Kilrathi R&D Kicks Into High Gear in Homeworld Mod
Several new updates have continued to round out and enhance the new Kilrathi faction in the Homeworld Remastered mod. The tech tree has been significantly refined so that a proper upgrade path is now available. Background spacescapes and menus look better in the latest release, and there have also been graphical fixes incorporated for torpedo detonation and texture reflection/glow. Finally, the capship anti-matter gun blasts have been visually amped up. The first image below shows this off, but they look even better in action! Fans who own the base game can grab the WC mod here.
The Kilrathi Empire has a massive selection of fighters and capital ships, with a few sneaky tricks up its sleeve. Asteroid fighters without any visible icons to see them from afar, long-range antiship missiles on many capital ships, advanced heavy fighters, electronic warfare crafts, heavy escort corvettes and frigates... The kitties are angry, and it shows!
The Kilrathi faction has a quite extensive tech tree for its units, using the system combining the Hiigaran and Vaygr logic: each category has general upgrades for all classes, and each class has specific upgrades. The thing is: different classes have different type of upgrades, furthering the specialization of each unit.
For example, let's take the capital ships: You will be able to buff the damage and the HP of all your capital ships through global research projects, but the light destroyer will have specialized projects to increase its speed. The heavy destroyer will improve its accuracy, the light cruiser will have first some line of sight upgrade, then anti-stealth detectors, while the heavy cruiser will get regen rate improvements. The Dreadnought, I hear some people ask? Well, it will have a massive and very expensive redesign upgrade that will give it an internal copy of the Kilrah Imperial Palace to make sure our favourite Princeling never feels away from home... and does nothing to the combat capabilities. :)
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