TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Homeworld - Cataclysm » Homeworld - Cataclysm FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10

Sponsors:

------------------------------------------------------------------------------------------
F2: Evasive
In evasive, your ships will split out of formation (if they have one) and go into pairs. One ship acts as lookout while the other navigates. This is useful when you are scouting, since evasive ships have been known to zigzag to avoid engaging enemies (more explored land!). It's best to keep recons in this tactic so they can spy on enemies then retreat to safety.

F3: Neutral
A lot of people hate this tactic, but personally, I find it very useful.
Ships in neutral will only fire at enemies as they go past, and will not engage in direct combat. This is useful for squads to hunt down enemies, so if anything goes past, it will be fired at but not chased.

F4: Aggressive
Ships in aggressive are out for blood, and will hunt and chase down any enemy they see. If they are going somewhere, they cancel that order and attack the unfortunate victim. As long as the pilot of the enemy ship is breathing, your aggro ships won't rest until he/she/it (beast) dies.

------------------------------------------------------------------------------------------
XXVI: Formations
------------------------------------------------------------------------------------------
F5: Delta
Delta formation is best used for a group of 3-7 fighters/corvettes.
With frigates, only 3 MBF's or Hive frigates are good.

F6: Broad
Broad formation is the default stance when your fighters come out of the mothership. I'd say a VERY small group of ships could be placed in this.

F7: X
X formation is my fave for 5 cap ships. The only problem is that the ships on the outer edges are vulnerable to flank attack since the whole X must turn to attack.

F8: Claw
This is good for a large group of fighters, since the speed and manoeuvrability (did I spell that right?) of the claw is a serious threat to cap ships. Again, a flank attack on the rear ship is your best bet for disrupting the claw.

F9: Wall
A rubbish formation, which the computer likes, the ship on the top left is the main dude. It takes an age for the wall to turn on the TL pivot and by that time all ships are probably dead.

F10: Sphere
A good bet for large groups, since the victims are swarmed and turned into target practice (attack an asteroid with an acolyte!). Just remember that the bottom of the sphere is the most commonly unguarded.

F11: Custom
Whatever shape the formation is, ships will hold until given other orders.

F12: Parade/Command
The formation of hyperspace. Never use unless emergency hyperspace looms.

------------------------------------------------------------------------------------------
XXVII: Technology
------------------------------------------------------------------------------------------
This section hosts different types of tech: weapon systems and ship techs.

WEAPON TYPES

Mass Drivers: Projectile weapons, they have a fast-fire rate but are relatively weak.
Energy Cannon: Twice as strong as projectiles, they are slightly slower than projectiles and have a slow rate of fire. The fire noise on fighters is interesting, though.
Missiles: Missiles are slow, but deadly. They can be easily seen because of their engine trails. Unfortunately, missiles are not unlimited, and most smaller vessels have only been able to carry a few. Larger vessels are able to carry an onboard manufacturing supply, which doesn't run out. For some reason the Turanics have combatted this and their Missile Corvettes seem to have a never-ending supply of missiles.
Plasma Bombs: So far, only the Beast/Taiidani Attack bomber and the
Taiidani Assault frigate have plasma bombs. They are slow but devastating to anything that gets in i ts way. One assault frigate destroyed one of my support modules in 3 shots with it's plasma bombs. These weapons also have the longest range (excluding the siege cannon -see below)
Fields: Fields are means of defence. They come in the form of Sentinel
Force Fields and Defence Field Frigates. Sentinels shield all weapon (fully upgraded) blows while the Defence Field Frigate deflects half projectile weapons.
Siege Cannon Shot: The most powerful shot in the game, this projectile travels so slowly that even your command ship could outrun it. The shot will vaporize anything smaller than a frigate class vessel wherever it hits, and will kill anything it hits. Hitting the beast mothership and watching it spin round at 3000rpm is funny. When the shot is fired, you can see sparks coming out of it. These are the things that make the huge impact. When they disappear, the shot has lost power.
Infection Beam: The Beast's main, and ultimate weapon. It converts ANY race of ship to it's side, unless the ship cannot be infected/is immune.
The infection bean is fired from a claw on all infection-capable ships, and when fired hits everything in sight. Example: when a HC fires an infection beam, it comes out of a claw poking out of the top where the pilot should be. It is simply an Ion beam with sparks on. It has been known to jump from target to target and the screams heard are those of the pilot as he/she is ripped apart and the metal surrounding the ex-pilot becoming the twisted mass that makes up the
Beast. Once converted, the pilot's voice is that of a hybrid, who can be seen when you research Infection Vaccine and Infection Organism.


Research Lists
You'll notice in the research manager that the technologies are outlined in either green or blue. Blues are the essentials and greens are upgrades.

SOMTAAW
To research, the Somtaaw build Modules, which are specialized in certain areas.
For example, if you want to upgrade your armour level from 1 to 3, you would build an armour module, not a weapons module.

Hangar Bay Module
FIGHTER DRIVE
ADVANCED FIGHTER DRIVE
LINKING TECHNOLOGY
FRIGATE DRIVE
ADVANCED FRIGATE DRIVE
DESTROYER DRIVE
ADVANCED DESTROYER DRIVE

Armour Module
ARMOUR LEVEL 2
ARMOUR LEVEL 3
FORCE FIELD LEVEL 1
FORCE FIELD LEVEL 2
FORCE FIELD LEVEL 3

Engineering Module
HOLOGRAPHIC EMITTER
SUPPORT SYSTEMS
AFTERBURNER
REPAIR SYSTEMS
SALVAGING ABILITY

Advanced Engineering Module
MICRO SHIP CONSTRUCTION
REPAIR BOTS
PHASED TELEMETRY
ADVANCED SENSORS
INFECTION VACCINE (Only multiplayer)
CRYSTAL HARVEST ABILITY
INERTIALESS DRIVE (Only single player)

Weapon Module
ADVANCED ION CANNON
MISSILE LAUNCHER
SIEGE CANNON
ENERGY CANNON
E.M.P. WEAPON
QUANTUM EXPLOSIVE CHARGE
REPULSE WEAPON

BEAST
Notice that the beast only has 2 unique ships: The Command Ship and the Cruise Missile (actually 1: the Command Ship is the lower deck of the Somtaaw Command Ship). When you research, every ship (you have) is listed and several upgrades are the same. Some need to be stolen off
Somtaaw ships, by simply infecting then retiring. An example of this is the ENERGY CANNON, which the Beast does not have itself. Like Somtaaw, essential upgrades (or traits needed to construct the ship) are in Blue, and the upgrades in Green.

Genetics Module
SUPPORT SYSTEMS
BEAST INFECT WEAPON (upgrade)
CRYSTAL HARVEST ABILITY (upgrade/captured)

Recon(~captured)
ADVANCED SENSORS (upgrade)
ADVANCED FIGHTER DRIVE (upgrade/captured)
ARMOUR LEVEL 2 (upgrade/captured)

Acolyte (captured)
FIGHTER DRIVE
LINKING TECHNOLOGY (upgrade/captured)
ADVANCED FIGHTER DRIVE (upgrade/captured)
ARMOUR LEVEL 2 (upgrade/captured)

Interceptor
FIGHTER DRIVE
ADVANCED FIGHTER DRIVE (upgrade/captured)
ENERGY CANNONS (upgrade/captured)
ARMOUR LEVEL 2 (upgrade/captured)

Cloaked Fighter
FIGHTER DRIVE
CLOAKING ABILITY
ADVANCED FIGHTER DRIVE (upgrade/captured)
ENERGY CANNONS (upgrade/captured)
ARMOUR LEVEL 2 (upgrade/captured)

Attack Bomber
FIGHTER DRIVE
PLASMA BOMB LAUNCHER
ADVANCED FIGHTER DRIVE (upgrade/captured)
ARMOUR LEVEL 2 (upgrade/captured)

ACV(captured)
FIGHTER DRIVE
LINKING TECHNOLOGY (captured)
E.M.P. WEAPON (upgrade/captured)
ADVANCED FIGHTER DRIVE (upgrade/captured)
ARMOUR LEVEL 2 (upgrade/captured)

Multi-Gun Corvette
FIGHTER DRIVE
FAST TRACKING TURRETS
ADVANCED FIGHTER DRIVE (upgrade/captured)
ENERGY CANNONS (upgrade/captured)
ARMOUR LEVEL 2 (upgrade/captured)

Heavy Corvette
FIGHTER DRIVE
HEAVY CORVETTE UPGRADE
ADVANCED FIGHTER DRIVE (upgrade/captured)
ENERGY CANNONS (upgrade/captured)
ARMOUR LEVEL 2 (upgrade/captured)

Multibeam Frigate (captured)
FRIGATE DRIVE
ADVANCED ION CANNON
ADVANCED FRIGATE DRIVE (upgrade/captured)
ARMOUR LEVEL 3 (upgrade/captured)

Hive Frigate (captured)
FRIGATE DRIVE
MICRO SHIP CONSTRUCTION (captured)
ADVANCED FRIGATE DRIVE (upgrade/captured)
ARMOUR LEVEL 3 (upgrade/captured)

Ion Array Frigate
FRIGATE DRIVE
ADVANCED ION CANNON
CLOAKING ABILITY (upgrade)
ADVANCED FRIGATE DRIVE (upgrade/captured)
ARMOUR LEVEL 3 (upgrade/captured)
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10

Sponsors:

Other files from this game:
  1. Homeworld - Cataclysm trainer by System on 14/03/2006, 06:30
    Trainer for v1.01
  2. Homeworld - Cataclysm document by System on 14/03/2006, 06:30
  3. Homeworld - Cataclysm trainer by System on 14/03/2006, 06:30
    Lets you change RU and SU
  4. Homeworld - Cataclysm trainer by System on 14/03/2006, 06:30
    Lets you change RU and SU
  5. Homeworld - Cataclysm FAQ by System on 09/03/2006, 09:50
  6. Homeworld - Cataclysm FAQ by System on 09/03/2006, 09:50