
-
medium
4000 m/s
none
none
probe
non-combat class8.2.23 - 8.2.25
93
(hold [z] and leftclick on the ship(s) to service)
(hold [z] and leftclick on the ship(s) to service)
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
pagehomeworld gameplay gu ide
kushan taiidan
The Cloak Generator creates acloaking field large enough tocontain up to two Frigates. Anyship inside the field is completelyinvisible except when firing. Thegenerator can operate only for afixed amount of time beforerecharging must occur.
The Gravity Well Generatorcreates a strong field around itwhich stops all Strike Craft inplace. Gravity Well technology is less understood than cloakingand, as a result, the Grav Well’sunstable field must be shut downafter a certain amount of time andnever restarted.
A remote sensor pack with anengine strapped onto it prettymuch sums up the ProximitySensor’s. Beyond normal watch-dogging, its ability to detectcloaked vessels can make thelowly Proximity Sensor a handyship to have around.
22,000
-
6000
-
low
325 m/s
cloaking (doubleclick or:
press [z] to activate)
Capital Ship Drive, Cloak Generator
cloak generator
65,000
-
8000
-
low
325
captures Strike Craft in its
Capital Ship Drive, Gravity Generator
grav well generator
40 tons
-
800
-
very high
1000 m/s
none
Proximity Detector
proximity sensor
non-combat class 8.2.26 - 8.2.28
94
field (Doubleclick or: Press [Z] to activate)
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
d e s c r i p t i o n
d e s i g n a t i o n
mass:firepower:
required technology:
armor:coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
h o m e w o r l dpage
Expanding the sensor ability ofthe Mothership with its larger-scale design, the Sensors Arrayprovides full data on the localenvironment, letting you see theposition and number of all enemyships, as well as resource pockets.
Each Research Ship is a fully-functioning science facility thatdevelops new technologies for thefleet. Newly-built Research Shipswill link up with existing ones,increasing the aggregate armor ofthe facility.
here
2900
-
6000
-
low
280m/s
none
Proximity Detector, Sensor Array
sensors array
11,000
-
4500
-
low
280 m/s
none
none
research ship
non-combat class8.2.29 - 8.2.30
95
technologies
h o m e w o r l dpage
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
The new heavy drives require a whole new hull technology based on heavily reinforced alloy skeletons that canbear the stress of multi-level decking and heavy weapon mounts. The groundwork has been laid to design theship’s spine to incorporate theoretically very heavy beam weapons. This breakthrough can be adapted to severalspecial purpose designs as well as the creation of Frigate class warships. Scientists believe this chassis could leadto even more massive ship designs.
Capital Ship Drive
Capital Ship Production, Ion Cannons, Super Capital Ship Drive, Super Heavy Chassis,
Gravity Generator, Cloak Generator
Frigate, Ion Cannon Frigate, Drone Frigate, Defense Field Frigate.
9.1 capital ship chassis
The advances in Strike Craft drives soon made it obvious that the next step in ship engineering should be driveslarge enough to achieve self-sustaining fusion torches while accelerating high mass vessels to combat speeds.The capital ship drive finally allows for vessels that do not require refueling.
none
Capital Ship Chassis
Frigate, Ion Cannon Frigate, Drone Frigate, Defense Field Frigate, Support Frigate,
Gravwell Generator, Cloak Generator, Resource Controller
9.2 capital ship drive
In an inspiration of design not seen since the Mothership was built, engineers have worked out the plans for thebiggest and deadliest starships that can possibly be built by our manufacturing centers. The Heavy Cruiser andCarrier hulls based on this chassis require vast resources but should be considered the final words in offensivefirepower and durability.
Capital Ship Chassis
nothing
Carrier, Heavy Cruiser
9.3 super-heavy chassis
97
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
pagehomeworld gameplay gu ide
While researching electromagnetic ram-scoops, a Kushan scientist stumbled across a process by which intensefields could wrap photons around an object and render it invisible. Because the ratio between the size of thefield and the mass of the generator kept the effect minimal, it was considered nothing more than a scientificcuriosity. This was until a research team discovered that a generator large enough to emit electromagnetic fieldsjust strong enough to render a Fighter invisible could be mounted on a Fighter chassis.
Fighter Chassis
nothing
Cloaked Fighter
9.4 cloaked fighter (kushan only)
Scientists have taken an entire Frigate hull and dedicated it to housing the electromagnetic field emitters neededto generate the strong light-warping field. The invisibility effect is an impressive one but requires every erg ofpower not going into propulsion and life support.
Capital Ship Chassis
nothing
Cloak generator
9.5 cloak generator
With an improved engine, engineers were quickly able to expand their initial large utility hulls into a full-fledgedcombat chassis. This new generation of Strike Craft had large crew areas with multiple control stations whichwould open the door for heavy, multi-role Strike Craft with full turret capability and superior composite armorplating.
Corvette Drive
Heavy Corvette Upgrade, Fast Tracking Turrets, Minelaying Tech, Corvette Production
Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette,
Minelayer Corvette
9.6 corvette chassis
98
h o m e w o r l dpage
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
This improvement to the Fighter drive trades mass for power. While far too big to wrap a Fighter around, thisnew drive is perfect for the Corvette class of ships. The higher power output allows for heavier weapon systemsand powered turrets. Unfortunately, despite a higher degree of fusion efficiency, these drives still requirereaction mass to be injected into the fusion torch and must be refueled regularly.
nothing
Corvette Chassis
Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette, Minelayer Corvette
9.7 corvette drive
Exploiting the Fighter frame even further, Taiidan scientists were able to produce a design capable of supportingthe large Dome Array mounting which makes the Defense Laser possible.
Fighter Chassis
nothing
Defense Fighter
9.9 defense fighter (taiidan only)
99
The key to this giant drive system is to pulse and shape the torches of multiple fusion engines into one coherentthrust factor strong and stable enough to accelerate a huge mass without tearing the structure apart withoscillation instabilities. The super-capital class of drive systems is derived from mating the efficiency of thestandard Capital Ship drive with power plants in the same league with the ones that power the Mothershipherself. Not only does this drive system allow for the largest designs of warships but the incredible power outputalso makes possible new weapon systems.
Capital Ship Chassis
Heavy Guns, Guided Missiles
Destroyer, Missile Destroyer, Carrier, Heavy Cruiser
9.8 super-capital ship drive
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
pagehomeworld gameplay gu ide
The defense field is actually an extremely low frequency EM transmitter - ‘mass wave’ being the common namefor extremely low frequency, high amplitude EM radiation. To broadcast waves with enough energy to block acannon round, but at a low enough frequency to match that of the round's mass wave required extensiveresearch and testing by Taiidan scientists. The system that was devised is so bulky that it could only be fitted ona Frigate chassis. It is never built into larger ships because of interference with other ship’s systems. Specialmodification needed to be made to the drive systems of the Frigate chassis to make it possible to bear thedistinctive white drum of the transmitting antenna.
Capital Ship Chassis
nothing
field frigate
9.10 defense field (taiidan only)
Scientists working on remote-controlled Fighters have joined forces with turret engineers to produce a small,free turret system that is basically a gun with a small station-keeping engine attached to it. While a single dronebarely packs enough firepower to threaten a Scout, in larger numbers they can combine to create a storm ofwithering fire.
Capital Ship Chassis
nothing
Drone Frigate
9.11 drone technology (kushan)
In an attempt to further increase fleet defense against high speed Fighter attacks, breakthroughs were made inboth computerized tracking systems and high-speed magnetic couplings. Engineers combined these into a newseries of fast-tracking turrets that can be mounted in multiple configurations on hulls as small as Corvettes. Thisability to track multiple targets and engage them with separate turrets has allowed the creation of small gunshipsthat can serve effectively in the anti-Fighter role.
Corvette Chassis
nothing
Multi-Gun Corvette
9.12 fast-tracking turrets
100
h o m e w o r l dpage
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
The first requirement for more powerful Strike Craft is a better engine. Fighter Drive technology allows us tomodify the plasma ducting and reaction efficiency of our smallest reactors and create a whole new generation ofhigh-performance Strike Craft that can carry heavier armor and payloads.
none
Fighter Chassis
Interceptor, Defender, Cloaked Fighter, Defense Fighter, Attack Bomber
9.13 fighter drive
With the need for better space superiority systems, engineers have developed a whole new generation oftargeting computer and sensor suites and combined them into specialized Fire Control systems. These newcontrol systems can be adhered to gimbals mounted weapons to enable them to track and fire upon small, fastStrike Craft.
Fighter Chassis
nothing
Defender
9.15 defender sub-systems
101
Scientists from the Proximity Detector project went further into the study of discrete field effects and devised alocalized sensor web that can increase resolution of passive scanning by a thousand-fold. This web can beimbedded in a specialized hull and is used to completely augment a command vessel’s scanning and receivingcapabilities, resulting in a full tactical view of the entire quadrant of space.
Proximity Detector
nothing
Sensors Array
9.14 sensor array
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
pagehomeworld gameplay gu ide
When the attempt to create a gravitational lensing system went awry, researchers found themselves with arunaway gravimetric distortion field and no way to escape -- their shuttle craft were pinned in the sameintensified gravity field that was threatening to crush them. Luckily, a passing Assault Frigate was able to targetthe lab ships’ engines and cut off power to the field generator. A decidedly refined version of this accidentaleffect became the Gravity Generator, which is capable of holding all Strike Craft within the gravimetric field untilthey are destroyed or the generator burns out.
Capital Ship Chassis
nothing
Gravwell Generator
9.16 gravity generator
Missile technology has been available since the dawning days of space exploration but it has always beenirrelevant as a weapon system because of its slow speed of any kind of non-fusion engine and the lack of awarhead that could effectively harm an armored starship. The plasma bomb solved the latter problem but itwasn’t until the development of the Super Capital Ships, that a platform existed to house and power missilesthat were large enough to carry the reaction mass needed to pursue a combat vessel. Using a variant of thestored plasma warhead, the guided missile actually draws superheated plasma into its internal magneticcontainment field. When launched this field is then shaped and vented to simulate a traditional chemical rocketexhaust in order to give the missile high speed and maneuverability necessary to engage a fusion powered vessel.
Super Capital Ship Drive
nothing
Missile Destroyer
9.17 guided missiles
This breakthrough represents the pinnacle of Corvette class design and technology. The achievement here isbeefing up the structural strength of the Corvette hull with advanced composites and EM field couplers so itcan handle the stress of carrying a second heavy turret. Advancements in ablative armor techniques are the finalpart of an upgrade package that creates the most powerful Strike Craft in existence.
Corvette Chassis
nothing
Heavy Corvette
9.18 heavy corvette upgrade
102
h o m e w o r l dpage
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
d e s i g n a t i o n
required tech:
leads to:
needed for:
Once the full capabilities of the new Fighter drives are documented, scientists quickly will begin designing newframes that translate this power into better armor, longer range and heavier loadouts. The Fighter chassis is theblueprint for a new generation of heavy Fighters and Interceptors.
Fighter Drive
Fighter production, Defender Sub-Systems, Plasma Bomb Launcher, Cloaked Fighter, Defense Fighter
Interceptor, Defender, Cloaked Fighter, Defense Fighter, Attack Bomber
9.19 fighter chassis
The final advancement in ship power plants opened the door for truly massive bore mass drivers and the turretsneeded to support them. Mounted only on Super Capital Ships, these new turrets are nearly the size of Frigatesand pack enough power to cripple or destroy a smaller vessel in a single hit. These Heavy Gun systems are somassive that the magnetic couplings have to draw power directly from the main drive in order to rotate theweapon mount inside the turret housing.
Super Capital Ship Drive
nothing
Heavy Cruiser
9.20 heavy guns
High-powered beam weapons are a tactician’s dream and an engineer’s nightmare. The size-to-power ratioswere completely unworkable until the development of the Capital Ship chassis, which provided the room toemploy a truly deadly directed beam of charged ions. The cannon draws power directly from the Capital Ship’smain drive to supply not only the superheated hydrogen ions but also the tens of meters of super-conductingmagnetic coil that focus and accelerate the beam. The Frigate chassis is just large enough to mount an ioncannon in a spinal arrangement.
Capital Ship Chassis
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Ion Cannon Frigate, Destroyer, Heavy Cruiser
9.21 ion cannons
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When scientists tried applying plasma bomb launcher technology to the larger Corvette hulls, they accessed amore powerful fusion drive that allowed them to experiment with the size of the plasma bomb containment fieldand new deployment methods. The development of super-dense plasma injectors made it possible to create amine dispenser that would fit inside a Corvette hull and still be able to produce dozens of small plasma warheadsdesigned to detonate on near contact with enemy hulls. With this technology, it’s possible to create minefieldsaround the Mothership at a moment’s notice.
Corvette Chassis
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Minelayer Corvette
9.22 minelaying tech
One of the benefits of a larger Fighter frame is the ability to modify a Strike Craft to carry powerful directedenergy payloads. The plasma bomb system draws high-energy plasma from the Fighter’s fusion torch drive andvents it into a small magnetic containment sphere mounted aboard a direct fire missile. The plasma ventingoccurs in the split second between the pilot firing the bomb and the bomb actually leaving its cradle. Uponimpact with the target, the bomb’s containment sphere ruptures and releases the near-fusion plasma in a singlemassive burst. While the missile is unable to accurately target fast-moving Strike Craft, it can be devastating toslower-moving Capital Ships. This ornate and powerful weapon system leaves a Strike Craft without any roomto mount other weapons.
Fighter Chassis
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Attack Bomber
9.23 plasma bomb launcher
Long range scanning has always been difficult since most active sensors can be easily fooled or fed false data. Tocompensate for this, scientists have designed small passive sensor packages fitted to modified missile engines.These sensor packages can be ordered to take up position anywhere within communication range and then directbeam back real time information about their local area of space.
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Sensor Array
Proximity Sensor
9.24 proximity detector
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credits
h o m e w o r l dpage
Director:Alex Garden
Lead Designer:Erin Daly
Lead Programmer:Luke Moloney
Art Director:Rob Cunningham
Lead Artist:Aaron Kambeitz
Designers:Adam BulliedQuinn Duffy
Programmers:Gary ShawKeith HentschelFalko PoikerDarren StoneBryce PasechnikDrew DunlopJason Dorie
Sound Programming:Shane AlfredsJanik Joire
Artists:Arthur ShimizuDavid T. CheongKelly O'HaraErin OlorenshawAndy LangArt We
Music and Sound Effects:Paul RuskayStudio X Production LabsVancouver, Canada
Roger SavoieHeadroom StudiosVancouver, Canada
Executive Producer/COO:Ron Moravek
CFO:Curtis Terry
IT Support:Frank Roberts
Pilot Voices:David SobolovIan James CorlettJason Wingham
Voice of Fleet Command:Heidi Ernest
Voice of the Bentusi Traders:Campbell Lane
Voice of Fleet Intelligence:Michael Sunczyk
Additional Voices:Brian ArnoldTina SavoieLucas Wolf
Manual and Story Written by:Montgomery E. Crabapple
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Story Concept:Dave “the Smoking Dog” Williams
Manual Graphic Design:Rubber Oven Design
Manual Illustrations:Tom GrahamAaron KambeitzRob Cunningham
Homeworld Website:(www.homeworld.net)Art Direction by RubberOven Design
Design and production byFirstWeb Communications
Astronomy Consultant:Jaymie M. Matthews
Deep Space DryMethane Martinis:Jaymie M. Matthews
Beta Testing:The fine folks at Valve SoftwareThe boys at Firing SquadThe Sierra crewwww.Homeworld.org
Clean Power provided by:ESP Electronic Systems Protection Inc.
Special Thanks:Peter ElsonChris FossRalph McQuarrie
credits
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Joe JohnstonNilo Rodis-JameroRhett BrewerElijah's MantleRidley ScottVangelisAstronomy MagazineSpace Telescope Science InstituteEd KonyhaJohan ThorntonHempBCCannabis CanadaStarbucks (Yaletown)Subeez CafeThe Cambie BakeryThe Elbow RoomTigalo’sRainmanThe Lemon GrindGod (whoever She is)Geoff KeighleyDan McBrideElliot ChinGenevieve OstergardJim “Don't hurt me...” VeevaertChris TaylorDon MattrickMyriam DeschenesDrew “Dude, I gotta go home” McLeanKristi the Kick-Ass Costco lady from MauiDugald Mcpherson (Royal Bank of Canada)
Norman, for getting me into this business
Extra Special Thanks:George Lucas, for the inspirationPeter Molyneux, for the adviceScott Lynch, for making everything possible
Special Thanks for Design:Greg MacMartinJohn Mavor
Special Thanks for Financial Consultation:Lance “Kill 'em All!” Davis
Tolerance Thanks:EricaPaigeMonica AlfredsCarol DuffyOur families & friends (who don’tremember us, but we still love them)
Sierra Studios
Senior Vice President:Scott Lynch
General Manager:Mark Hood
Director of Marketing:Jim Veevaert
Product Managers:Dan AmdurDoug Lombardi
PR Manager:Genevieve Ostergard
Creative Services:Justin Kirby
QA
QA Manager:Gary “Koros” Stevens
QA Supervisor:Ken “Sunshine” Eaton
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QA Leads:Torsten “Uwajimaya” ReinlBernadette “Audona” Pryor
QA Analysts:Erinn “Ares” HamiltonPhil “Nautikus” KuhlmeyAndrew “Queen Mum” CowardDanny “RosterCogburn” HarrisonMatt “Slinky” JulichMarc “The Stalker” NagelBryan “Kung-Fu Chicken” WalkerLester “Mr. Wags” StockerCade “Tre_D” MyersDarren “Force Majeure” BeilChris “No Name” Mason
PC Technician:Byron “Death’s Shadow” Hummel
Compatibility Lab:Pat “Garden Weasel” Callahan
Titan Lead Engineer:Stuart Seelye
Titan Engineers:Brian RothsteinMike NicolinoErik De BonteColen Garoutte-CarsonLee OldsEric Harman
HOMEWORLD COPYRIGHT 1997-1999
Sierra ON-LINE Inc. COPYRIGHT 1997-1999
Relic Entertainment Inc. MMCXVIII
®
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END USER LICENSE AGREEMENT
1. Limited Use License
Sierra On-Line, Inc. (“Sierra”) hereby grants, and by installing the programyou thereby accept, a limited, non-exclusive license and right to install anduse one (1) copy of the program for your personal use on either a home orportable computer. You may not network the program or otherwise install itor use it on more than one computer at a time. The program may contain alevel editor (the “editor”) that allows you to create custom levels, maps,courses or other materials for your personal, noncommercial use inconnection with the program (“new materials”). All use of the editor issubject to this License Agreement. The program is licensed, not sold. Yourlicense confers no title or ownership in the program.
2. Ownership
All title, ownership rights and intellectual property rights in and to theprogram and any and all copies thereof (including but not limited to anytitles, computer code, themes, objects, characters, character names, stories,text, dialog, catch phrases, locations, concepts, artwork, animations, sounds,musical compositions, audio-visual effects, methods of operation, moralrights, any related documentation, and “applets” incorporated into theprogram) are owned by Sierra or its licensors. The program is protected bythe copyright laws of the United States, international copyright treaties andconventions and other laws. All rights are reserved. The program may containcertain licensed materials and Sierra’s licensors may act to protect their rightsin the event of any violation of this agreement.
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A. Subject to the grant of license hereinabove, you may not, in whole or in part,copy, photocopy, reproduce, translate, reverse engineer, derive source codefrom, modify, disassemble, decompile, or create derivative works based on theprogram, or remove any proprietary notices or labels on the program withoutthe prior consent, in writing, of Sierra.
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(i) sell or transfer reproductions of the program toother parties in any way, nor to rent, lease or licensethe program to others.
(ii) exploit the program or any of its parts for anycommercial purpose including, but not limited to,use at a cyber café, computer gaming center or anyother location-based site;
(iii) use or allow third parties to use the editor andthe new materials created thereby for commercialpurposes including, but not limited to, distributionof new materials on a stand alone basis or packagedwith other software or hardware through any and alldistribution channels, including, but not limited to,retail sales and on-line electronic distributionwithout the express written consent of Sierra; and
(iv) host or provide matchmaking services for theprogram or emulate or redirect the communicationprotocols used by Sierra in the network feature of theprogram, if any, through protocol emulation,tunneling, modifying or adding components to theprogram, use of a utility program or any othertechniques now known or hereafter developed, forany commercial purpose including, but not limitedto commercial network play over the Internet,network play utilizing commercial gaming networksor as part of content aggregation networks; provided,however, you are permitted to host matchmakingservices for the program for Internet play solely on anoncommercial basis (e.g., without charge of anykind and on a noncommercial site without anyassociated commercial activity, such as advertising orcommercial linking or framing). Sierra has no liabilityand provides no warranty concerning Internet playperformance of the program.
D. You must back-up to another secure location, on a regular basis, any datafiles concerning your use of the program as Sierra has no liability for lost orcorrupted data.
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4. Program Transfer. You may permanently transfer all of your rights under this LicenseAgreement, provided the recipient agrees to the terms of this LicenseAgreement and you agree to remove the program and any new materials fromyour home or portable computer.
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This License Agreement is effective until terminated. You may terminate theLicense Agreement at any time by destroying the program and any newmaterials. Sierra may, at its discretion, terminate this License Agreement inthe event that you fail to comply with the terms and conditions containedherein. In such event, you must immediately destroy the program and anynew materials.
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The program may not be re-exported, downloaded or otherwise exportedinto (or to a national or resident of) any country to which the U.S. hasembargoed goods, or to anyone on the U.S. Treasury Department’s list ofSpecially Designated Nationals or the U.S. Commerce Department’s Table ofDenial Orders. By installing the program, you are agreeing to the foregoingand you are representing and warranting that you are not located in, underthe control of, or a national or resident of any such country or on any such list.
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SIERRA EXPRESSLY DISCLAIMS ANY WARRANTY FOR THEPROGRAM, EDITOR, AND MANUAL(S). THE PROGRAM, EDITOR,AND MANUAL(S) ARE PROVIDED “AS IS” WITHOUT WARRANTY OFANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUTLIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE, OR NONINFRINGEMENT.SIERRA FURTHER DISCLAIMS ALL WARRANTIES WITH REGARD TOYEAR 2000 COMPLIANCE OF THE SOFTWARE. SPECIFICALLY,SIERRA MAKES NO WARRANTIES THAT THE PERFORMANCE ORFUNCTIONALITY OF THE PROGRAM WILL NOT BE AFFECTED BYDATES PRIOR TO, DURING, OR AFTER THE YEAR 2000, OR THATTHE PROGRAM WILL BE CAPABLE OF CORRECTLY PROCESSING,PROVIDING, AND/OR RECEIVING DATE INFORMATION WITHINAND BETWEEN CENTURIES, INCLUDING THE PROPER EXCHANGEOF DATE INFORMATION BETWEEN PRODUCTS OR APPLICATIONS.ANY WARRANTY AGAINST INFRINGEMENT THAT MAY BEPROVIDED IN SECTION 2-312(3) OF THE UNIFORM COMMERCIALCODE AND/OR IN ANY OTHER COMPARABLE STATE STATUTE ISEXPRESSLY DISCLAIMED.
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The entire risk arising out of use or performance of the program remains withyou; however, Sierra warrants up to and including 90 days from the date ofyour purchase of the program that the master disk on which the program isfurnished shall be free from defects in material and workmanship. In the eventthat the master disk proves to be defective during that time period, and uponpresentation to Sierra of proof of purchase of the defective program, Sierrawill at its option 1) correct any defect, 2) provide you with a product of equalor lesser value, or 3) refund your money.
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NEITHER SIERRA, ITS PARENT, SUBSIDIARIES, AFFILIATES NORLICENSORS SHALL BE LIABLE IN ANY WAY FOR LOSS OR DAMAGEOF ANY KIND RESULTING FROM THE USE OF THE PROGRAM OR EDITOR INCLUDING, BUT NOT LIMITED TO, LOSS OFGOODWILL, WORK STOPPAGE, COMPUTER FAILURE ORMALFUNCTION, DATA LOSS, DATA CORRUPTION OR ANY ANDALL OTHER COMMERCIAL DAMAGES OR LOSSES.
Some states do not allow the exclusion or limitation of incidental orconsequential damages, or allow limitations on how long an implied warrantylasts, so the above limitations may not apply to you.
9. Equitable Remedies.
You hereby agree that Sierra would be irreparably damaged if the terms of thisLicense Agreement were not specifically enforced, and therefore you agreethat Sierra shall be entitled, without bond, other security, or proof ofdamages, to appropriate equitable remedies with respect to breaches of thisLicense Agreement, in addition to such other remedies as Sierra mayotherwise have available to it under applicable laws.
10. Miscellaneous.
This License Agreement shall be deemed to have been made and executed inthe State of Washington and any dispute arising hereunder shall be resolvedin accordance with the law of the State of Washington. You agree that anyclaim asserted in any legal proceeding by one of the parties against the othershall be commenced and maintained in any state or federal court located inthe State of Washington, King County, having subject matter jurisdictionwith respect to the dispute between the parties. This License Agreement maybe amended, altered or modified only by an instrument in writing specifyingsuch amendment, alteration or modification, which is executed by bothparties. In the event that any provision of this License Agreement shall beheld by a court or other tribunal of competent jurisdiction to be
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unenforceable, such provision will be enforced to the maximum extentpermissible and the remaining portions of this License Agreement shallremain in full force and effect.
You hereby acknowledge that you have read and understand the foregoingLicense Agreement and agree that the action of installing the program is anacknowledgment of your agreement to be bound by the terms and conditionsof the License Agreement contained herein. You also acknowledge and agreethat this License Agreement is the complete and exclusive statement of theagreement between Sierra and you and that the License Agreement supersedesany prior or contemporaneous agreement, either oral or written (includinginconsistent statements in written materials and online help accompanying theprogram), and any other communications between Sierra and you.
THE SIERRA NO-RISK GUARANTEE
The Promise:
We want you to be happy with every Sierra product you purchase from us.Period. If for any reason you’re unhappy with the program, return it within90 days of your purchase for an exchange or a full refund.
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You’ve got to tell us why you don’t like the program. Otherwise, we’ll neverget any better. Send the program back to us within 90 days of your purchase,postage prepaid, along with your original, dated sales receipt and we promisewe’ll make things right.
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Product Returns:*
Sierra On-Line Returns4100 West 190th StreetTorrance, CA 90504
*Returns valid in North America only.NOTE:
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your purchase. After 90 days from your purchase, for replacement ofdefective programs, you must also include a $10.00 check payable to SierraOn-Line, Inc. for shipping and handling fees along with all CD-ROM(s).For replacement program documentation, you must include a $5.00 checkpayable to Sierra On-Line, Inc. for shipping and handling fees and aphotocopy of the jewel case from the program. Payment must be made at thetime of your request. Sorry, no credit cards. Returns to this address validin North America only.
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