A Pilot Mode is now seamlessly integrated into the standard Homeworld 2 experience (inspired by Free Mod)!
This mod is so big, it has to be uploaded as two RAR files! This is the first file, part 2 is here:
Extract both files to your Homeworld2\Data folder (with WinRAR 5.0 or higher version) and read the PDF manual for installation.
Main changes from 3.6:
Added a new Pilot Mode for a fps-like space game experience! Select any ship that can move, press "U" and you'll be able to pilot the ship. In Passive and Defensive tactic, the ship in pilot mode will move in the direction of the camera. Zooming in and out can control the ship's speed (slightly). In Aggressive tactic, if the ship has weapons, it will attack in the direction of the camera. Zooming in and out can control the range of the shooting target.
The code of the Pilot Mode is partly based on the Free Mod by HW_Lover.
Improved stability -- chance of crash overall is estimated to have been reduced by 10 folds (crash code 00000010 has been effectively eliminated). This is done by meticulously reconfiguring every AI build demand value to prevent possible conflicting queues. The 2 types of more infrequent crashes remaining are: texture animation overflow possibly due to too many damage fx (crash code: 00781000) and collision overflow related to large objects colliding (crash code: 0000000c). If you don't push the unit caps to its limit with 6 players, you are very unlikely to encounter any crash. If you are playing Stellaris maps (Solar System etc.), however, it's still highly recommended that you save your game every once in a while, because those maps are much more complex and thus likely have a higher chance of crash compared to other maps after a long time of playing.
Improved AI -- Expert Hiigaran and Vaygr AI players will now also employ small-scale hyperspace jumps like other races. Their destroyers and frigates can jump to any potentially interesting part of the map to just look for troubles!
New maps -- including several Stellaris ones involving a pulsar. Don't fly your ships across those relativistic jets, because they'll be cut in half!
New subsystems, weapons, research -- now the Turanic Blackmarket can install missile batteries besides the big cannons.
The AT Field of the Kadeshi Needleships can now be upgraded to Iron Curtain to fully protect the ship (when the Garden belief is chosen in the research menu and unlocked to the max level).
Annoying whiteouts from the disco bombs have been replaced with more visually friendly fx.
Refined smoke trails for some missiles.
The ECM (electronic countermeasures) module on the Hiigaran destroyers is now a real thing that can be activated by defense field ability. When activated, it will produce many fake targets in the enemy sensor manager, confusing the enemy weapon systems. Under the affection of the ECM, enemy Viper Missiles and Cruise Missiles will also be unable to hit the destroyer (this might actually be the most useful tactical advantage of this module, since those missiles can usually oneshot your destroyer). The power and the range of the destroyer ECM ability can also be upgraded in the research menu if you have Power Disruptor built on your other ships.
New fx -- especially, a lot of kinetic cannon bullets have been overhauled
The Gamma Ray Burst (special power) of Progenitor ships now really looks as awesome as it should be (when upgraded to the Ultimate level).
After detonation, MOABs (formerly known as Juggernauts in Complex) will leave a radioactive cloud that can cause (serious) damage to nearby ships. The radiation damage and radius are upgraded with the explosive power upgrades in research menu.
Improved UI -- some frequently used icons now have higher resolution.