Homeworld 2 save game download




















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So, first, check below the complete system requirements. Just click on the below link for downloading this amazing Homeworld 2 game with only one click. Published: 14 hours ago. Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass.

User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. The original Homeworld hit the shelves in and knocked the RTS genre onto its ear, daring to use a fully 3D environment and replace the omnipresent tanks and infantry with star fighters, corvettes, and frigates.

It was followed by the awe-inspiring Homeworld Cataclysm, although Cataclysm was more of a mission pack than a progressive step forward.

Though Homeworld2 may technically be a sequel, it too doesn't distance itself very far from the original, and in some ways feels like a mission pack itself.

However, that doesn't stop it from being a completely addictive -- if sometimes incredibly difficult -- addition to the Homeworld universe. The Hiigaran, descendants of the Kushan whose home you helped reclaim in the original Homeworld, now face a new test. It just may be the coming of the End Time, characterized by the appearance of the Sajuuk-Khar, a sort of second coming of a demigod Sajuuk.

A member of the warlike race of the Vaygr believes he is the Sajuuk-Khar. Now, using the hyperspace core from the original mothership, the Hiigaran build a new mothership to take on the Vaygr, to defend their home, to find out what really lies in the shaded past of its race. The plot is advanced through the use of black and white video -- just as it was in the original Homeworld -- and the similarities don't end there. The Hiigaran mothership in Homeworld2 is identical to the Kushan mothership from Homeworld.

The graphics, though filled with more detail, higher polygon models, and newfangled lighting effects, look almost identical to the untrained eye. Ships still leave funky trails behind them as they zip through the galaxy. Space combat still consists of your and the enemy's ships making passes at each other unleashing torrents of lasers, missiles, photon beams, and other beams and projectiles at each other. Homeworld2 employs the same resource management model as the original.

There's only one resource to collect, imaginatively called resource units, or RUs, which are mined from asteroids by your resource collectors. Homeworld2 is, at its heart, an RTS, so you use those resources to build offensive, defensive, and utility units. The offensive units consist of a number of ships, from tiny scouts and fighters to massive destroyers and battlecruisers. Defensive units are weapons platforms. Utility units are things like resource collectors, mobile refineries for processing resources, probes, sensors, and so on.

Though all of your ships are mobile, there's still some Command and Conquer style base building; you'll rarely move your mothership, so it, your carriers, your shipyard, and your defensive weapon platforms are, functionally, a base.

The mechanics of moving ships around, issuing attack orders, and other necessities is another carryover from the original. Space is three-dimensional, so you not only move your units forward, backward, left and right, but also up and down. This aspect of the original Homeworld offered a new dimension pun intended of strategy to the RTS genre: now you could flank not only from left or right, but from above and below.

It's easier than it sounds to navigate 3D space: simply hold the shift key when you're issuing a move order to jump off of the 2D plane and raise or lower the reticle. Not everything about Homeworld2 is identical to the original. Relic tackled one of the original's points of contention -- mind-numbing micromanagement -- with a multifold strategy that achieves mixed results. For one thing, when you order your mothership or carrier to build small ships, such as fighters and corvette class ships, they actually build squadrons, not individual ships.

You never directly control a single interceptor or bomber or other small vessel; you issue commands to a squadron of three or five. Secondly, Relic has meshed squadron behavior and formation management. You no longer assign squads of ships into a formation of your choosing; instead, you tell them how you want them to handle it when the enemy approaches, passive, aggressive, or defensive. Each tactics setting has its own formation. This is a disappointment; selecting an appropriate formation for the missions we had in mind was one of the micromanagement details we liked in the original.



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