Homeworld чит-файл №1

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*****HOMEWORLD FAQ*****
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*Written By: Giovanni, Giovanni@pokeschool.com
*Version Updates:

Version 1.5, 6-15-01:
For those of you who remember that notice about not being able to contact me,
you can contact me again. I did delete that notice, in case you were wondering
what happened to it. On another happy note, I have the next level up. Deep
Space: The Sea of Lost Souls. Also starting to reformat the guide, for no
reason other than I feel like it.

V-1.4 3-31-01
As for good news, I've finally got the Cathedral of Kadesh level up, although
you've probably already beaten it. Need to start working on the walkthrough...

V-1.3 3-10-01
Added specific research files, and did a little more work on the research tree.
The Research section is definitely better. Also reworked the Table of
Contents to make it easier to navigate. Lastly, http://DLH.Net has been given
permission to host my FAQ. They're a German/American site, and it's worth
checking out.

V-1.25 3-8-01
Fourth version. Just added Unit Build Times and gave thanks to MetroidMoo for
them. Also reworded a couple things. Not much of an update, is it?

V-1.2 3-8-01
Third version. Gave everything an update, reworded many things, added
sections. Take a look at my Research Trees. And a Story section is now up,
with my own version of the story. Longer, but better, than the in-game intro,
IMO.

V-1.1 3-5-01
Second version. I gave permission to Neoseekers to use my FAQ, so it's OK if
they have it. Updated the Walkthrough, added a section, revised how to get the
bug in Mission 2. Updated other parts in small amounts, spellchecked the
thing, and basically did what I should do.

V-1.0 3-3-01
The first version. The FAQ's in it's beginnings... Not much else to say.

*Disclaimer:
This FAQ is not to be used as a motivation for _ ANY _ crime, act, or whatever.
The creator of this FAQ, Giovanni, assumes no responsibility whatsoever for
anything some person(*cough*) may do because of reading this FAQ. They would
have done it anyway sometime, my FAQ or not.

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Table of Contents:

I~Version Updates
II~Disclaimer

*Section 1: Miscellaneous
Area 1-1: What you can and can't do with this FAQ
Area 1-2: Contacting Me
*Section 2: The Story of Homeworld
*Section 3: The Fleet
Area 3-1: The Instruction Book's and My look at Ship Categories
Area 3-2: Fighters
Area 3-3: Corvettes
*Section 4: Battle Tactics/Tips
Area 4-1: VS. Computers
Area 4-2: VS. Human Players
Area 4-3: Tactics
Area 4-4: Formations
*Section 5: Technologies
Area 5-1: Research Trees
Area 5-2: Technologies
*Section 6: Battle Strategy
*Section 7: Frequently Asked Questions
*Section 8: Special Thanks/Legal Info

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Section 1: Miscellaneous
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------------------------------------------------------------------------
**Area 1-1: What you CAN and CANNOT to with this FAQ**
What you CAN do with this FAQ:
Print it out, in FULL. Print everything. And try to get the latest version.
Show it to friends, as long as it's the complete copy and you don't take
credit for it.

What you CAN'T do with this FAQ:
Charge a fee for showing it to people.
Take credit for it.
Post it on a website without my permission! As of this update, the only
places where this can appear on the net are:
GameFAQs: http://www.gamefaqs.com
Neoseekers: http://www.neoseeker.com
DLH: http://DLH.Net
And, if you have this FAQ on your website, you may not modify it in any way,
convert it from a text file to something else, wrap it with banners, etc.
Basically, just post it, not modified at all, and nothing else on the page it's
on.
If you find this FAQ anywhere else, email me immediately! And if you want my
permission, email me at Giovanni@pokeschool.com

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**Area 1-2: Contacting Me**
You may contact me, the author, IF:
You find it on another website other than one I have given permission to,
there's a list above and in the Special Thanks/Legal Info section.
You want to point out a mistake.
You want to add something I forgot or didn't already have.
You want to try to contribute something. All submissions welcome, but please,
no stage strategies until something on that stage is already up. No, that
doesn't include the previews I may occasionally have at the end.
You want to offer me items of monetary value (or pizza).
You want to praise me for the great job I've done.
You want to... uh... flame me? But why would you want to flame me?

You may NOT contact me, the author, IF:
You want to send me computer viruses.
You have threats of any kind.
Your email is blocked...
You have love letters or type in something 'personal'(Hugs, Kisses, etc.) in
your mail... Or anything like that...

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Section 2: The Story of Homeworld:

There are people living on the desert world of Kharak. They all think one of
two things: Their home planet is Kharak, or their home planet is not Kharak,
that they were exiled there by the gods. After some time, a paper is presented
to the rulers of this world. It states that "Our helix proteins bear little
similarity to most of the life on Kharak." So, the faction that thought they
were exiled grew.
Over time, space flight was developed. Pilots or those flights reported
encounters with strange debris. They brought some back to Kharak, and found
they were containing isotope combinations unknown to Kharak - or the whole
stellar system. No fragments larger then a hand were found.
Then a powerful radar satellite was launched in hopes of locating more debris
rings, possibly bearing larger pieces. But a malfunction in a rocket caused it
to do an about-face and scan the surface. About 75 feet below the surface of
the harshest desert on the planet, a strong return showed where there was
supposed to be none.
After repeated radar scans, enough high-ranking people were convinced that
they pooled resources to take a team out to investigate. Through the harshest
conditions on the planet, they excavated it. It turned out to be the first
city on Kharak. It was named Khar-Toba.
While people were tracing power lines, they burrowed farther underneath and
found a power plant - much more advanced then their own at the time. And
attached to it was a complete hyperdrive module - which catapulted their
technology a thousand years ahead.
With the hyperdrive and power plant, the so-called treasures of Khar-Toba,
carted away, only a few archaeologists were left to excavate the rest. When
they opened up the doors to what was an observatory, they found a stone. It
depicted the galaxy, with a line crossing from what was Kharak's position to
the central hub. And on it was a single word, ancient and common to all
dialects: Hiigara, home.
The archaeologists brought the stone back, and a project was started to get
them back home. First the Scaffold was constructed. It would be the
construction yard needed to build the Mothership. Then the Mothership was
built. The 600,000 occupants that would travel to Hiigara would be
cryogenically frozen inside it's hull. Then, they encountered a problem.
There would be so many functions to perform, the staff grew into hundreds.
With command added, it became clear that in any sort of crisis, the Mothership
would suffer from communication paralysis. Then a neurologist stepped forward
with a plan.
She was working on biological circuits. When she heard about the program,
she demanded that her system be used on her - to transform her into Fleet
Command, capable of doing hundreds of responses per second.
They built it. Now, the testing begins. And you head to the walkthrough
from now on.

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Section 3: The Fleet:

[NOTE: There's no ship data besides what there is because I could not find
reliable information in either the game stats or the instruction book. The
only reason what's there now is there is because that's the truth, at least in
my experience.]

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**Area 3-1:The Instruction Book's and My look at Ship Categories**

*Strike Craft:
Excerpt: This small ship class includes both Fighters and Corvette hulls.
While highly maneuverable (Fighters are the only vessel class capable of
performing special combat flight maneuvers), Strike Craft are unable to carry
enough reactor mass to generate a self-sustaining drive torch, and so they must
be refueled. This limits their range from the Mothership, unless a Support
Frigate is provided to carry fuel for them. Strike Craft also are too small to
carry to carry the hyper drive module and cannot enter hyperspace by
themselves.
My Analysis: They are good at avoiding getting hit, unless they are against
other fighters, and vice versa. However, they use fuel, which is their major
downpoint. They're good, overall, but the only one that can do serious damage
against corvettes is the Plasma Bomber, and it falls to other strike craft in a
matter of seconds.

*Capital Ships:
Excerpt: This class represents the first generation of large crew vessels and
includes the Frigate and Destroyer(book's typo, I know) classes of warships
along with the larger support vessels like the Cloak Generator, Resource
Collector, and Gravity Well Generator Capital Ships are the hard backbone of
any attack fleet, and what they lack in speed and maneuverability is made up
for in firepower and armor. Capital Ships have a limited self-repair
capability.
My Analysis: Since it includes the Support Frigate and Multi-Beam Frigate(you
capture it in the Cathedral of Kadesh stage), the class has to be good(at least
somewhat). You have the Multi-Beam for firepower, and the Assault and Support
Frigates for backup. I like it.

*Super Capital Ship:
Excerpt: These huge warships represent vast investments of resources, time, and
technology, and are as valuable as they are powerful. Second only to the
massive Mothership in size and capability, these vessels are dreadnoughts of
cutting edge technology. They carry their own hyper drive modules and some
even have onboard manufacturing arrays in order to replace ordinance or
construct smaller vessels. While extremely powerful and able to absorb large
amounts of damage, they are still vulnerable to masses of small ships and
should never be deployed without a flotilla of smaller warships.
My Analysis: "...and should never be deployed without a flotilla of smaller
warships." So true. While the Destroyers and Heavy Cruisers kill Capitals and
other Super Capitals, never leave without something that can take care of
Strike Craft, or your chances of losing your fleet more than double.

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**Area 3-2: Fighters**

-Scout:
Cost: 35 RUs
Build Time: 12 seconds
Special Function: Speed Burst
Required Technology: None
Excerpt: True to it's name, the Scout is a fast, cheap ship that is useful for
scouting out enemy locations. Because of it's high maneuverability, the Scout
is excellent for
My Analysis: Besides the 7 you get at the beginning of the game, don't get any
more. 7 is sufficient for the first two stages-then they're useless after
that.

-Interceptor:
Cost: 55 RUs
Build Time: 18 seconds
Special Function: None
Required Technology: Fighter Drive, Heavy Fighter Chassis
Excerpt: While less maneuverability than the Scout, the Interceptor easily
compensates with it's with it's much heavier weaponry. The Interceptor is a
good Fighter killer and stacks up favorably against Capital Ships when used in
greater numbers.
My Analysis: Vastly improved version of the Scout. Keep 20-30 on hand in the
beginning of the game to get rid of enemy fighters. Near the end of the game,
they grow obsolete, as the main use is to kill other enemy fighters, which the
Missile Destroyer does better.

-Attack Bomber:
Cost: 85 RUs
Build Time: 20 seconds
Special Function: None
Required Technology: Fighter Drive, Heavy Fighter Chassis, Plasma Bomb Launcher
Excerpt: A technological advance created plasma bomb technology small enough to
fir in a Fighter-sized craft. The Attack Bomber was born. While it's
slow-moving plasma bombs can be outrun by Fighters, they make short work of
Frigates and other Capital ships.
My Analysis: For some reason, these things have a tendency to die. Is it that
they just get hit more, I don't know. Anyway, that combined with a high cost
for a fighter and slow build time for a fighter make it bad. Avoid these if
you can, but don't be that afraid to use these if you have to, they're not that
bad.

-Defender:
Cost: 65 RUs
Build Time: 9 seconds
Special Function: None
Required Technology: Fighter Drive, Heavy Fighter Chassis, Defender Sub-Systems
Excerpt: Although it's slow speed keeps the Defender from being a primary
attack force, it's gimbaled guns and high power rotational thrusters allow it
the greatest coverage of all Fighters.
My Analysis: There are 3 rules to using these things:
1-Don't attack with them.
2-Only defend with them(preferably defend Mothership).
3-Always use in large numbers if you use them.
If you follow those 3 rules, they end up being pretty decent. Break the
rules(especially 3), and they end up being worthless.

-Cloaked Fighter:
Cost: 85 RUs
Build Time: 45 seconds
Special Function: Cloaking
Required Technology: Fighter Drive, Heavy Fighter Chassis, Cloaked Fighter
Excerpt: With cloaking sails active, the Cloaked Fighter is the stealthiest
ship around. Highly useful for simple surveillance, the Cloaked Fighter is
also a good attack craft. It must, however, de-cloak to fire, making it
vulnerable for a short period of time.
My Analysis: It beats the Scouts beautifully at their own game. While, unlike
the Cloak Generator, it doesn't need to recharge, it does use fuel, so it's
balanced. The major downfalls are that it takes a while to build and costs a
lot.

-Defense Fighter:
Cost: 85 RUs
Build Time: 20 seconds
Special Function: None
Required Technology: Fighter Drive, Heavy Fighter Chassis, Defense Fighter
Excerpt: The Defense Fighter has no attack weaponry to speak of; instead it
fires beams from it's emitter dome to shoot down oncoming enemy fire. This
makes the Defense Fighter an excellent mobile protective force, especially when
used with other Fighter craft.
My Analysis: If only they shot down all enemy weaponry... Oh well. Since they
build rather fast for an 85 RU fighter, it can actually be put to use.
However, use the Defender's 3 rules.

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**Area 3-3: Corvettes**

-Light Corvette:
Cost: 135 RUs
Build Time: 22 seconds
Special Function: None
Required Technology: Corvette Drive, Corvette Chassis
Excerpt: It's heavy-duty engine, chassis, and armor make the Light Corvette
significantly slower than any of the Fighter-class ships(besides the Defender).
It's salvation comes in a powerful turreted gun which is fast enough to hit
Fighters flying at full speed.
My Analysis: Bad. By the time you can use this, one more research topic and
you get the much better Heavy Corvette, and you can do the research for the
Heavy Corvette on the same stage. Never use these.

-Heavy Corvette:
Cost: 250 RUs
Build Time: 25 seconds
Special Function: Charged Burst Attack
Required Technology: Corvette Drive, Corvette Chassis, Heavy Corvette Upgrade
Excerpt: More armored than it's light cousin, the Heavy Corvette adds a second
high powered turret to an already powerful craft. It's turrets allow the Heavy
Corvette to track two fighters at once and also make it a moderate threat to
Capital Ships.
My Analysis: First, the Charged Burst Attack is worthless. Second, it's a
decided improvement over the Light Corvette. Better firepower, better armor,
and better coverage make it one of the best corvettes.

-Repair Corvette:
Cost: 150 RUs
Build Time: 20 seconds
Special Function: Can Repair and refuel Strike Craft
Required Technology: Corvette Drive
Excerpt: The Repair Corvette is capable of repairing and refueling Fighters "in
the field." While equipped with only a small gun, the Repair Corvette has
heavy armor to protect itself and the craft it's repairing. Timely support
from a Repair Corvette can be quite useful in a long battle.
My Analysis: Never use. NEVER. By the time you'll need to repair stuff, the
Support Frigate will be in your arsenal. And it's 10 times better.

-Salvage Corvette:
Cost: 220 RUs
Build Time: 30 seconds
Special Function: Capture of enemy ships
Required Technology: None in Single Player, Corvette Drive and Corvette Chassis
in Multiplayer
Excerpt: This beefy Corvette was once used exclusively for towing junk and
salvaging derelicts. After being adapted for combat, the Salvage Corvette
gained the ability to capture enemy ships that are heavily damaged. Once
captured, these ships are towed back to a Carrier or the Mothership for
refitting.
My Analysis: Don't be thinking you need to damage a ship for the Salvage
Corvette to capture it, you don't. Also, you need a certain amount of ships to
capture certain things. Right from the Readme file, here's the list:
Frigate = 2 Salvage Corvettes
Destroyer = 3 Salvage Corvettes
Heavy Cruiser = 5 Salvage Corvettes
Carrier = 5 Salvage Corvettes
And, since they can capture any Capital/Super Capital Ship, they are insanely
useful. Build 12 before stage 7 and never let their number run below that.

-Multi-Gun Corvette:
Cost: 225 RUs
Build Time: 28 seconds
Special Function: None
Required Technology: Corvette Drive, Corvette Chassis, Fast-Tracking Turrets
Excerpt: Following advances in turrets and auto-targeting, the Multi-Gun
Corvette was conceived. It sports a full six articulating turrets. This
allows it to track numerous fast-moving targets at once, making it especially
deadly against large groups of Fighters.
My Analysis: The second-best Corvette, next to the Salvage Corvette. Sure, it
does less damage to Capital Ships, but since you'll be avoiding most of their
fire, it doesn't really matter(unless up against a Multi-Beam Frigate or
Missile Destroyer). And, since it's much deadlier against Fighters than the
Heavy Corvette, it's better than the Heavy Corvette.

-Minelayer Corvette:
Cost: 295 RUs
Build Time: 40 seconds
Special Function: Creation of Minefields
Required Technology: Corvette Drive, Corvette Chassis, Minelaying Tech
Excerpt: While the Minelayer has normal attack capability(dropping mines that
float slowly towards the target), it can also perform a force mine drop, where
a wall of mines are laid at the current location. Running into a minefield
with a fleet of Capital Ships is sure to ruin anyone's day.
My Analysis: There is no place where these things can really be put to use.
Except maybe the Hiigara level, these things, if built, are probably going to
stay docked the entire game. Sure, they're not that bad, but save your money
and don't build any. Great idea, but it's just not worth it.

------------------------------------------------------------------------
**Area 3-4: Frigates**

-Assault Frigate:
Cost: 575 RUs
Build Time: 1 minute
Special Function: None
Required Technology: Capital Ship Drive, Capital Ship Chassis
Excerpt: The Assault Frigate is the most general purpose combat ship of the
capital ships. It has four large turrets, which afford it excellent coverage,
as well as two fixed plasma bomb launchers. While it's turrets are too slow to
track fast-moving fighters, they can take out the slower Corvettes with ease.
My Analysis: No, they can't 'take out Corvettes with ease'. They keep missing
when the Corvettes are on Evasive tactics. These things are bad against all
Strike Craft, as almost all Capital and Super Capital Ships are. Overall,
pretty decent, and the only thing you have to do with these is have some sort
of Strike Craft neutralizers.

-Ion Cannon Frigate:
Cost: 650 RUs
Build Time: 1 minute
Special Function: None
Required Technology: Capital Ship Drive, Capital Ship Chassis, Ion Cannons
Excerpt: When ion power was harnessed, the scale necessary to produce a
severely damaging beam meant that an entire Frigate could only hold one cannon.
The acceleration ladder alone runs the entire length of the ship. What
results is a devastatingly powerful, focused ion beam.
My Analysis: Certain death FROM Strike Craft, not to. The Assault Frigate has
better chances against them, and it can barely kill one or two when a squadron
attacks. I'm sorry, but it's impossible NOT to die to fighters if your whole
fleet is filled up with these things. However, it's also the best against
other capitals, so it should merit some positions in you fleet. But, don't
give it more than half of those positions.

-Support Frigate:
Cost: 425 RUs
Build Time: 1 minute 5 seconds
Special Function: Can repair and refuel Strike Craft, repair Capital Ships
Required Technology:
Excerpt: Giving support to Strike Craft in combat is the Support Frigate's main
role. It has ten Fighter docking pads and four Corvette docking arms for
repairing and refueling. Although it is well armored, the Support Frigate has
only one large turret for defense and is best left alone.
My Analysis: No, it's main role is repairing Capital Ships. The Strike Craft
repairing and refueling is just a bonus. Best left alone, this thing is the
only thing that saves you in the Hiigara level. Set them to heal the
mothership in the Hiigara level, not your attack craft. No exceptions. And,
on a finishing note, it's the best Frigate in the game.

-Drone Frigate:
Cost: 800 RUs
Build Time: 1 minute 15 seconds
Special Function: Drone Launching/Retraction
Required Technology: Capital Ship Drive, Capital Ship Chassis, Drone Technology
Excerpt: The Drone Frigate is essentially a holding and control system for the
24 drones it houses. These highly maneuverable drones each contain a powerful
gun and, when launched, form a protective sphere around the Drone Frigate,
giving it superb protection against Fighters.
My Analysis: Never used these, so I can't say anything, but I hear that the
drones can be used to destroy mines, as they project far enough ahead to
attract them. Once the mines are destroyed, scrap the Frigate itself.

-Defense Field Frigate:
Cost: 800 RUs
Build Time: 1 minute 15 seconds
Special Function: Defense Field(always active)
Required Technology: Capital Ship Drive, Capital Ship Chassis, Defense Field
Excerpt: Like the Defense Fighter, the Defense Field Frigate has no attack
capability. It can, however, deflect almost 100% of all oncoming enemy fire,
with the exception of ion beams, mines, and missiles.
My Analysis: First, it costs too much for something with that small of an
effect area. Second, it can't deflect ion beams, the most devastating weapon
in the game. Yes, I know, I said the Defense Fighter was OK, but that was
because it'll take more time to kill a whole flotilla centered around the
Mothership than a slow, obnoxious, easy bait Capital Ship that can easily be
taken down with ion cannons. You can't exactly hit something that moves with
an ion beam that easily.

-Ion Array Frigate:
No data available
Build Time: N/A
My Analysis: You capture these from the Turanic Raiders with two Salvage
Corvettes in the Great Wastelands Part 1 stage. They are just Ion Cannon
Frigates with a new appearance, and I think they're a bit slower, too. But,
since you get them for free, what did you expect?

-Multi-Beam Corvette:
No data available
Build Time: N/A
My Analysis: This awesome Frigate is a small, cramped ship with four ion
cannons. You capture it in the Cathedral of Kadesh stage from the Kadesh.
And, the best thing about it is that it's inaccurate. What? You heard me
right. Since it's inaccurate, it can sort of 'sweep' the battlefield and
destroy Fighters and Corvettes. And, since Frigates and Super Capital Ships
are big, the inaccuracy doesn't really matter that much. So, I say in
conclusion: Capture as many as you can!

-Fuel Pod:
No data available
Build Time: N/A
My Analysis: Another ship you capture from the Kadesh, only this time you can
capture it in both of the Kadesh stages. It does have a small gun, but it's
like all other support vehicles-small and only there because it needs one. No
use for it really, except to retire for a couple hundred RUs and be that much
richer.

------------------------------------------------------------------------
**Area 3-5: Super Capital Ships**

-Destroyer:
Cost: 1,350 RUs
Build Time: 2 minutes 30 seconds
Special Function: None
Required Technology: Super Capital Ship Drive, Ion Cannons
Excerpt: When it comes to taking down other Capital Ships, the Destroyer is a
first choice. It has twin ion cannons and two modified large turrets. With
maneuverability almost equal to a Frigate, the Destroyer is able to move around
well in combat and react quickly to changes in battle.
My Analysis: Pretty good. You should build these over Heavy Cruisers, as you
can capture the latter and they dish out more if you build 2 than 1 Heavy
Cruiser. They're also faster than one.

-Missile Destroyers:
Cost: 1,500 RUs
Build Time: 2 minutes
Special Function: Missile Volley Attack
Required Technology: Super Capital Ship Drive, Guided Missiles
Excerpt: Although it's total firepower is significantly less than that of a
regular Destroyer, the guided missiles it launches make the Missile Destroyer a
formidable foe to Strike Craft and Capital Ship alike. For supply, the Missile
Destroyer has a full missile manufacturing center in it's belly.
My Analysis: Only take one or two of these along to destroy Fighters,
otherwise, the Destroyer is a better choice. Not bad for it's purpose,
however, which is to destroy Fighters.

-Heavy Cruiser:
Cost: 3,700 RUs
Build Time: 7 minutes
Special Function: None
Required Technology: Super Capital Ship Drive, Super Heavy Chassis, Heavy Guns,
Ion Cannons
Excerpt: The goliath of Capital Ships, this bruiser carries four twin-mounted
ion cannons and six heavy turrets, each almost half the size of an entire
Frigate. When a Heavy Cruiser shows up on the scene, things get really quiet
really fast.
My Analysis: Two Destroyers more equal this thing in combined firepower, and
they cost less. Sure, they can be useful, but you can capture them in later
levels of the game, so why not?

*Carrier:
Cost: 2,000
Build Time: 4 minutes 41 seconds
Special Function: Can repair and refuel Strike Craft
Required Technology: Super Capital Ship Drive, Super Heavy Chassis
Excerpt: A veritable feat of engineering, the Carrier incorporates an entire
construction center, capable of building up to Frigate-class ships. In
addition, a huge docking array provides space for up to 50 Fighters and 25
Corvettes. It's rapid-fire deck guns give it adequate defense.
My Analysis: Mothership 2. These are extremely helpful for organizing your
Strike Craft fleet. You only need like one through the whole game, though, so
capture the one in Great Wastelands Part 2 and keep it.

------------------------------------------------------------------------
**Area 3-6: Motherships**

-Mothership:
Cost: N/A
Build Time: 25 years
Special Function: None
Required Technology: N/A
Excerpt: The massive mothership contains three main sections: navigation, the
fleet foundry, and cryogenics. Navigation analyzes local sensor data, the
foundry provides complete construction capability, and cryogenics maintains the
600,000 colonists aboard.
My Analysis: Don't rely on it's guns to do anything except explode a couple
fighters or Corvettes. They are the worst guns in the game, believe it or not.
Well, maybe they're a little better than a Scout's, but not by that much.
Just keep this thing alive, you lose the game if it's destroyed.

------------------------------------------------------------------------
**Area 3-7: Non-Combat Ships**

-Research Ship:
Cost: 700 RUs
Build Time: 1 minute
Special Function: None
Required Technology: None
Excerpt: Each Research Ship is a fully-functioning science facility that
develops new technologies for the fleet. Newly-built research ships will link
up with existing ones, increasing the aggregate armor of the facility.
My Analysis: Really, one of the objectives you have to complete on the first
mission is building one. Building another later on is useful, but not
necessary.

-Resource Collector:
Cost: 650 RUs
Build Time: 1 minute
Special Function: Can refuel Strike Craft
Required Technology: None
Excerpt: Using a modified Phased Disassembler Array, the Resource Collector
extracts at a molecular level the base elements in any resource. It then
converts these elements into Resource Units, the generic term for base levels
of material necessary for construction.
My Analysis: You MUST have more than two by the end of the fifth level. These
are necessary for you to make it through the game, like the Harvesters in C&C.
Resource Units(RUs) give you every other ship, so... Also, it gets 650 RUs per
load, so it pays for itself in one load.

-Resource Controller:
Cost: 680 RUs
Build Time: 1 minute 5 seconds
Special Function: Can refuel Strike Craft
Required Technology: Capital Ship Drive
Excerpt: The Resource Controller provides remote drop-off capability to the
Resource Collector, minimizing the time spent in transit. Additionally, it
supports refueling of six Fighters and two Corvettes at once via it's docking
pads.
My Analysis: Also VERY helpful. You can get by without these, but it's not
easy at all. Try to have one guarding each Resource Collector you have for
maximum usage.

-Probe:
Cost: 30 RUs
Build Time: 6 seconds
Special Function: None
Required Technology: None
Excerpt: The Probe is outfitted with a one-time use engine which provides a
huge power output for a short period of time. This results in very fast
travel, but once in place the Probe can't be moved again.
My Analysis: Not wholly useful in the single player game at all, but I do have
some tactics for use against computer skirmishes in the Battle Tactics section.

-Proximity Sensor:
Cost: 50 RUs
Build Time: 6 seconds
Special Function: None
Required Technology: Proximity Detector
Excerpt: A remote sensor pack with an engine strapped onto it pretty much sums
up the Proximity Sensor. Beyond normal watch-dogging, it's ability to detect
cloaked vessels can make the lowly Proximity Sensor a handy ship to have
around.
My Analysis: It's handy for detecting cloaked enemy vessels, yes. And for
scouting. You should build a few, and have a couple guard the Mothership while
you do something else with the rest. Have the leftover ships guard the
Mothership if they don't have something better to do.

-Sensors Array:
Cost: 800 RUs
Build Time: 1 minute 20 seconds
Special Function: None
Required Technology: Proximity Detector, Sensor Array
Excerpt: Expanding the sensor ability of the Mothership with it's larger-scale
design, the Sensors Array provides full data on the local environment, letting
you see the position and number of all enemy ships, as well as resource
pockets.
My Analysis: Actually, you don't need this ship to see resource pockets. To
me, it's quite handy to see what enemies are flinging at you, but to other
people, it's trash. I don't think it can detect cloaked vessels, so it's not a
total replacement for the Proximity Sensor. I guess you decide how good it is
to you.

-Cloak Generator:
Cost: 500 RUs
Build Time: 1 minute
Special Function: Cloaking
Required Technology: Capital Ship Drive, Cloak Generator
Excerpt: The Cloak Generator creates a cloaking field large enough to contain
up to two Frigates. Any ship inside the field is completely invisible except
when firing. The generator can operate only for a fixed amount of time before
recharging must occur.
My Analysis: Cool, but pretty useless. However, since I've never tried it in
Multiplayer or single player, I may be wrong (Note: feedback wanted).

-Grav Well Generator:
Cost: 800 RUs
Build Time: 1 minute
Special Function: Captures Strike Craft in it's field
Required Technology: Capital Ship Drive, Gravity Generator
Excerpt: The Grav Well Generator creates a strong field around it which stops
all Strike Craft in place. Gravity Well technology is less understood than
cloaking and, as a result, the Grav Well's unstable field must be shut down
after a certain time and never restarted.
My Analysis: Not that good. Why not bring a Missile Destroyer instead - it's
actually reusable! Really, it'd be much better if it could actually recharged
so it could be used again.

Also, give Special Thanks to MetroidMoo for letting me use the Unit Build Times
from his Homeworld Units FAQ! He supplied the build times for Fighters through
Super Capital Ships. I suggest you go check it out! (Note: I supplied the
Mothership's Build Time.)

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Section 4: Battle Tactics/Tips:

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**Area 4-1: VS. Computer**
One of the reasons I like this game so much is because of the Skirmish mode.
Here are some tips for beating the computer.

*Enemy Resource Collectors:
If anybody who reads this has played Command And Conquer, you have good
practice with managing harvesters. And, it's a LOT easier do destroy the
enemy's Resource Collectors here, since the AI doesn't do anything about it. At
least on Easy... But, instead of destroying them, capture them instead.
Still, make sure you can fend off an attack if you go after them, because the
computer does sometimes attack when you do that.

*Scouting the Enemy:
The Computer AI attacks anything besides itself within a set distance of it, I
believe. And there is a flaw, or the set distance should at least be bigger.
You see, you can position a ship far enough above the enemy mothership so that
you can Alt focus in on the mothership and see all the ships they're building,
etc., and have the enemy not attack you. Also, this could work in real-life
multiplayer if the human opponent is stupid, but don't count on it. I only
tested it on the Easy setting, so the radius may vary from difficulty to
difficulty. It's worth a shot, though.

*Easy Computer Kills:
There's a really easy way to kill the enemies Capital Ships, and in theory,
Strike Craft, also. Send a Probe or something and take a look at the
computer's forces. Do they have a lot of capital ships just sitting there, say
over 10? You can take out some without getting a shot fired back in return.
OK, Hyperspace a small fleet of capital ships (say, 5 Assault Frigates and 3-5
Ion Cannons) to the end of that line of capitals, away from the Mothership.
Now, attack the last one. Sure, it'll be knocked backward, but you should
still be able to kill it. Now, keep doing this until they start firing at you.
It's OK if the computer builds more ships, it's just wasted resources on their
part and more bounty on yours if you have that option on. Even after they
start firing back, you can kill a few. Hyperspace back away when your fleet
ends up in bad condition. Also, I've only done this once, and on the Easy
difficulty, too. It may not work on hard.

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**Area 4-2: VS. Human Players**
As almost everybody who has the game and a brain knows, Homeworld has an
multiplayer Internet battle option which is hosted by WON (World Opponent
Network). Here are some tips for it, and the computer may never use these
themselves, but you can use these for all they're worth. Look above for VS.
Computer specifically tips.

-The Probe Screen:
I saw one player (FinalKnight on WON, I believe) do this when I was playing
him. He/She sent out several dozen probes all around his Mothership. The
point is to gather information on what is coming at you so you have a better
chance of dealing with it. Proximity Sensors should also work well, as you
could detect a cloak attack, although they're untested and more expensive.
VS. Probe Screen:
You have two options: Either Hyperspace past them or so close to your target it
won't matter if you're detected, or take a few ships and blast them for money
if you have Bounties on. Now that I think about it, I should have done that
>_~*

Fin.