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Submitted by System on 09/03/2006, 09:50. Print file.
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SU Cost: 80
Available from: mission 14

It requires a lot of RUs and SU, but an Archangel can destroy a Heavy Cruiser singleheadly and its escort of fighters. This massive ship, derived from the
Bentusi Ship, features the most powerful weapons array of the whole game: the
47 missiles can easily dispatch Strike Crafts, the two Ion Cannons and the
Turrets can devastate a Destroyer in seconds. Its armor is so thick that only massed Ion beams will inflict considerable damage; and like all other Capital
Ships, it cannot be infected. When the situation becomes critical, the
Archangel can use its Repulsor: this weapon won't affect Super-Capital Ships, but it will repulse (ª_ª...) any other craft in a 360ø arc, inflicting damage, and probably destroying fighters. If you face an Archangel, you have to overwhelm it, with at least two Destroyers firing on its sides and multiple
Strike Crafts and/or Frigates engaging it in fast strafing runs. Or build your
Archangel and be sure to engage first.

WORKER class Resource Collector

Mass: 5.200 tons
Armor: 1.500
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 425 m/s
Special Action: Harvesting, Salvaging, Repairing
Required Tech: nothing
Upgrade Tech: Infection Vaccine
Repair Sistems
Salvaging Ability
Repair Bots
Armor Level 2
RU Cost: 500
SU Cost: 4
Available from: mission 1

This Corvette-class craft is mainly used for collecting resources, but later in the game it will serve you as Salvage Corvette and Support Frigate. In multiplayer is also capable of returing infected ships under your control. The armor is thin, so be wary if enemy fighters get too near...the ideal thing is to assign Carriers or Chieftains for guarding/docking bay duties. Maintain at least six workers, this will garauntee a good RU injection as well as a good salvaging contingent.

CHIEFTAIN Mk3 class ore processor

Mass: 89.000 tons
Armor: 45.000
Firepower: 2500
Coverage: 80% (4 turrets -2x top, sides- with medium projectile,
20/40 DPs)
Maneuverability: low
Max Velocity: 250 m/s
Required Tech: Hangar Module
Upgrade Tech: Crystal Harvesting Ability
Energy Cannons
Repair  Systems
Repair Bots
Armor Level 2
Armor Level 3
RU Cost: 1100
SU Cost: 13
Available from: mission 1

A mobile docking bay for Workers. Nothing more, nothing less. Though it has a good armor, it cannot stands direct attacks from Frigate class vessels. Its turrets can defend Workers from fighter attacks, but a fighter squadron should protect them. It is alos capable of repairs from its side-mounted turrets.

KUUN-LAN, EXPLORER class deep space mining vessel

Mass: 613.000 tons
Armor: 98.000
Firepower: 5400
Coverage: 70% (six turrets -front, top, 2xsides- with big projectile,
44/88 DPs)
Maneuverability: very low
Max Velocity: 110 m/s
Special Action: Siege Cannon
Required Tech: nothing
Upgrade Tech: Energy Cannons
Crystal Harvesting Capability
Repair Bots
Siege Cannon
Support Systems
Armor Level 2
Armor Level 3

Your MotherShip. If it is destroyed, you'll lose. Its name is Kuun Lan, and is the second Explorer class vessel launched by Kiith Somtaaw; the first vessel, the Faal-Corum, is slightly less efficient than yours, as its modular bays are
30% smaller than the ones on the Kuun-Lan. You'll start the singleplayer game with the ship configured in this way: one Hangar Module (capable of building
Seekers, Acolytes, Workers and Chieftains) and two massive cargo bays. Later on, the cargo bays will be detached and destroyed to make room for research modules and support systems. The research modules are Engineering, Weapon,
Armor and Advanced Enginering, plus the Hangar module, the only capable of physically building ships. Support Systems will give you SUs for expanding your fleet, and the MotherShip can support twelve of them. Without any module the
MotherShip will give you 70 SUs, the Hangar Module additional 20 SUs and each support module 10. The MotherShip features two Fighter bays on the nose and the
Hangar module will provide fighter, corvette and Frigate docking bays. Under them, the large green area will build Super-Capital Ships. Note that an opponent can destory single modules, and the first thing the AI will target will be your Hangar module. If destroyed, you'll have to rebuild it first before build fighting ships. The MotherShip heavy guns and armor will be a good addition to your strike force especially in the first missions, where your fighters won't be enough to match other forces, though you must pay attention in engaging Destroyers, Cruisers and Dreadnoughts. The Kuun-Lan special action, the Siege Cannon, will deliver long-range massive firepower; you will have to research and build it first, but the great fire support it could give counterbalances the high cost and long research session. The Siege Cannon, however, is extremely inaccurate, and has a maximum range; longer the range, more inaccurate the Cannon will be; before firing, the Cannon need s a little charge time and after in needs to be recharged. Just be sure that your ships aren't within the explosion area. A collateral effect on a Siege Cannon is that enemy could track your position, has the projectile will be seen by everyone.
In multiplayer games, the Kuun Lan won't start with any module.
Last note on the Siege Cannon: the Kuun-Lan travels faster than a single projectile, so be sure that the Kuun-Lan is standing still before firing. I was moving the Mothership, and issued a fire order; with great surprise the Siege
Cannon fired and I saw the projecile out the barrel, then the Kuun-Lan was under in yellow conditions, with all modules destroyed and no sign of the projectile on the sensor manager; ergo, the projectile hit the Kuun-Lan as it was moving slower than the Command Ship.

SUPER ACOLYTE class Heavy/Ion Fighter

Mass: unknow
Armor: 350 (approx)
Firepower: 6.000 (extimated) (2 forward fixed small ion, 45 DPs)
Coverage: 6% (extimated)
Maneuverability: very high (approx)
Max Velocity: 825 m/s (approx)
RU Cost: 300
SU Cost: 5
Available from: mission 17

You will recieve the blueprints of this slayer at the end of mission 17. It is the exact copy of the Bentusi Acolytes, and you can build them when and how many (SUs permitting) you want. Effective against anything, though other fighters can pose problems. They're not available in multiplayer.
(;_;)
Update: as someone asked questions on their availability, I'm going to write a breif paragraph on this; please note that this will spoil the game, though if you have read this far, it pretty useless, however...

Super Acolytes are given to you in the last part of mission 17 by the Bentusi.
You'll be able to build them only for this part of the game: it is impossible to build them in multiplayer or in skirmish mode or in single player campaign (well, if someone found a way to hack the code to make them always available...). I do not think that finishing the game in Very Hard will unlock them, but never finished the game with this difficulty, if someone ever tried...

---------------
--BEAST SHIPS--
---------------

INTERCEPTOR

Mass: 90 tons
Armor: 85
Firepower: 65
Coverage: 5% (single small projectile, forward position, 9/29 DPs)
Maneuverability: very high
Max Velocity: 810 m/s
Required Tech: Fighter Engine
Upgrade Tech: Advanced Fighter Drive
Armor Level 2
RU Cost: 65
SU Cost: 2

Based on Turanic Bandit class Interceptor. This ship cannot rival with the
Acolyte, and they should be used in groups to use them at their theorical maximum. If you played the original Homeworld you should know that these crafts are no match even for a group of Scouts, so do not base neither attacks or defenses on these fighters. Capture enemy crafts or switch to Corvettes ASAP.

CLOACKED FIGHTER

Mass: 90 tons
Armor: 80
Firepower: 75
Coverage: 5% (tow forward mounted small projectlie, 9/29 DPs)
Maneuverability: very high
Max Velocity: 750 m/s
Special Action: Cloacking
Reuqired Tech: Fighter Drive
Cloacking Ability
Upgrade Tech: Advanced Fighter Drive
Energy Cannon
Armor Level 2
RU Cost: 95
SU Cost: 2

This craft is based on Homeworld's Cloaked Fighter. Capable of masking its presence to all but the advanced sensors, this craft is a bit fragile but can strike efficently poor protected fighters and can establish hidden defense lines.

ATTACK BOMBER

Mass: 60 tons
Armor: 90
Firepower: 86
Coverage: 5% (two forward fixed small plasma bombs launchers, 60 DPs)
Maneuverability: medium
Max Velocity: 640 m/s
Required Tech: Fighter Drive
Plasma Bombs
Upgrade Tech: Advanced Fighter Drive
Armor Level 2
RU Cost: 120
SU Cost: 3

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

CRUISE MISSILE

Mass: 490 tons
Armor: 68
Firepower: none
Coverage: none
Maneuverability: high
Max Velocity: 650 m/s
Required Tech: Corvette Drive
Missile Tech
Bio-warhead
Infection Beam
Upgrade Tech: Armor Level 2
RU Cost: 250
SU Cost: 4

The only "Strike Craft" "thought" by the Beast, the Cruise Missile is pratically a Corvette with no crew and weapon: its job is to slam onto enemy vessels and infect them. This tactic works best against slow targets and with their poin-defense turrets fooled by faster vessels. The Missile's armor is thin, and they can be easily destroyed by other fighters.

MISSILE CORVETTE

Mass: 775 tons
Armor: 1.400
Firepower: 320
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