Home arrow Walkthroughs arrow Homeworld (walkthrough)
www.pcigre.com
Anketa
Opisi na sajtu su:
 
Mailing Lista
Budite u toku, prijavite se na mailing listu
Email:


Statistika
  • Vesti: 3720
  • Šifara: 6002
  • Walkthroughs: 1387
  • Wallpapers & Screens: 14911
Bravo Screenfun
Mikro
Check it out
Va Flash dodatak je neispravan.Kliknite ovde da biste preuzeli novi kako bi mogli da vidite ispravno sadraj strane.

Homeworld (walkthrough)

PDF Štampaj
Pomoć - Walkthroughs | Autor Miloš Vučić | 26 avgust 2005
Homeworld

=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=
=-=   HOMEWORLD   =-=
=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=

a gameplay guide
by The_Assimilator
version 1.0.4
23 January 2004

________________________________________________________________________________

========================================
-> LEGAL NOTICE / COPYRIGHT INFORMATION
========================================

This guide is the sole property of its author, Ian "The_Assimilator" Kemp.
It may be used ONLY for your personal enjoyment, it is ILLEGAL to sell this
document without the author's permission.  It is also ILLEGAL to claim all or
part of this guide as your own.  You may not sell and/or distribute this guide
without the author's prior consent.

This guide may (currently) only be featured on MY website (if it ever gets put
up...), and the below website(s):

Cheats.de                       http://www.cheats.de/
DLH.net                         http://dlh.net/
GameFAQs                        http://www.gamefaqs.com/
IGN FAQs                        http://faqs.ign.com/

If you would like to host this guide on your website, or use portions of it for
your own guide, please ask me first (see the "Contacting the author" section).

If you do not abide by the above conditions, expect to have legal action taken
against you!

Ian Kemp is not affiliated with Relic Entertainment, Sierra Studios, nor Vivendi
Universal in any way.  All trademarks used here are the properties of their
respective owners.

Use this document at your own risk. The author cannot be held responsible for
ANY damages you might sustain from using this guide!

________________________________________________________________________________

TABLE OF CONTENTS
==================

->  LEGAL NOTICE / COPYRIGHT INFORMATION   <--- read this NOW!

A.  Introduction
B.  About the author
C.  Contacting the author
D.  Version history
E.  ***For Windows XP users
F.  Updating Homeworld (Patches)
G.  Cheats and Command-line switches
H.  Abbreviations/Shorthands
I.  Ships and Civilisations
    1.  Kushan
    2.  Taiidan
    3.  Turanic Raiders
    4.  Bentusi
    5.  Kadeshi
    6.  Miscellaneous
J.  Tactics
K.  Formations
L.  Damage Ratios
M.  Single-player walkthrough
    1.  Kharak System
    2.  Outskirts of Kharak System
    3.  Return to Kharak
    4.  Great Wastelands (Part 1)
    5.  Great Wastelands (Part 2)
    6.  Diamond Shoals
    7.  The Gardens of Kadesh
    8.  The Cathedral of Kadesh
    9.  Deep Space - Sea of Lost Souls
    10. Super Nova Research Station
    11. Tenhauser Gate
    12. Galactic Core
    13. The Karos Graveyard - The Shining Hinterlands
    14. Bridge of Sighs
    15. Chapel Perilous
    16. Hiigara
N.  Multi-player guide
    1.  General Strategy
    2.  Resources
    3.  Useful Tactics
O.  Credits and Links
P.  The End

________________________________________________________________________________

=================
A.  Introduction
=================

Homeworld was released in 1999 and completely revolutionised the RTS (Real-Time
Strategy) game genre.  Homeworld (or HW, as it is known amongst its fans) was
the first RTS to combine stunning 3D graphics with great gameplay.  (Don't know
what a RTS is? Think Command & Conquer.  Don't know what *that* is?  Then
you're a little young to be reading this guide.)  Homeworld subsequently went on
to win at least 5 Game of the Year awards from various gaming websites
(GameSpot, IGN, ...).  This prompted a later release of the special "Game of the
Year" (GOTY) edition of the game, which featured different box art and manual
design from the original.

But it was not just Homeworld's aesthetics that gained it such praise.  The
game's storyline was (and still is) one of the best ever.  I'm not gunna tell it
here - because if you're a real Homeworld fanatic, you'll already know it - and
besides, it's in the manual that came with the game. (You *did* buy it from a
reputable source, hmmm?)

Where do I come into this? Well, I was given Homeworld for Christmas 2000 (OK,
so I'm slow), and I was immediately addicted.  For a month I played nothing else
but the game.  Later I got my hands on the "sequel" to Homeworld, Homeworld:
Cataclysm, which is also an excellent game (but not *quite* as good as the
original).

I had been meaning to write this guide ever since the day I got Homeworld, but
for various reasons I never got around to it.  But now Homeworld2 is here!  So,
I decided to finally get my Homeworld walkthrough done.

Here is the result; I hope you enjoy it.

________________________________________________________________________________

=====================
B.  About the author
=====================

I'm an 18-year-old living in South Africa.  In RealLife(tm) I'm a student
getting ready for my fierst year of university, studying Computer Science.

If anyone reading this needs a Java or PHP/MySQL programmer with 2+ years
experience, or a web designer (HTML/JavaScript/DHTML/CSS) with 4+ years
experience, please see the "Contacting the author" section below for my email
address.  I need a job!

-----------------
My hobbies/likes
-----------------

- writing game guides (that never get released)
- writing programs    (that never get finished)
- designing web sites (that never get published)
- reading
- reading
- Dragonball Z (o how amusing mindless violence can be)
- cats
- sleep    (which I don't get enough of)
- caffeine (which I get too much of)
- playing games!

---------
My games
---------

I play Gameboy, Nintendo64, PlayStation and PC games, so my interests are
varied.

Genres I like:

- platformers (Crash Bandicoot and Spyro games, Ape Escape, Klonoa, Mario64)
- arcade racing games (Mario Kart 64, Crash Team Racing, wipEout series)
- RPGs (Azure Dreams, Pokemon, Final Fantasy series, Zelda series, NeverWinter)
- RTSs (Homeworld/Age of Empires series)
- FPSs (Quake series, Unreal series)
- any genre that's a TLA

Genres I hate:

- super-realistic-handling-is-so-sensitive racing games (too irritating to play,
  go and drive a real car!)
- "super realistic" fighting games (why does *everyone* buy them?)
- games that are just CRAP (too many to list)

________________________________________________________________________________

==========================
C.  Contacting the author
==========================

If you want to send me e-mail, my address is currently

  assimilator64@webmail.co.za

Use the subject header "Homeworld Walkthrough", or your message may be ignored!

Please note, that any spam, flames or hate mail will be deleted without being
read.  The same applies for any mails containing stupid questions, or questions
that are answered in this guide.

In addition, I can (probably) be found on the Relic Forums
(http://forums.relicnews.com) from Monday to Friday every week.  Send me a
Private Message, if you wish, and I will respond just as I would respond to
emails.

________________________________________________________________________________

====================
D.  Version history
====================

1.0.4                       + Added more information for Assault Frigates.
23 January 2004             + Changed some info for Heavy Cruisers and Carriers.
                            + Replayed Homeworld single-player again and
                              corrected the walkthrough in many places.
                            + Fixed a few typos (hopefully the last...).

1.0.3                       + Noted that Missile Destroyers can only use the
01 December 2003              Missile Volley special action if they have 1 or
                              more missiles in stock (again, thanks to Koki for
                              pointing that out).
                            + Minor formatting/layout changes.

1.0.2                       + Allowed Cheats.de (http://www.cheats.de/)
27 October 2003               and DLH.net (http://dlh.net/)
                              to host this guide.
                            + Some minor changes to "Abbreviations/Shorthands"
                              section.

1.0.1                       + Added permission to allow IGN FAQs
20 October 2003               (http://faqs.ign.com/) to host this guide.
                            + Made many changes after receiving some feedback
                              (*BIG* thanks to Koki from the Relic Forums!).
                            + Added "Abbreviations/Shorthands" section.
                            + Minor adjustments and corrections.

1.0.0                       + *** First release to the public!
12 October 2003             + Rewrote some of the single-player guides to clear
                              up some points.
                            + Changed the format of the multi-player section.
                            + Reorganised layout of the file, as well as the
                              Table of Contents.
                            + Finished "Ships and Civilisations" section.
                            + Added "***For Windows XP Users" section.
                            + Added "Cheats/Command-Line Switches" section.
                            + Added "Updating Homeworld (Patches)" section.

0.9.9                       + Miscellaneous corrections.
09 October 2003             + Added more multi-player strategies.

0.9.8                       + Single-player walkthrough completed.
01 September 2003           + Ships list for Kushan/Taiidan completed.

0.9.7                       + Added mission 10 and 11.
24 August 2003

0.9.6                       + The very first release.  Missions 1 - 9 of the
16 August 2003                single-player game covered, as well as intros and
                              credits of this guide.
                            + Began ships list.

________________________________________________________________________________

============================
E.  ***For Windows XP users
============================

By default, Homeworld *WILL NOT RUN* in OpenGL hardware acceleration on
Microsoft Windows XP.  If you have been wondering how to get around this
problem, here is the solution:

1.  Right-click the shortcut you use to play Homeworld and choose "Properties".
2.  Click the "Compatibility" tab.
3.  Check the "Run this program in compatibility mode for" box, then from the
    list below, select "Windows NT 4.0 (Service Pack 5)".
4.  Click OK.

Homeworld will now allow you to use OpenGL to run the game.

This hint may apply to other games as well, so feel free to try it.

________________________________________________________________________________

=================================
F.  Updating Homeworld (Patches)
=================================

No game is ever released perfect, and Homeworld is not an exception.  Relic have
released 3 updates to the game, or "patches", that alter some aspects of the
game (mostly to fix bugs).

The default Homeworld version (and the only one that you can buy) is 1.00.  The
3 patches will update your game to version 1.03, 1.04 or 1.05, respectively.
Each later patch also includes all the enhancements of the previous one(s), so
for example, the 1.05 patch also includes the 1.03 and 1.04 updates.

(Side note: No-one knows what happened to the 1.01 and 1.02 patches, and as
            usual, Relic won't say...)

You can tell what version of Homeworld you have by starting the game, and
looking at the top-left corner of the screen.  In small writing you should see
text saying "Version HomeworldV1.n0x", where x is the patch you have installed
(0 if no patching has been done), and n is the letter B if a patch is present.

***VERY IMPORTANT!  If you are intending to play Homeworld over the Internet,
                    i.e. via WON.net, you MUST have the latest patch (1.05 at
                    this time) installed.  Otherwise, you will be asked to
                    download and install it when you try and connect to a game.
                    You CANNOT play Homeworld with other people, if your version
                    of the game is different to theirs!

To get the patches, go to RelicNews (http://www.relicnews.com) and click the
"Downloads" link under the Homeworld section of the left menu.  Download the
patch of your choice (it will come as an executable) and run it to update your
Homeworld installation.  The next time you run the game, you should see that
the version has been changed to reflect the patch you installed.

________________________________________________________________________________

=====================================
G.  Cheats and Command-line switches
=====================================

First of all - THERE ARE NO CHEATS IN THIS GAME.  Homeworld was designed for
people who are actually able to *play* a RTS game, not pathetic newbies who get
a game, die on the first mission then get onto the Internet and download every
cheat they can find.  If you're that kind of person, please stop reading this
guide RIGHT NOW.  I don't have time for lamers like you, and neither does Relic
nor the Homeworld community.  There *are* trainers (aka hacks) for the game that
give you extra RUs, more ships etc., but the same comments apply to them.

Homeworld does, however, feature a comprehensive list of command-line switches
or parameters, that can be used to tweak your game to perform at its best.  It's
a pretty long list, but I like to be thorough.

To use these switches
----------------------

1.  Right-click the shortcut you use to play Homeworld and choose "Properties".
2.  Click the "Shortcut" tab, and click to place the cursor inside the "Target:"
    box (which will point to homeworld.exe).
3.  To add one of these switches, put a space at the end of the text, then type
    in the slash character ( / ), and then the switch.
    For example (using the dsound switch), if your Target field reads
    "C:\games\homeworld\homeworld.exe", you would do this:
    "C:\games\homeworld\homeworld.exe" /dsound
    To add more switches, you just add another space, a slash, and the next
    switch.  E.g.:
    "C:\games\homeworld\homeworld.exe" /dsound /enableSSE /pilotview
    You can have an infinite amount of switches present.  Note however, that
    some switches are mutually exclusive.  If you type in an invalid switch,
    Homeworld will warn you of this on startup and refuse to start until you
    replace or change the invalid switch(es).

*** CURRENT COMMAND-LINE SWITCHES ***

System options
---------------

heap [n]		- sets the amount of memory available to Homeworld to
                          [n] megabytes
prepath [path]		- sets the location for the game to look for its files
			  (where [path] is this location)
CDpath [drive]		- where [drive] is the drive letter of the CD-ROM
			  containing the Homeworld game CD

Processor options
------------------

enableSSE		- enable the use of Streaming SIMD Extensions (SSE) for
			  improved game performance (Pentium III and up, AMD
			  Athlon and up)
forceSSE		- force the game to use SSE, even if found to be
			  unavailable.  Not recommended, as severe slowdown may
			  occur on non-SSE capable processors
enable3dNow		- enable the use of AMD's 3DNow! instruction set to
			  improve performance

Video options
--------------

safeGL			- do not use optimized, but possibly buggy, special
			  features of the selected OpenGL renderer (your video
			  card).  If you are experiencing strange graphical
			  glitches in OpenGL, using this option can help, but it
			  may also decrease performance somewhat
triple			- if the game's menus are flickering madly, this will
			  triple-buffer them to prevent this.  Does not affect
			  in-game performance
nodrawpixels		- use when background "images" tppabs="http://cheatbook.de/wfiles/images" are not shown when starting
			  and/or loading games
noswddraw		- do not use DirectDraw for the software renderer.
			  Makes software mode a lot slower, and is only
			  recommended if your video card has a really bad
			  DirectDraw implementation
noglddraw		- do not use DirectDraw to setup the OpenGL renderer.
			  Can be slower or faster, depending on your video card,
			  so try this and see
sw			- use the software renderer ONLY for drawing the game's
			  graphics; with this switch present, you can't change
			  the rendering system from within the game (it is
			  locked into software mode).  This is not recommended
			  unless you have a really crappy video card (e.g. SiS
			  or S3 chip), which is unable to handle Direct3D and
			  OpenGL hardware acceleration well.  In this case,
			  software mode will probably be faster (depending on
			  your PC as a whole) than either Direct3D or OpenGL
noFastFE		- disables fast front-end menu rendering.  Use this if
			  menus are slow to appear, or are rendered incorrectly
			  (e.g. strange colours).  This has also been known to
			  fix problems where the game starts up, then instantly
			  crashes
fullscreen		- runs the game in software mode, in a full-screen
			  window, and at 640x480 resolution (default mode)
window			- displays the game in a window
noBorder		- if /window is present, this disables the border on the
			  window
640			- runs in 640x480 resolution (default)
800			- 800x600 resolution
1024			- 1024x768 resolution
1280			- 1280x1024 resolution
1600			- 1600x1200 resolution
device [dev]		- selects the rendering mode to use, where [dev] is that
			  mode.  Valid values for [dev] are sw (software), d3d
			  (Direct3D), gl (OpenGL), fx (3dfx mode - Voodoo cards
			  ONLY).  If using this option, you will be unable to
			  change the renderer from within the game
nohint			- disable usage of OpenGL perspective correction hints.
			  No-one except Relic seems to know what this option
			  actually does, and Relic ain't telling...
nopal			- disable palettised texture support.  Usually makes the
			  game slower, since the aim of palettising is to speed
			  up texture generation.  If you have an older card that
			  has a dodgy palettised texture engine, using this
			  switch might help to fix graphical glitches

Sound options
--------------

dsound			- forces game to use the Microsoft DirectSound mixer,
			  even if the sound driver is not certified
dsoundCoop		- if DirectSound mixer supports co-operative mode, this
			  will allow other applications to use DirectSound even
			  while Homeworld is using it
waveout			- forces game to use Waveout mixer (slower, lower
			  quality) even if DirectSound is available
reverseStereo		- swap left/right audio channels

Detail options
---------------

rasterSkip		- enable interlacing with software renderer.  This
			  allows for much-improved performance in software mode,
			  but creates a "motion blur" effect that may be too
			  visually distracting to use (faster)
noBG			- disable display of galaxy backgrounds (so you will see
			  only black backgrounds with stars) (faster)
noFilter		- disables bilinear texture filtering (decreases graphic
			  quality but increases performance).  All modern video
			  cards can filter with no performance penalty, so you
			  should never need to use this option
noSmooth		- do not use polygon smoothing.  Same as noFilter, you
			  should not need to use this option
stipple			- enables stipple alpha belending to emulate
                          transparency effects.  Very ugly and can only be used
                          in software mode; makes game run faster
noShowDamage		- do not show ship damage effects (drive plasma leaking,
			  fires).  Can drastically improve performance, BUT you
			  won't be able to easily see if your ships are damaged,
			  so it's not recommended to use this

Other options
--------------

diableavi		- skips opening Sierra and Relic movies
pilotview		- allows you to see the game from the "pilot's eye view"
			  of your ships.  This option is only available from the
			  v1.04 patch and up.  If enabled, select a ship and
			  hit the Q key to switch to pilot view; press Q gain to
			  return to external view.
			  (NOTE: some ships have very strange pilot views...)

________________________________________________________________________________

=============================
H.  Abbreviations/Shorthands
=============================

Many of the ship and tactics names are very long to type, so on Homeworld
message boards (e.g. Relic Forums - http://forums.relicnews.com), you will often
find an abbreviated form being used to describe things.

If you aren't a veteran boardie, then it's quite possible that you won't know
WTF is being talked about - so here's a useful list of (some) of the shorthands
used by the Homeworld community.

Adv Swarmer         Advanced Swarmer (Kadeshi)
AS

Assassin            Ion Array Frigate (Turanic Raiders)

Auto                Autogun (from Karos Graveyard)

Banana              Kushan Mothership
Banana Mothership
Banana MS

BB                  Battle Ball (attacking technique using Sphere formation)
BBall

Bentusi Station     Bentusi Exchange (Bentusi)
Trade Station
Traders

Boardie             Internet bulletin board/discussion forum user

Brigand             Missile Corvette (Turanic Raiders)

Cap                 Capital Ship
CapShip
Cap Ship

Caterpillar         Fuel Pod (Kadeshi)
Grub
Worm

Corv                Corvette

CorvWall            Corvette Wall (Corvettes in Wall formation to deal maximum
                                   damage)

CS                  Crazy Scouts (strategy where Scouts quickly switch between
                                  Wall and Sphere formation to dodge gunfire)
                    *** NOT considered a legitimate strategy!

Dawg                Junkyard Dawg
JD

DFG                 Defense Field Frigate
DFG Frig
DFG Frigate

DS                  Dancing Scouts (strategy where Scouts jump around and dodge
                                    gunfire)
                    *** NOT considered a legitimate strategy!

ES                  Evil Scouts (usage of key-bashing to allow your Scouts to
                                 avoid almost all gunfire)
                    *** NOT considered a legitimate strategy!

Frig                Frigate

Furball             Massive battle between many ships (usually Strike Craft)
Hairball

Heavies             Heavy Corvettes

HVC                 Heavy Cruiser

HW                  Homeworld

IAF                 Ion Array Frigate (Turanic Raiders)

ICF                 Ion Cannon Frigate

Int                 Interceptor
Intie

Kami                Kamikaze (ram your ship into another ship and self-destruct
                              your ship - causes massive damage to the enemy)

Lord                Battle Carrier (Turanic Raiders)

Lt Corv             Light Corvette

MBF                 Multi-Beam Frigate (Kadeshi)

MD                  Missile Destroyer

MGC                 Multi-Gun Corvette
Multi Corv
Multigun
Multigunner

MM                  Micro-management ("managing" a group of ships with
                                      "microscopic" precision - giving new
                                      orders, formations etc. very often during
                                      a battle)

MP                  Multi-player mode

MS                  Mothership

Needle              Needle Mothership (Kadeshi)
Needleship

Prox Detector       Proximity Sensor
Prox Sensor
Proxy Detector
Proxy Sensor

Researcher          Research Ship

Resourcer           Resource Collector

RUs                 Resource Units

SalCap              Salvage Corvette
SalCapCorv
Salvager
Salvette
SC
SVC

Sct                 Scout

SP                  Single-player mode

SS                  Super Scouts (strategy where Scouts are able to deal tons of
                                  damage by changing formations as they
                                  complete their attack run)

SuperCap            Super-Capital Ship
Super Cap

Swarm               Massive melee attack of Strike Craft

Thief               Standard Corvette (Turanic Raiders)

Ugly                Taiidan Mothership
Ugly Mothership
Ugly MS

Wing                Group of ships (usually Strike Craft)

________________________________________________________________________________

============================
I.  Ships and Civilisations
============================

*** PLEASE NOTE: unless otherwise stated, all stats here are taken from ***
***              version 1.05 of Homeworld.                             ***

This section will tell you all about the ships in the game, as well as the
civilisations that they belong to.

A great resource is the Homeworld Shipyards (http://well-of-souls.com/hws).
This site is maintained by Arioch, and contains a list of all the ships in all
the Homeworld games (including Homeworld2), with statistics, pictures, and
notes.  Visit it, it's a great resource!

-----------
1.  Kushan
-----------

The Kushan are the "big tech/low tech" civilisation.  Their ships are clunky and
not exactly pleasing to look at, but they get the job done.  Choose a red colour
scheme and you can pretend that their ships were carved from bricks ;).

According to Relic (developers of Homeworld), the Kushan were originally
designed to be the "true exiles".  It was only later in the game's development
that the option was added to allow you to play as either the Kushan or the
Taiidan in single-player.

Ion beam color: red-white

------------
2.  Taiidan
------------

The Taiidani are supposed to be a 4000-year-old empire, so naturally their
ships would look more refined than the Kushan ones.  For example, the Taiidani
Heavy Cruiser looks graceful and deadly, unlike the boxy Kushan one.

Taiidani ships also tend to have better turret placement than Kushan ships
(Heavy Corvette, Assault Frigate), so they are probably the better race to
play as, in multi-player.

Ion beam color: blue-white

*** STRIKE CRAFT ***

i.   Fighters
^^^^^^^^^^^^^^

Scout
------

Cost: 35 RUs
Mass: 10 tons
Armour: 110
Firepower: 12
Coverage: 8%
Weapons: 2x mass driver (nose-mounted)
Special Action: Afterburners (increases speed drastically for 3 seconds)
Velocity: 1 000 m/s (standard); 1 500 m/s (with Afterburners)
Maneuverability: very high
Build Time: 12 seconds
Availability: Mission 1

The fastest and cheapest combat-capable vessels in the game.  They do very
little damage alone, but get them in packs of 40 and that's a dangerous punch,
not to mention that their speed allows them to avoid almost all weapons fire.

You won't be building these too much in single-player, but in multi-player mode
you will soon learn that Scouts are your best friends.  If you are playing
anyone half decent, they will build Scouts like there is no tomorrow; you must
do the same or your Mothership/Carrier will die the "death of a thousand
pinpricks" - not nice at all.

Interceptor
------------

Cost: 55 RUs
Mass: 60 tons
Armour: 160
Firepower: 16
Coverage: 8%
Weapons: 2x mass driver (Kushan : nose-mounted
                         Taiidan: 1 nose-mounted, 1 externally mounted)
Special Action: -
Velocity: 875 m/s
Maneuverability: very high
Build Time: 18 seconds
Availability: Mission 2

The successor to the Scout - not.  Interceptors die against almost any Strike
Craft they go up against - including Scouts, which on Evasive are too fast for
the Interceptors to hit, and also too fast to run away from.  Don't even bother
building these.

Defender
---------

Cost: 65 RUs
Mass: 60 tons
Armour: 325
Firepower: 5
Coverage: 11%
Weapons: 3x rapid-fire mass driver (externally mounted)
Special Action: -
Velocity: 385 m/s
Maneuverability: medium
Build Time: 9 seconds
Availability: Mission 4

The quickest ship in the game to build; as their name suggests, they are best
used for escort duty.  In version 1.00 of the game Defenders had firepower/
armour ratings of 30/160 respectively, thus they were a lot weaker but they
packed a *HELL* of a punch.  A wall of 30 v1.00 Defenders could annihilate a
Carrier in a minute, now they will only tap at its hull and get killed.

They are still good escorts for resource operations, no matter what version of
the game you're playing.  Their main problem is their looow speed, which means
that even Support Frigates can outrun them (and that *hurts*).  Best used in the
early stages of a multi-player game to protect your valuable Resourcers, then as
the Defenders get killed, you can replace them with Corvettes.

Koki noted: "[Defenders] are pretty good at dodging, if they are not moving.
They move up/down/left/right pretty fast."  In other words, their
maneuverability is quite a bit better than their speed - Defenders can actually
dodge Corvette bullets (sometimes).

BTW: while Kushan Defenders need about 1 - 2 seconds to meet a threat (because
they retract/extend their guns), Taiidani Defenders are always ready to rock.

Attack Bomber
--------------

Cost: 85 RUs
Mass: 90 tons
Armour: 110
Firepower: 42
Coverage: 5%
Weapons: 2x plasma bomb launcher (Kushan : nose-mounted
                                  Taiidan: mounted either side of body)
Special Action: -
Velocity: 750 m/s
Maneuverability: medium
Build Time: 20 seconds
Availability: Mission 5

Slow, heavy, but the ultimate anti-Capital Ship fighter.  It *kills* anything
frigate-size and up within seconds, a wing of 20 can destroy a frigate in 2
volleys.  These suck against other Strike Craft, but hey, that's not what
they're designed for.  If you need a fast, mobile, Capital Ship-killing force,
these are for you.  But make sure you guard them with something anti-Strike
Craft, for goodness' sakes.

Note that Attack Bombers *can* kill Strike Craft, although not without
difficulty.  It's just that their bombs are sooo slooowww...

ii.  Corvettes
^^^^^^^^^^^^^^^

Light Corvette
---------------

Cost: 135 RUs
Mass: 400 tons
Armour: 900
Firepower: 100
Coverage: 40%
Weapons: (Kushan)  1x turret (mounted below cockpit)
         (Taiidan) 2x turret (mounted in front of cockpit)
Special Action: -
Velocity: 575 m/s
Maneuverability: medium
Build Time: 22 seconds
Availability: Mission 2

Like Interceptors; pretty useless unless you're up against Fighters, then they
do okay.  Best used early in multi-player to thwart Scout rushes on your
Resourcers, that single turreted gun really makes up for the Light Corvette's
slow speed.

Heavy Corvette
---------------

Cost: 250 RUs
Mass: 750 tons
Armour: 1 700
Firepower: 200
Coverage: 50%
Weapons: (Kushan)  2x turret (mounted below cockpit)
         (Taiidan) 4x turret (mounted in front of cockpit)
Special Action: Burst Attack (5km range / 2.5km area of effect)
Velocity: 500 m/s
Maneuverability: medium
Build Time: 30 seconds
Availability: Mission 2

Two words: KICK ASS.  It seems like everyone loves these ships, and why the hell
not?  They're the best Strike Craft in the game, simply because they can take
pain like nothing else can.  These ships can even take a direct ion beam and
live (seriously!).

Of course, their twin turreted guns will make mincemeat of anything that comes
too close.  Put 16 or 25 Heavy Corvettes in a Wall, set 2 Support Frigates to
repair them, and you've got a virtually impenetrable screen of Corvette gunfire.
No Fighters will be able to take them on and live (except maybe Evasive Scouts),
and Frigates will also die pretty damn fast.  Heck, Heavies can even knock out a
Destroyer, given enough time.

Their weakness is their slow speed, which allows even ion beam-equipped ships to
hit them.  Even the inaccurate Attack Bomber can be a menace to Heavies, but
that's where Burst Fire mode comes in.  Select an area of space, click Z and
your Heavy Corvettes begin offloading high-explosive, highly deadly shells into
that area.  Fighter wings simply pop when they get hit with Burst - try it.

Multi-Gun Corvette
-------------------

Cost: 220 RUs
Mass: 750 tons
Armour: 1 400
Firepower: 180
Coverage: 78%
Weapons: 6x turret (Kushan : 4 mounted below, 2 mounted above
                    Taiidan: 2 mounted in front of cockpit, 4 mounted on sides)
Special Action: -
Velocity: 695 m/s
Maneuverability: medium (seems to be high)
Build Time: 22 seconds
Availability: Mission 3

A lower-spec version of the Heavy Corvette, faster and the only ship able to hit
all types of Strike Craft, but that's about all in their favour.  Put these up
against Fighters and they do great, but against anything else, not so well.  The
problem is that the multi-targeting guns don't provide a direct rain of bullets,
tell them to attack something and normally only one or two of the guns will
respond.  Good against Fighter-happy opposition, but for anything else, use
Heavy Corvettes.  You know it makes sense.

Minelayer Corvette
-------------------

Cost: 275 RUs
Mass: 750 tons
Armour: 1 800
Firepower: ~700 per mine
Coverage: -
Weapons: 2x mine launcher (rear-mounted)
Special Action: Force Drop (dump 6 mines at once)
Velocity: 425 m/s
Maneuverability: medium
Build Time: 40 seconds
Availability: Mission 10

Very useful or very useless, depending on your viewpoint.  The mines dumped by
these Corvettes are slow-ish (meaning they can't hit Fighters), but then again,
they don't need to be too fast to hit lumbering Capital Ships.  The problem with
minefields is that the mines disappear after a time and have to be relaid, and
of course, Minelayers aren't the fastest corvettes around.  Your own fleet also
tends to *cough* run into the mines they dispense.

BUT: if you can put, say, 20 Minelayers in a Carrier, then jump over by the
enemy's Mothership and start dumping mines, then you will be smiling.  And of
course, laying mines in a resource patch will ruin anyone's day.  It's your
choice to use them or not.

Repair Corvette
----------------

Cost: 150 RUs
Mass: 750 tons
Armour: 800
Firepower: 60
Coverage: 10%
Weapons: 1x mass driver turret (below cockpit)
Special Action: repair/refuel Strike Craft
Velocity: 350 m/s
Maneuverability: medium
Build Time: 20 seconds
Availability: Mission 1

Good early on in single-player, useless everywhere else.  You can get Support
Frigates from only 1 technology, and they are faster (yes!), a lot tougher and
just a whole lot better than these Corvettes.  I used them once, after that,
never again.  Possibly the game's least-used ship type.

Salvage Corvette
-----------------

Cost: 150 RUs
Mass: 120 tons
Armour: 1 400
Firepower: -
Coverage: -
Weapons: -
Special Action: salvage (duh)
Velocity: 425 m/s
Maneuverability: medium ("bad")
Build Time: 30 seconds
Availability: Mission 1

The Homeworld manual states that Salvage Corvettes "can capture heavily damaged
ships".  Well folks, if you've already played single-player you'll know that's
not true.  What happened was that the Homeworld manual was completed before the
actual game itself, and then due to time constraints, Relic decided to let you
salvage any ship, of any health.  But they forgot to update the manual :|.

Salvagers are some of the most valuable in the game, they can grab almost
anything.  Obviously in multi-player their usefulness drops because humans will
be on the lookout for them, but in single-player, Salvagers allow you to amass
a huge fleet, without spending many RUs.

Here is a table showing exactly *which* ships can be captured, and the number of
Salvage Corvettes needed to grab 'em:

+---------------------+-------------------+
| Ship type           | Salvage Corvettes |
|                     | to capture        |
|---------------------+-------------------|
| Strike Craft        | 1                 |
|                     |                   |
| Frigate             | 2                 |
|                     |                   |
| Destroyer           | 3                 |
|                     |                   |
| Heavy Cruiser       | 5                 |
|                     |                   |
| Carrier             | 5                 |
|---------------------+-------------------|
| Resource Collector  | 2                 |
|                     |                   |
| Resource Controller | 3                 |
|                     |                   |
| Cloak Generator     | 2                 |
|                     |                   |
| GravWell Generator  | 2                 |
+---------------------+-------------------+

Note that Strike Craft (Fighters and Corvettes) can only be captured if they are
out of fuel and/or trapped in a GravWell.

Salvaging is fun.

*** CAPITAL SHIPS ***

Assault Frigate
----------------

Cost: 575 RUs
Mass: 45 000 tons
Armour: 16 000
Firepower: 82
Coverage: 75%
Weapons: 4x mass driver turret (around nose), 2x plasma bomb launcher (around
         nose)
Special Action: -
Velocity: 325 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 3

Good against Corvettes and other Capital Ships, bad against anything else.  If
only its turrets/bullets were faster...  grrr.  Seriously though, if used
correctly, these ships can be a menace to other Capital Ships, notably Ion
Cannon Frigates, because they are more maneuverable than them.  In other words,
if you tell an Assault Frigate to attack another Capital Ship, and then start
moving your Frigate around, it will most likely come out as the winner of the
battle.

Having all the turrets clustered around the nose area means that this Frigate
gets in more hits than others.  Unfortunately, this is also its greatest
weakness, since the Assault Frigate is totally unable to cover its vulnerable
engine area.  Get a squadron of Heavy Corvettes behind an Assault Frigate, and
it will die very fast.

This Frigate's bullets seem to be heavier than other ships'; get a wing of 6
Assault Frigates and start shooting an enemy ship, it will get blown backwards
and will never be able to get in range to fire on your Frigates.  Cheap, but
it can help.

Addendum: After doing a few tests with Assault Frigates, I have come to the
          conclusion that their effectiveness increases *dramatically*
          when used in larger groups.  A set of 8 Assault Frigates are an
          excellent deterrent to Strike Craft groups (even Fighters),
          because they're firing so many bullets that it's virtually
          impossible for one slug *not* to hit a target.

Ion Cannon Frigate
-------------------

Cost: 650 RUs
Mass: 57 000 tons
Armour: 15 000
Firepower: 138
Coverage: 3%
Weapons: 1x ion cannon beam (fixed, forward-mounted)
Special Action: -
Velocity: 300 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 4

The mainstay of every respectable fleet, the Ion Cannon Frigate packs a single
ion beam with the biggest punch in the game.  Getting in front of one of these
is very bad news, no matter what type of ship you are.  Group ICFs with Assault
Frigate and some Heavy Corvettes, and you have a highly dangerous escort or
attack fleet.  But don't even think about sending them out unguarded, since they
die very quickly to any ship class.  When engaging an enemy fleet, *always* take
out the ICFs first.

Drone Frigate
--------------
***Kushan ONLY!

Cost: 800 RUs
Mass: 60 000 tons
Armour: 16 000
Firepower: 192
Coverage: 100%
Weapons: 24x drones (mobile mass driver turrets)
Special Action: launch/retract drones
Velocity: 300 m/s
Maneuverability: low
Build Time: 75 seconds
Availability: Mission 6

This is the only ship capable of hitting *any* other ship, no matter how fast
the enemy may be.  Each drone has a single mass driver that is equal in power/
firing speed to the guns of a Scout, thus 24 x 8 = 192 damage per volley.  These
Frigates are great for guarding against Strike Craft attack, but don't do nearly
so well against bigger ships.

The drones do get rebuilt if destroyed, although this takes a while - 50 seconds
(faster if all drones are retracted, only 20-25 seconds).  And the drones aren't
repaired if damaged, only replaced if they are destroyed.

Support Frigate
----------------

Cost: 425 RUs
Mass: 45 000 tons
Armour: 12 000
Firepower: 28
Coverage: 21%
Weapons: (Kushan)  1x mass driver turret (below nose)
         (Taiidan) 2x mass driver turret (either side of body)
Special Action: refuel Strike Craft, repair all ships
Velocity: 450 m/s
Maneuverability: low
Build Time: 65 seconds
Availability: Mission 3

The successor to the Repair Corvette, and a much better ship all around.  The
Support Frigate can repair and refuel 10 Fighters and 4 Corvettes at once, and
its green beam can heal any other ships that are damaged.  Set a Support
Frigate or 2 to assist a CorvWall, and you have a deadly team.  These versatile
Frigates are best used on groups of 2 and upwards; you should always have at
least 1 supporting your Mothership.

A useful trick is the Strike Craft Hyperspace Jump: tell some Strike Craft to
dock with a Support Frigate, then Hyperspace that Frigate - the Strike Craft
will go along for the ride, and it doesn't cost you any extra RUs.  Great for
launching surprise attacks on resource operations.

Kushan Support Frigates have only 1 gun, but can repair themselves (hold Z and
click on the Frigate a few times).
Taiidan Support Frigates have 2 guns, but lack the self-repair capability.

Support Frigate guns are more like Corvette weapons than Capital Ship armaments,
they fire very fast and accurately, and do less damage (so the Frigate can
protect itself from Strike Craft assault, if needed).  But its armour points are
so low, that it dies to almost anything anyway...

*** SUPER-CAPITAL SHIPS***

Destroyer
----------

Cost: 1 350 RUs
Mass: 185 0000 tons
Armour: 44 000
Firepower: 341
Coverage: 88% (more like 40%)
Weapons: (Kushan)  2x side-mounted ion cannon turrets, 2x top-mounted mass
                   driver turrets
         (Taiidan) 2x forward-mounted fixed ion cannons, 2x (dual) top-mounted
                   mass driver turrets (4 gun barrels)
Special Action: -
Velocity: 315 m/s
Maneuverability: very low (seems to be low)
Build Time: 150 seconds
Availability: Mission 6

Slightly more expensive than 2 Ion Cannon Frigates but a better deal, these
ships have deadly twin ion beams, backed up by 2 big-ass mass driver turrets.
They are highly maneuverable for their size and (relatively) speedy, too.  The
only problem is their coverage; a Destroyer's guns are meant to hit things in
front of it, consequently they have trouble shooting at attackers below or
behind them.  The large, undefended "blind spot" below a Destroyer also makes
them easy to approach with Salvagers; so if you're fielding a few of these
heavyweights, give them a decent Strike Craft escort.

Missile Destroyer
------------------

Cost: 1 500 RUs
Mass: 200 0000 tons
Armour: 42 000
Firepower: 450
Coverage: 100%
Weapons: 2x guided missile launchers
Special Action: Missile Volley (32x missiles)
Velocity: 295 m/s
Maneuverability: very low
Build Time: 175 seconds
Availability: Mission 9

Death to Strike Craft, the only thing that can outrun the missiles are Evasive
Scouts on Afterburners (cloaking also spoils missile lock-on).  The only problem
is the 32-missile initial capacity, once an MD is empty, its firing rate drops
off substantially (as it takes 0.5 seconds to manufacture new missiles).  This
is a Destroyer, but it's *not* meant for taking on other Capital and Super-
Capital ships - leave that job to your ion beam-equipped ships.

Different tactics also alter missile accuracy versus Strike Craft:

Evasive     50%
Neutral     70%
Aggressive  90%

So on Evasive for example, half of the missiles fired at enemies are going to
miss.  On Aggressive, 10% will miss the target.

Regarding Missile Volley: If used, your MD will fire off however many missiles
it currently has in stock (thanks to Koki for noting this).  The penalty to pay
is that your MD can't fire/manufacture new missiles for 10 seconds after the
Volley attack has been used, so obviously, it pays to use Missile Volley only
when your ships have a full (or almost full) stock of 32 missiles.  BTW, this
attack seems to make the missiles "dumb" - their homing capability is downgraded
quite substantially.

Carrier
--------

Cost: 2 000 RUs
Mass: 600 0000 tons
Armour: 70 000
Firepower: 109
Coverage: 100% (not really)
Weapons: 4x fixed mass drivers, at each corner of the Carrier
Special Action: build/dock/refuel/repair Strike Craft, build Frigates
Velocity: 315 m/s
Maneuverability: very low
Build Time: 280 seconds
Availability: Mission 9

Vital to your fleet, these ships are able to move a *LOT* faster than a
Mothership.  They are best used as mobile construction yards around resource
operations, since you can keep churning out Strike Craft and Frigates to thwart
enemy attacks.  Their guns are pretty bad though, and sending a Carrier out
unescorted is just asking for it to be salvaged or blown up.  In multi-player,
your Carriers take over the role of Fleet Command if you lose your Mothership,
thus it's a good idea to build at least 1.  Any ship(s) being built by a Carrier
will also die if the Carrier is destroyed, the same applies to all Strike Craft
docked inside the destroyed Carrier.

A Carrier can dock 50 Fighters and 25 Corvettes at a time (a little small to fit
all those ships inside, I would have thought?).

Heavy Cruiser
--------------

Cost: 3 700 RUs
Mass: 800 0000 tons
Armour: 90 000
Firepower: 921
Coverage: 100%
Weapons: (Kushan)  2x dual-ion "wide" turrets, mounted above/below nose;
                   6x mass driver turrets, on top/bottom/sides
         (Taiidan) 2x dual-ion "thin" turrets, mounted above/below nose;
                   6x mass-driver turrets, mounted over-under-along on sides
Special Action: -
Velocity: 250 m/s
Maneuverability: very low
Build Time: 420 seconds
Availability: Mission 13

Even the best Homeworld players know that an enemy Heavy Cruiser is bad news.
As the manual states, "When a Heavy Cruiser shows up on the scene, things get
real quiet real fast".  And it's true - nothing can match a Heavy Cruiser in
terms of sheer, raw firepower.  Their huge amount of armour allows them to
shrug off any Strike Craft attack (except maybe Attack Bombers), and Frigates
don't do too well against them either (unless you're able to bring about 10
ICFs to bear on the enemy Cruiser).

The only thing that can go head-to-head with a Heavy Cruiser is another Cruiser
or failing that, at least 3 Destroyers.  If you're a skilled player, you can
exploit this ship's poor (OK, *bad*) maneuverability: while attacking an enemy
Cruiser with Destroyers or Frigates, move your ships around and if you're lucky,
you'll be able to avoid the Cruiser's ion beams.  (You probably won't be able to
dodge the turret fire, but bullets are *nothing* compared to ion cannons...)

For all its power, though, the Heavy Cruiser is one slow ship.  The only ships
that can't outrun it are Motherships (ouch), so if you need to move a Cruiser
across the map, Hyperspace is probably the best option.

*** MOTHERSHIP CLASS ***

Mothership
-----------

Cost: -
Mass: 5 000 000 tons
Armour: 160 000
Firepower: 7 500
Coverage: 60%
Weapons: 6x fixed mass driver mounts (various locations on hull)
Special Action: build all ships classes, repair Strike Craft and Resourcers
Velocity: 50 m/s
Maneuverability: very, very low (not moveable in single-player)
Build Time: -
Availability: Mission 1 (duh)

The heart of your fleet, able to build and capture every ship.  In single-player
you lose if your Mothership is destroyed, in multi-player you lose only if you
don't have a Carrier (Fleet Command transfers to the Carrier in that situation).
A Mothership can dock 150 Fighters and 50 Corvettes, which is stupid when you
consider that in single-player, you can only build 80 Fighters maximum.

Like many Kushan and Taiidan ships, the differences are not only cosmetic.  The
Kushan Mothership has the "door" on the side, which has to be opened and closed
every time a Super-Capital Ship goes in or out - and that takes precious time.
The Taiidan Mothership just has the large bay in its belly, so large ships are
moved in and out much quicker.

But then, of course, the Kushan Mothership is able to produce and salvage
Frigates a lot quicker, because almost as soon as the ship leaves the bay, it
is ready to roll.  The Taiidan Mothership produces Frigates from various bays,
and there is a short delay before they are under your control.  So, it's all
subjective when you're choosing your race.

The Mothership's guns are small and weak, but they fire very fast and are very
accurate.  Like the Assault Frigate, the bullets seem to mass more than other
ships' bullets, so anything that gets hit by them will "bounce" back ever so
slightly (not so slightly for Scouts, hehe).

As with the Carrier, any ships being built when the Mohership dies, die with it.
You don't get the RUs back, either :(.  A dying Mothership also causes a massive
amount of scuttle damage, wings of Strike Craft can be wiped out instantly, and
even Frigates on occasion - so it's wise to keep as far away as possible when
assaulting an enemy's Mothership.

The Kushan Mothership has some bugs, too: it can happen that when a Super-
Capital Ship is being captured or is leaving the construction bay, the "door" of
the Mothership gets "stuck", and then the ship that's there will be trapped in
that position - unusable *FOREVER*.  Also, sometimes the Kushan Mothership seems
to lose track of salvage groups, which can result in Salvagers sitting there,
holding a ship, ad infinitum.  The solution is to tell the waiting Salvagers to
stop salvaging that ship (press the tilde key ~), then quickly re-issue the
salvage command.  The ship should now be salvaged properly.

*** NON-COMBAT SHIPS ***

Resource Collector
-------------------

Cost: 650 RUs
Mass: 40 000 tons
Armour: 10 800
Firepower: -
Coverage: -
Weapons: -
Special Action: refuel Strike Craft
Velocity: 300 m/s
Maneuverability: medium
Build Time: 60 seconds
Availability: Mission 1

You can't do anything without RUs, which is why you need Resource Collectors.
They use a Phased Disassembly Array (aka "harvester beam") to extract materials
from asteroids, dust clouds and nebulae; these materials become the Resource
Units (RUs) used to build and Hyperspace your ships.  When full, a Resourcer
can carry 650 RUs worth of material (not 600, as Koki pointed out).

As such, these ships are vital to any fleet, in single-player and multi-player.
Since they are unarmed and slow, they *NEED* to be protected every single second
of the game, or your RU supply will dry up as they die, and soon you're dead
too.

The Special Action is slightly useless: Strike Craft are NOT repaired, only
refueled.  In addition, the Resourcer has only 1 docking pad, so it's VERY slow
to tell an entire strike wing to dock with it.  Personally, I never have found
the need to use this ability; Support Frigates are designed for this role, just
keep your Resourcers harvesting.

Resource Controller
--------------------

Cost: 680 RUs
Mass: 79 000 tons
Armour: 13 600
Firepower: -
Coverage: -
Weapons: -
Special Action: refuel Strike Craft
Velocity: 300 m/s
Maneuverability: low
Build Time: 65 seconds
Availability: Mission 4

A mobile docking pad for Resource Collectors, allows the Resourcers to deposit
their harvested RUs a lot quicker than returning to a Mothership or Carrier
whenever they have a full load.  The best way to use these is to tell them to
guard them to guard a Collector.  Like the Collector it can refuel (NOT repair)
Strike Craft, but a Controller can assist 4 Fighters and 2 Corvettes at a time.

There is a major difference between the Kushan and Taiidan Controllers: the
Kushan one requires the Resourcers to roll over by 180 to dock, while the
Taiidan one does not need this.  And in addition, when Resourcers dock with a
Controller, they don't get repaired (they do when they dock with a Mothership
or Carrier).

Probe
------

Cost: 30 RUs
Mass: 40 tons
Armour: 800
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 4 000 m/s (one-time use)
Maneuverability: medium
Build Time: 6 seconds
Availability: Mission 1

A Probe is, as its name suggest, used to check up on enemy positions.  They
can only be used once: you give the Probe its move order, it will go to that
location, and then it can never be used again.  If you see Probes being moved
more than once, the player controlling that Probe is cheating!

Computer players love these but generally, they're not very useful.  Scouts may
not be as fast, but they can at least dodge gunfire, and shoot back at
attackers.  The best use for these is "Probe golf", as discussed in the multi-
player section: build 100 Probes, set them all to move through an enemy ship,
and they will ram it, causing lots of damage.  Scuttling a Probe will kill
Scouts and damage other Strike Craft nearby.

Gravity Well Generator
-----------------------

Cost: 800 RUs
Mass: 65 000 tons
Armour: 8 000
Firepower: -
Coverage: -
Weapons: -
Special Action: activate gravity field
                (area of effect: 5.5km radius
                 can use for   : 210 seconds
                 recharge time : none; single use)
Velocity: 325 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 9

The "GravWell" Generator can trap all Strike Craft in its field, as well as any
incoming or outgoing Hyperspacing ships.  The gravity field is a sine wave, i.e.
it is not constant but weakens and strengthens in a 6-second cycle; this means
that some trapped Strike Craft may occasionally be able to move or start
shooting again.

The nature of the gravity field also means that it is not infinitely usable; the
bar under the GravWell's health bar signifies how much longer it can create the
field.  When the bar gets to empty, the GravWell will self-destruct under the
strain, so it's wise to retire these before it's too late.

Kushan GravWells are easy to detect when they are "on", as they have those
massive white "sails" that extend.  Taiidan GravWells are stealthier, as they
give no clear visual indication of their on/off state.

Cloak Generator
----------------

Cost: 500 RUs
Mass: 22 000 tons
Armour: 6 000
Firepower: -
Coverage: -
Weapons: -
Special Action: activate cloak field
                (area of effect: 2.5km radius
                 can use for   : 300 seconds
                 recharge time : 600 seconds)
Velocity: 325 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 9

As you might expect, the Cloak Generator produces a cloaking field which hides
any ships inside that field from visual detection and passive sensors.  However,
Proximity Sensors can see through cloak fields, so if you are planning a cloaked
attack, make sure there are no Sensors around.

Ships inside the field will decloak temporarily when firing, as soon as they
have fired a shot they will be re-cloaked.  Thus, it's best to cloak only ion-
beam equipped ships, as they will be hidden for longer periods of time than
Strike Craft.  Carriers and Motherships cannot be cloaked, this is to prevent
people from hiding away forever in multi-player.

These are best used in groups of 3: start one of the Cloaks, then when it is
almost empty start another and let the first one recharge.  When the second one
is used up, start the third one.  By the time the first one is used again, it
will be fully charged.

Note that you can run a cloak field down to zero, BUT you can only restart the
field if it is recharged to over 50% (i.e. >= 301 seconds).

Proximity Sensor
-----------------

Cost: 50 RUs
Mass: 40 tons
Armour: 800
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 1 000 m/s
Maneuverability: very high
Build Time: 6 seconds
Availability: Mission 10

Better than Scouts for scouting, since they are cheaper, just as fast, can spot
cloaked ships, and don't need fuel.  The ability to see through cloak fields,
though, is the main reason to build 'em - in multi-player, your enemies will try
anything to kill you, and cloaked ships are very popular.  Not having at least a
handful of these is a big no-no.

Sensors Array
--------------

Cost: 800 RUs
Mass: 2 900 tons
Armour: 6 000
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 280 m/s
Maneuverability: low
Build Time: 80 seconds
Availability: Mission 14

This unit allows you to see every single ship on the map, except for cloaked
ships.  Of course, unless you have your own ships nearby, you can't actually see
what those enemy ships are - all you see are red dots.  So, enemies could fake
up a fleet (using Strike Craft as opposed to Frigates, say) and move it towards
you; this psyches you out, maybe you will move ships to the "threat" in panic,
allowing the enemy to take advantage of his diversion and launch a true attack
somewhere else.

Research Ship
--------------

Cost: 700 RUs
Mass: 11 000 tons
Armour: 4 500 (27 000 with 6 Research Ships)
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 280 m/s
Maneuverability: low
Build Time: 60 seconds
Availability: Mission 1

Without new technologies, you can't build new ships.  Without new ships, you
can't survive.  Which is why it's useful to have as many Research Ships around,
as fleet resources allow.

You can build up to a maximum of 6 of these ships; on most multi-player maps you
start off with 1.  Separate research ships will link together to form a larger,
composite ship, with better armour.  So, 6 linked Research Ships become 1 ship
with 6 times the armour of a single ship.  4 linked Researchers have 4x the
armour.  You get the idea...

More than 1 Research Ship can research a specific technology at once.  In the
Research Manager, use the CTRL or SHIFT keys to select multiple Researchers,
then double-click the technology to research.  Note that the more ships you have
researching a single technology together, the faster that technology is
researched.

Here's a table of the technologies available, plus the time they take to
research.  *NOTE*, this table is the time it take for 1 Research Ship to
complete the listed technology:

+--------------------------+------------------+
| Technology		   | Time to research |
|                          | (seconds)        |
+--------------------------+------------------+
|			   |                  |
| Fighter Drive		   | 75               |
| Fighter Chassis	   | 125              |
| Defender Subsystems	   | 300              |
| Plasma Bomb Launcher	   | 300              |
| Cloaked Fighter	   | 400              |
| Defence Fighter	   | 400              |
|			   |		      |
| Corvette Drive	   | 75               |
| Corvette Chassis	   | 200              |
| Heavy Corvette Upgrade   | 250              |
| Fast-Tracking Turrets	   | 300              |
| Minelaying Tech	   | 300              |
|			   |		      |
| Capital Ship Drive	   | 100              |
| Capital Ship Chassis	   | 320              |
| Ion Cannons		   | 450              |
| Drone Technology	   | 400              |
| Defence Field Technology | 400              |
| Guided Missiles	   | 300              |
| Super-Capital Ship Drive | 450              |
| Super-Heavy Chassis	   | 250              |
| Heavy Guns		   | 650              |
|			   |		      |
| Proximity Sensor	   | 100              |
| Sensors Array		   | 400              |
| Gravity Well Generator   | 520              |
| Cloak Generator	   | 520              |
|			   |		      |
+--------------------------+------------------+

The research time percentages are something like this:

1 Research Ship		100% of research time
2 Research Ships	64 %
3 Research Ships	44 %
4 Research Ships	37 %
5 Research Ships	30 %
6 Research Ships	28 %

So let's take Proximity Sensor, which takes 100 seconds to research with 1 ship.
Using the tables above, it would take (100 * 64%) = 64 seconds to research with
2 Researchers.  With 3, it becomes (100 * 44%) = 44 seconds.  You get the idea.

--------------------
3.  Turanic Raiders
--------------------

The Raiders were originally a primitive race living on a small, harsh planet,
until they were discovered by the Taiidani, roughly 2 000 years ago.  Seeing the
"potential" of the cruel, barbaric Raiders, the Taiidan gave them technology
which catapulted them a thousand years into the future, and into the stars to
harass other galactic races.  In return, the Raiders were expected to serve the
Taiidan Empire - a promise which they have faithfully, and fanatically, kept.
When they are not serving the Empire, the Raider practice one of the oldest, and
least respectable, professions: piracy.  No ship is safe from this scourge.

When there is an unpleasant job to be done, or a mission that it is politically
impossible to carry out, the Taiidan Emperor will call in the Raiders.  Only the
highest-ranking army officials - and the Emperor himself - know of the
connection between the Raiders and the Empire, so it is easy to use the pirates
in this way.

Ion beam color: blue-white

NOTE: many of the stats here are guestimated.

Fighter
--------

Mass: 70 tons
Armour: 225
Firepower: 20
Coverage: 5%
Weapons: 1x mass driver (nose-mounted)
Special Action: -
Velocity: 780 m/s
Maneuverability: high
First Encountered: Mission 2

A cross between a Scout and an Interceptor, this is the Raiders' mainstay ship,
which they tend to use in massed groups against targets.  Good armour and
firepower, but against Corvettes they suffer the same fate as all Fighter-class
ships - a quick death.

Standard Corvette
------------------

Mass: 150 tons
Armour: 1 100
Firepower: 14
Coverage: 1%
Weapons: 2x mass driver ("turreted")
Special Action: salvage
Velocity: 500 m/s
Maneuverability: medium
First Encountered: Mission 2

Take a Kushan Salvage Corvette, remodel it, add 2 mass driver turrets, and
you've got a Standard Corvette.  However, the concept does not translate into
practice very well, and in reality the Standard Corvette is the least
threatening ship that the Raiders will throw at you.  The "turrets" are
incredibly slow to turn and very inaccurate, so all in all, this is quite a
weakling of a ship, which pops easily when confronted by Heavy Corvettes.

Note that it can salvage your ships (it's codenamed the "Thief"), but the
Raiders never attempt to do so in the single-player game.

Missile Corvette
-----------------

Mass: 775 tons
Armour: 1 400
Firepower: 12 (per missile)
Coverage: 100%
Weapons: 2x missile launchers (miniature missiles)
Special Action: Missile Burst (60x missiles - 50% damage to a Destroyer!)
Velocity: 500 m/s
Maneuverability: medium
First Encountered: Mission 2

Now this is a *lot* better, the Missile Corvette has dual missile-launching bays
mounted on either side of the cockpit.  The missiles are fired in pairs, do a
pound of damage, are very quick to launch and rebuild, AND a missile burst has
DOUBLE the missiles of a Missile Destroyer!  The missiles are also more
maneuverable than those of a MD, and they travel a LONG way after enemy ships.

The only problem is that it's a Corvette, so its survivability is bad because
enemies will always gun for it.  Missile Corvettes also have slow speed and bad
maneuverability, so they aren't very good at running away.

Ion Array Frigate
------------------

Mass: 55 000 tons
Armour: 12 400
Firepower: 150 (estimated)
Coverage: 3%
Weapons: 1x ion cannon (fixed, forward-firing)
Special Action: -
Velocity: 245 m/s
Maneuverability: low
First Encountered: Mission 3

A low-grade Ion Cannon Frigate, they are very slow (even a Heavy Cruiser is
faster!!!), can't turn fast enough to lock on to a Salvager, and their armour
is, quite frankly, pathetic.  No self-repair ability either, however those large
"wings" (magnetic accelerators) on either side of the Frigate make its beam
stronger than that of a standard Ion Cannon Frigate's; the ion beam fires more
often as well, so it causes more damage.  Apart from that, nothing special.

Battle Carrier
---------------

Mass: 1 000 000 tons
Armour: 96 000
Firepower: 476
Coverage: 3%
Weapons: 2x ion cannon (fixed, forward-firing)
         10x mass drivers (fixed, body-mounted in various defensive positions)
Special Action: build/repair/refuel Strike Craft, build Frigates
Velocity: 235 m/s
Maneuverability: low (seems to be very low)
First Encountered: Mission 2

The crossbreed of a Destroyer and a Carrier, this is a dangerous ship that
should not be taken lightly.  It takes a lot of pounding to die, and it can put
some serious hurt on anything attacking it.

However, it's not very useful as a Carrier, since its docking rates are very
slow (it is able to build Ion Array Frigates, but it never actually does).  Its
mass drivers fire faster and more accurately than a Carriers, so using Strike
Craft on these is not a good idea - break out the ion cannons instead.

------------
4.  Bentusi
------------

The Bentusi are a mystic race of peaceful traders, who play a large part in
helping the exiled Kharakians regain their Homeworld.  They are also known as
"the Unbound", why, you ask?

Well you see, every Bentusi ship is actually crewed by only 1 Bentusi person,
BUT that person is... integrated... with that ship.  So, like Karan S'jet, the
Bentusi's ships are their bodies: if their ship gets attacked, they physically
feel pain.  They are "unbound" because they are not confined by their ships like
the Kharakians, but rather, their ships are an extension of their beings.

Ion beam color: gold-white

NOTE: many of the stats here are guestimated.

Bentusi Exchange
-----------------

Mass: 4 000 000 tons
Armour: 400 000
Firepower: 900 per second
Coverage: 50%
Weapons: 3x ion cannon (fixed, rapid-firing)
Special Action: -
Velocity: 200 m/s
Maneuverability: low
First Encountered: Mission 4

The main Bentusi ship that you will encounter, each Exchange is a Mothership
alone, but what a ship!  Triple repeating ion cannons allow an Exchange to track
and destroy ANY ship type, and since they do so much damage, it's rare for even
Turanic Raiders to attack the Bentusi.  Thank goodness the Traders are on your
side...

Cargo Barge
------------

Mass: 40 000 tons
Armour: 20 000
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: 350 m/s
Maneuverability: low
First Encountered: Mission 11

This looks like it's supposed to be an escape pod; in Mission 11, it's fleeing
the Bentusi Exchange which is under attack from the Taiidan.  But that doesn't
make much sense, considering the Unbound nature of the Bentusi...  Anyhow, it's
a weak and unarmed ship, and you only ever see it once in the game.

------------
5.  Kadeshi
------------

The Kadeshi (also spelt Khadeshi) are descendants of the Exiles from Hiigara;
but unlike the main fleet of prison ships which continued on to Kharak, the
Kadeshi group broke away and decided to take their chances with living in the
Great Nebula.

As the various Kiith family groupings show, the Kharakians are a highly
religious people, and so it is with the Kadeshi.  As they grew and prospered in
the Great Nebula, they came to identify with it, until "it became the center of
their existence, and ultimately, their religion" (in the words of Fleet
Command) - it becomes something akin to the Garden of Eden for them (this is
why the Kadesh are known as the "Protectors of the Gardens").  Thus, when the
returning Exiles harvest the Nebula, the Kadeshi attack because they see this as
defiling the sacred nature of their home.

And because the Protectors will not listen to reason, the Kharakians are forced
to destroy their long-lost brothers, in order to make it out of the Nebula alive
and continue the journey to their Homeworld.

Ion beam color: blue-white

NOTE: many of the stats here are guestimated.

Swarmer
--------

Mass: 8 tons
Armour: 400
Firepower: 43
Coverage: 4%
Weapons: 2x rapid-fire mass drivers (fixed, belly-mounted)
Special Action: -
Velocity: 1 500 m/s
Maneuverability: very high (seems to be very very VERY high!)
First Encountered: Mission 7

The most dangerous Strike Craft ever built, these things are incredibly fast and
maneuverable, and they pack a serious punch too.  The only sure-fire defence
against them are Multi-Gun Corvettes, Drone Frigates, and/or Defenders - even
Heavy Corvettes struggle to blast them, and of course, with 400 armour points
they take far too long to die... you may even find they run out of fuel before
you can kill them all.

Advanced Swarmer
-----------------

Mass: 10 tons
Armour: 550
Firepower: 24
Coverage: 8%
Weapons: 4x rapid-fire mass drivers (fixed, belly-mounted)
Special Action: -
Velocity: 1 000 m/s
Maneuverability: high
First Encountered: Mission 8

Lower stats than the Swarmer, BUT the guns fire faster so that Firepower rating
is misleading.  They are still difficult to kill off, but not so difficult as
Swarmers, and since there are fewer of them in the game, you may not even notice
the difference.  They have slightly bigger gas tanks than Swarmers, but not
enough to count, and so are also dead in space without Fuel Pods.

Fuel Pod
---------

Mass: 10 tons
Armour: 550
Firepower: 65
Coverage: 10%
Weapons: 1x rapid-fire mass driver (fixed, nose-mounted)
Special Action: repair/refuel Strike Craft
Velocity: 250 m/s
Maneuverability: low
First Encountered: Mission 7

The Kadeshi version of the Support Frigate; ugly ships, but they do their job of
topping up the Swarmers' puny fuel tanks.  Their single gun is better than the
weapon of a standard Support Frigate, as it is much more accurate.  Kill these
off (or salvage 'em) to leave the Swarmers stranded high and dry.

Multi-Beam Frigate
-------------------

Mass: 50 000 tons
Armour: 15 200
Firepower: 600
Coverage: 20%
Weapons: 4x heavy ion cannons (fixed, body-mounted)
Special Action: -
Velocity: 280 m/s
Maneuverability: low
First Encountered: Mission 8

Scary as hell when they appear and begin raking the Mothership with their quad-
ion beams, these are like 4 Ion Cannon Frigates combined into 1 seriously
deadly ship.  Salvage as many as you can, and you won't be lacking in firepower
for the rest of the game.

The "raking" ability is useful, because it allows this Frigate to kill Strike
Craft; since the beams stay "on" for quite a while, the MBF can just sweep them
around and slice into anything.  The power of these beams is NOT to be under-
estimated; 14 MBFs can kill a Heavy Cruiser in under 8 seconds.  They may have
a little trouble tracking Frigates, but when these beams hit... it really hurts.

Needle Mothership
------------------

Mass: 2 000 000 tons
Armour: 112 000
Firepower: 600
Coverage: 20%
Weapons: 1x heavy ion cannon (fixed, forward-mounted)
         13x mass drivers (fixed, body-mounted in defensive positions)
Special Action: repair/refuel/build Strike Craft and Frigates, prevent
                Hyperspacing, ram
Velocity: 150 m/s
Maneuverability: very low
First Encountered: Mission 7

This is a very cool-looking craft, the needle design looks fragile but belies
this ship's true power.  Strike Craft get eaten alive by the mass drivers, and
Capital Ships take heavy damage from the single, but massively powerful, ion
cannon mounted in the "head" of the ship.  Of course, if your ships get too
close, the Needle Mothership will also ram them, which *instantly* kills a
Destroyer upon impact.  And additionally, the built-in Hyperspace Inhibitor
prevents you from leaving the Great Nebula.  All in all, an awe-inspiring foe
and a nasty piece of work to go toe-to-toe with.  If only your Mothership had
its capabilities...

------------------
6.  Miscellaneous
------------------

This section is for the ships that don't belong anywhere else (e.g. Karos
Graveyard).

Armour, Special Action, Weapons and Velocity are all known (true) values;
everything else is guestimated, since there is no real way to find out those
stats.

Ghost Ship
-----------

Mass: 40 000 tons
Armour: 800 000
Firepower: -
Coverage: -
Weapons: -
Special Action: control field
Velocity: -
Maneuverability: -
First Encountered: Mission 9

This is the strange alien vessel you encounter on Mission 9 (Sea of Lost Souls)
in the single-player game.  With 800 000 armour points (5x the armour of a
Mothership), it's no wonder the thing is well-nigh impossible to kill.  You have
to use your Strike Craft to damage it enough and disable the control field it
emits, which can capture Capital Ships and place them under this strange craft's
control.

Research Station
-----------------

Mass: 1 000 000 tons
Armour: 200 000
Firepower: -
Coverage: -
Weapons: -
Special Action: -
Velocity: -
Maneuverability: -
First Encountered: Mission 10

Found in Mission 10, this is the Research Station that you must destroy.  It is
completely defenceless without its escort, so once you've killed them, this
Station dies pretty fast.

Junkyard Dawg
--------------

Mass: 50 000 tons
Armour: 110 600
Firepower: -
Coverage: -
Weapons: -
Special Action: salvage almost ANYTHING
Velocity: 750 m/s
Maneuverability: medium
First Encountered: Mission 13

The ultimate Salvage Corvette, capable of grabbing any ship up to Super-Capital
class.  Found in the Karos Graveyard, it's bloody fast too, and that huge armour
rating means it's very difficult to kill... but not if you have a GravWell
Generator with you.

Autogun (small)
----------------

Mass: 100 tons
Armour: 600
Firepower: 50
Coverage: 100%
Weapons: 1x rapid-fire mass driver (fixed, forward-mounted)
Special Action: -
Velocity: -
Maneuverability: -
First Encountered: Mission 13

Autogun (large)
----------------

Mass: 80 tons
Armour: 900
Firepower: 55
Coverage: 100%
Weapons: 1x rapid-fire mass driver (fixed, forward-mounted)
Special Action: -
Velocity: -
Maneuverability: -
First Encountered: Mission 13

Nasty little turrets found in the Karos Graveyard, they fire extremely fast and
pack quite a punch too, which is why you can't just run Strike Craft past them.
Kill these with your Super-Capital Ships - ion cannons work best, since the
Autoguns can rotate to track targets, but are incapable of any sort of movement.

Hyperspace Inhibitor
---------------------

Mass: 1 000 000 tons (each segment)
Armour: 70 000
Firepower: -
Coverage: -
Weapons: -
Special Action: prevent Hyperspacing
Velocity: -
Maneuverability: -
First Encountered: Mission 14

This is the Inhibitor that you have to destroy in Mission 14 (Bridge of Sighs),
to enable the Exiles to return to their Homeworld.  Note that the stats above
are for each *segment* of the Inhibitor, there are 8 segments in total which you
have to destroy.  However, these segments have relatively low health, and
destroying 1 can set off a chain reaction which destroys others.  The Inhibitor
is dangerous only because of the fact that it rotates; any ships that get
smacked by one of the segments will be instantly destroyed or at least, very
badly damaged.  So it's wise to keep your distance when attacking.

Headshot Asteroid
------------------

Mass: 2 000 000 tons
Armour: 450 000
Firepower: -
Coverage: -
Weapons: -
Special Action: RAM!
Velocity: 1 000 m/s
Maneuverability: extremely low
First Encountered: Mission 15

This is a massive asteroid with an even bigger engine strapped onto it, the
armour points are the main reason it takes so long to die.  Found at Chapel
Perilous, this represents a last-ditch attempt by the Taiidani to end the
Exiles' return - the asteroid is meant to ram into, and destroy, the Mothership
and all the Kharakian colonists aboard.  It needs to be blasted very hard and
very long to die, but you should just about make it.

________________________________________________________________________________

============
J.  Tactics
============

There are 3 different ships tactics levels in Homeworld, they are covered in the
manual but I will give my own information about them as well.

Evasive		: This makes ships unwilling to enter combat, i.e. even if
(F2)              enemies enter their line of sight or attack, Evasive ships
                  will do nothing to defend themselves.  Engine/weapons split is
                  roughly 120/80 for Strike Craft, so they do less damage but
                  move faster and thus survive longer; more fuel is burnt off;
                  and Evasive Strike Craft also split up into pairs when
                  attacking.  Regarding Capital Ships, this tactic has no effect
                  on speed or weapons power BUT makes them attack only on your
                  command (useful in big melees).  It also forces Support
                  Frigates to ignore enemy fire and only repair selected ships.
                  Evasive Resourcers will dock with the nearest capable ship
                  (Mothership, Carrier, Resource Controller) when shot at.
                  Evasive Scouts are useful to annoy the enemy, or stall for
                  time if necessary.

Neutral		: The default setting for all newly-built ships.  Ships on this
(F3)		  setting will attack enemy ships that come within range, but
		  will not move from their positions/orders to do so.
		  Engine/weapons percentages are 100/100 for Strike Craft.  Good
		  to use for ships guarding other ships.

Aggressive	: Ships on this setting attack until they or the enemy are/is
(F4)		  dead.  No fancy flight maneuvers are performed and ships are
		  slower, so you will lose more ships when they are on
		  Aggressive.  Engine/weapons translate to 80/120 for Strike
		  Craft.  Aggressive ships will attack and pursue any enemies
		  that enter their sights; Aggressive Resourcers will ignore
		  attackers and continue harvesting.  On some occasions, idle
		  Resourcers on Aggressive will actually attack and destroy
		  enemy ships (Frigate-class and larger); they do this by using
		  their PDA beam to suck the armour off the enemy ship's hull,
		  so you actually get RUs from this :).

Generally, Evasive is best when moving ships around, or trying to run from
enemies (Capital Ships *do not* receive a speed boost from Evasive).  Switch to
Aggressive when closing with enemy fleets, or when you need that vital kill and
losing ships is not an issue.  Neutral is best used for ships that are guarding
other ships, as the guards will attack anything fighting them or the ship
they're guarding, but will not pursue the attackers (and thus leave the guarded
ship vulnerable to other attacks).

________________________________________________________________________________

===============
K.  Formations
===============

These formations apply to all ships in Homeworld, BUT for reasons explained
below (***see NOTE 1), Capital Ships should *never* be placed in formations.

Delta		: Pretty useless as a formation, ships in this formation are
(F5)		  easy to spot and easier to kill; killing the foremost ship in
                  the formation breaks it up.  Best used for Attack Bombers and
		  not much else.

Broad		: *The* most useless formation, only good when you have many
(F6)		  ships (example: Salvage Corvettes) that you need to select
		  in small groups.  Only the insane would use this formation to
		  attack, as enemies will be able to pick ships off easily.

X		: Best used for Strike Craft; this formation allows them to
(F7)		  dodge much incoming gunfire while at the same time, blasting
		  away at the enemy.  The slow-ish turnaround time of this
		  formation is its only negative aspect.  A good formation for
		  guarding other ships, and for attacking multiple targets.

Claw		: Only to be used when attacking a single target; this formation
(F8)		  concentrates a nearly-continuous stream of gunfire at the
		  target.  However, this formation packs ships very close
		  together, making it easy to hit them.  And this complex
		  formation also takes a looong time to turn around.  Best used
		  with groups of Strike Craft less than 30 strong.

Wall		: As mentioned elsewhere, 16 Light and/or Heavy Corvettes in a
(F9)		  Wall, with decent support, can do a lot of damage.  But
		  generally, the Wall is best used for slow-moving Capital Ships
		  because of its slow turn time.  Also, ships in this formation
		  are packed very closely together and thus, are vulnerable to
		  mine and missile attacks, as well as the Heavy Corvette's
		  Burst Fire mode (which can pop Fighter walls very well).

Sphere		: As its name implies, attacking ships will form a sphere around
(F10)		  the enemy, and begin pouring gunfire into the foe's hull.
		  Because the ships in this formation do not move, their
		  weapons are much more accurate than in any other formation BUT
		  conversely, they die much easier as they make no attempt to
		  avoid incoming gunfire.  Best used for Strike Craft - killing
		  unprotected Resourcers, or quickly finishing off a dangerous
		  ship.

Custom		: Almost never used, ships set to this formation will stay in
(F11)		  the positions they're currently in.  Pretty useless, really.

In summary: Delta, Broad and Custom are virtually useless.  X is the best
general-purpose formation, and excellent for Strike Craft.  Claw is best for
Fighters that are attacking single Capital Ships.  Wall is excellent for
Corvettes, bad for any other Strike Craft (except maybe Defenders and Bombers),
and good for Capital Ships (but then, you shouldn't have your Capital Ships in a
formation anyway).  Sphere is a useful guarding formation, and perfect for
hitting enemy ships as hard as possible in a short time.

***NOTE 1: *Never, ever* put your Capital Ships in formation.  Try this: get 2
	   groups of Capital Ships.  Put 1 group in a formation and leave the
	   other disorganised.  Now tell both groups to turn around.
	   What you will notice, is that the formation'd ships will perform all
	   sorts of time-wasting stunts to respond to your order, while the
	   other group's ships will simply rotate 180 on their axes and begin
	   moving directly to the location you chose.
	   It's simple: in formation, ships must move as 1 group; without a
	   formation, ships can move individually, which is probably about 10
	   times faster to turn and attack.  For slow Capital Ships, the faster
	   they bring guns to bear on the enemy, the better.  So, don't use
	   formations for your heaviest hitters.

***NOTE 2: The one problem with having no formations, is that ships are much
           more likely to shoot each other in a melee.  (Very likely for Strike
           Craft, not so much for Capital Ships - except Missile Destroyers).
           If you see your ships "clumping" too closely together, just give them
           move orders and they should get sorted out.

________________________________________________________________________________

==================
L.  Damage Ratios
==================

In Homeworld, ships have different levels of armour on different parts of their
bodies.  If you have played the single-player campaign, you may recall that in
Mission 4, Fleet Command notes that "... Capital Ships have lighter armour on
the top, bottom and rear sides".  This is true, but that's not the entire truth;
here's a table of the damage ratios for ship armour areas.

Front			90 % of weapons damage
Rear (engines)		170%
Sides			100%
Top			130%
Bottom			130%

So, say you have a weapon that does 10 damage.  If it hits the front of an enemy
ship, that ship will take (10 * 90%) = 9 damage.  If, however, you shoot that
enemy ship in the engines, it will take (10 * 170%) = 17 damage.

Obviously it's best to get behind enemies and attack, but in reality you will
rarely have the opportunity to kill a ship by firing ion beams into its
engines.  It's more likely that you'll be able to get 130% damage, and in most
cases you will be attacking enemies from the front (since that's where all the
weapons are to fire at you...), so usually only 90% damage results.

NOTE: these ratios don't apply to Motherships, which take 100% of weapons damage
      regardless of where they're shot.

________________________________________________________________________________

==============================
M.  Single-player walkthrough
==============================

Homeworld can be a difficult game in places, to say the least ;).
Well, this walkthrough is (hopefully) going to help you through the rough spots.
Some parts may spoil the game for you, but don't blame me!

I played the game as Kushan, so if you're playing it as Taiidan, some bits may
not make sense.  Solution: play as Kushan.

NOTE: The beauty of Homeworld is that there is no "right" or "wrong" way to
      complete the game!  This walkthrough is how *I* did it.  If you know a
      better way of completing a mission, please let me know, and (if I use your
      tip) I'll credit you.

*Remember* - if you're not having fun, then you're not playing the game right!

------------------
1.  Kharak System
------------------

If you were stupid and did not complete the training mission as advised (RTFM,
k?), then this level will make sure that you at least know what the hell is
going on.

I'm quite sure (OK, I *hope*) that you won't need an in-depth guide here, just
follow the instructions and you'll be fine.

Set your Scouts to Group 1 (CTRL + 1), your Resource Collector to Group 2, and
your Salvage Corvette to Group 3.

Note that when you're salvaging the Target Drone, you mustn't give your Salvage
Corvette any other orders (including movement), or it'll let go of the Drone.

Once you have fulfilled all orders, Hyperspace out... and get ready for the real
game to begin.

-------------------------------
2.  Outskirts of Kharak System
-------------------------------

As the movie explains, you are supposed to meet the Khar-Selim, your support
ship, in this location.  But she ain't responding to the Mothership's radio
call... and if you're any kind of gamesplayer, you know that means something's
up!

*DO NOT* send *anything* to the Khar-Selim - at least, not yet.  You'll need
something a lot better than whiny Scouts to protect the Mothership, so get
researching Corvettes.  Set your 7 Scouts to guard your Resource Collector (hold
G and click the Collector) on Aggressive tactics/Sphere formation, then send it
off to harvest.

With your additional resources, build 4 Heavy Corvettes and set them to
Aggressive/X formation; set them to Group 4, tell them to guard the Mothership,
and move your Research Ship as far behind the Mothership as it can go.  Build
another 4 Heavy Corvettes (group 5), and tell them to guard your Salvage
Corvette (Aggressive/sphere).

After you've harvested enough, you'll meet the Turanic Raiders.  They're a race
of bad guys who enjoy blowing shit up for kicks.  Enjoy the neat-o movie, then
get ready to atomise them.  Tell your Resource Collector to dock (press D),
while it's doing so your Scouts will protect it from Raider attack.

The Raiders wil attack in 3 distinct waves.  The first one consists mainly of
Interceptors, with 2 Standard and 1 Missile Corvette thrown in.  Sit back and
watch while your Heavy Corvettes happily blow the enemies to hell.  Once it's
quiet again, dock any damaged Scouts and/or Corvettes, then send your Salvage
Corvette off to visit the remains of the Khar-Selim.  Don't forget to guard it
with all your Heavies (Aggressive/Wall); your Scouts should guard the Mothership
in X formation.

When you reach the Khar-Selim, the Raiders will make an attempt to consign your
Salvage Corvette to the scrapyard.  Sadly, their Interceptors will die horribly.
Laugh and get your Salvage Corvette back to the Mothership; dock it and make
sure that it stays there (check the "Remain Docked" button in the Launch
Manager).  Now you witness (more like hear) the demise of the Khar-Selim.

Once the cutscene is over, the Raiders return yet again (getting annoying, isn't
it?).  This time, they're using more Standard and Missile Corvettes along with
their Interceptors; use your Heavies on them.  The missile-equipped ships should
be your first targets, but don't ignore the other enemies.

Eventually, your Heavy Corvettes should sight the enemy Carrier; when that
happens, the Raiders will finally bugger off.  Build 3 more Salvage Corvettes
(set to Group 3 with the first one), then 2 Repair Corvettes (no group).  If you
lost any Strike Craft, rebuild them.  On to Mission 3.

---------------------
3.  Return to Kharak
---------------------

"Everything's gone... There's nothing left!... Kharak is burning!..."  Those are
some of the saddest words I have ever heard in a videogame.  There is nothing
left of the planet that was home to the Kushan people for a thousand years.  The
heat of the explosion has turned the entire Great Desert to glass.

But the evil that committed this genocide has not yet finished its destruction.
The Cryotrays - the racks containing hundreds of thousands of Kushan in
cryogenic sleep - are being attacked.  If the Cryotrays are destroyed, it will
be impossible for the Kushan people to re-establish themselves as a race.  You
must save the Cryotrays at all cost!

Fun time, NOT.  Set your Scouts to Evasive/Claw and tell them to get after the
ships (Assault Frigates) attacking the Cryotrays.  Depending on the size of your
fleet, there may be between 2 and 5 Frigates to contend with.

While the Frigates are (trying) to play shoot-the-Scout, split your Salvage
Corvettes up into 2 groups of 2, then tell 1 Repair Corvette to support each
Salvager group (select a Repair Corvette, Z-bandbox 2 Salvagers).  Now send your
Salvagers off (on Aggressive!) to grab Frigates.  It takes 2 Salvagers to grab a
Frigate; Z-click the frigate to capture it.  (Try and get the healthiest ones.)
Hint: *never* approach enemy ships directly from the front, it's not very
clever.

The Assault Frigates will now go after your Salvagers, however your Repair
Corvettes should keep them alive long enough to do their job.  Make sure that
your Scouts are set to attack *only* the Frigates that are *not* being captured.
Once your Salvagers have hold of 2 Frigates, bring in your Heavy Corvettes and
kill any that are still going for the Cryotrays.

Grab as many Frigates as you can.  Once they are all grabbed/destroyed, your
Salvagers can begin bringing in the surviving Cryotrays (select a Salvager,
Z-bandbox a Tray).  If all Cryotrays get destroyed, it's Game Over.

Harvest the meagre resources here, then ensure that you have 16 Heavy Corvettes
in your fleet.  Set your captured Assault Frigate(s) to Group 6.  Retire your
Repair Corvettes (select them and press I).  Research whatever's available and
leave - "there's nothing left for us here".

------------------------------
4.  Great Wastelands (Part 1)
------------------------------

A nice, quiet area of space.  Now, what do games teach us about nice, quite
areas?  Think Quake II here, people.  (What?  Never played it?  SHAME!)

Hokay.  Build a Resource Controller and set it to guard your Collector.  Send
the Collector off to gather resources, also guarded by your Heavy Corvettes.

When your Collector has dropped off its first load of resources, you get a
scare.  One big-ass Hyperspace signature pops up on your sensors, but it's OK.
That's a Bentusi Trade Ship, and luckily for you, they want to be friends.
However, don't accept their offer of Ion Cannon technology just yet.

Build a Support Frigate when you get the resources, and add 4 more Salvage
Corvettes to your other 4; also ensure you have at least 6 Scouts.  Move your
Salvagers to the front of the Mothership.  Keep harvesting, but when the Bentusi
begin talking about the Raiders, tell your Collector to dock.  Then quickly buy
Ion Cannons and wave your new friends goodbye.  You'll be seeing more of them in
later missions.

Use your Heavy Corvettes to take out the incoming Raider forces; with the end of
the assault, put your Scouts on Evasive.  6 Raider Ion Array Frigates will
Hyperspace in and begin hammering on the Mothership.  Immediately salvage the 2
Ion Arrays to the left and right of the Mothership, then use your Scouts to
attack and confuse the 4 Ion Arrays behind your fleet (as with the Assault
Frigates in the previous mission), then send in your Salvagers to grab 'em.
When a pair of Salvagers becomes available, tell it to grab another Ion Array.
You should easily be able to grab all 6.

Now the Raider Carrier will appear.  Use your Salvagers to grab the 2 stupid Ion
Arrays escorting it, and use all of your newly-captured ships to blast that
Carrier (if it gets away, it's Game Over!).  With the Carrier gone, the mission
is complete.

Finish harvesting.  Next!

------------------------------
5.  Great Wastelands (Part 2)
------------------------------

Build 3 more Support Frigates (4 total), 6 more Salvage Corvettes (14 total),
and ensure you have at least 20 Heavy Corvettes; also build a Probe.  If you
need resources, build another Probe and send it 49km from the Mothership,
into the open end of the "resource V".  The area *between* that Probe and the
Mothership is where it's safe to harvest resources.  Once you've completed
harvesting, scuttle the "marker" Probe (select it and press S, wait 1 second,
then press S again).

Put your Heavy Corvettes in Aggressive/Wall, then select them and 4 Salvage
Corvettes.  Go into Sensors Manager.  Taking the Mothership as *facing* 12 o'
clock, move your selected group to the dust clouds at roughly 2 o' clock
(about 45km from the Mothership).  Ensure that your Heavy Corvettes are about
8km behind your Salvagers.

Once you're ready, send your second Probe to the ping in your Sensors Manager.
It's gonna die, but not in vain as you'll see later...

So, this is the scum that destroyed Kharak!  Time to get revenge - and how sweet
it will be.  The Taiidani will pay for what they've done.

After the cutscene has played out, your Probe will be destroyed (if you'd used a
Scout that returned to the Mothership, the enemies would follow it home - bad
idea).  Watch your Sensors Manager and notice the red dots (Taiidani ships)
fanning out on patrols.  A fast-moving dot should appear near your Heavy
Corvettes, revealing itself as a squadron of Interceptors; use your Heavies to
make short work of them.  Wait a while longer and you'll notice another speedy
red dot, patrolling from side to side in front of the Mothership.  Move your
Heavies out and kill this wing of Interceptors too, then tell them to guard the
Mothership.

Now you are ordered to kill some enemy Resourcers.  In Homeworld, however, the
key is to think like a pirate.  The 4 Salvagers you positioned earlier are in
prime position to grab those Resourcers; but wait for them to come to you, or
you risk alerting a group of Assault Frigates to your Salvagers' presence - and
you don't want that, now do you?

With the enemy Resourcers being refitted, it's time to do some more capturing.
Get 8 Salvage Corvettes (your "salvage group"), aided by 4 Support Frigates, and
add another Salvager (the "decoy") separate from this group; put the decoy
Corvette on Evasive, and tell it to guard one of your Support Frigates.  Tell
your Heavy Corvettes to guard the same Support Frigate, then move your salvage
group out towards the patrolling red dot/enemy ships on the front/right-hand
side of the Mothership.  When you're about 50km from the enemy ships, stop your
ships and wait a while.  Another wave of Interceptors should appear; use your
Heavy Corvettes to kill them, then get them back to base. Now send your decoy
towards the red dot of enemies, which reveals itself to be 4 Assault Frigates.

As soon as the enemy Frigates start moving towards the decoy Salvager, turn it
around and send it back towards your salvage group; plot its course so that it
will pass over your salvage group, and stop about 50km behind it.  As the decoy
flees, set it to Neutral tactics so that it always remains in sight of the
pursuing Assault Frigates.  If it seems to be getting too far away, stop it to
let the enemy ships catch up - it's *vitally* important that they keep the decoy
in their sights.

When the decoy comes within sight of your salvage group, tell your Salvagers in
that group to grab the enemy ships.  The Assault Frigates will start shooting at
the salvage group, but your Support Frigates will easily heal any damage caused.
Voila, 4 extra Assault Frigates.

Once the new Assault Frigates are added to your fleet, create the same formation
as described above (salvage group/Support Frigates/decoy/Heavy Corvettes).  This
time, move towards the enemy dot on the front/left-hand side of the Mothership.
When you're about 50km away, stop your ships; tell a Support Frigate to repair
your Heavy Corvettes, then send them on ahead to meet the enemies.  When you get
there you'll find another 4 Assault Frigates, guarded by a new ship type - the
Defender - which you can now research.  Use your Heavy Corvettes to kill off the
puny Defenders, then retreat your Heavies back to the Mothership.  Repeat the
decoy-flee-capture trick on the now-undefended Assault Frigates, and grab them
all.

With the new arrivals added to your fleet, take 6 Salvagers (aided by all your
Support Frigates) and your Scouts (on Evasive) towards the red dot at the bottom
of the map; again, stop the group 50km away.  Move the Scouts in and attack the
Ion Cannon Frigates there; when they begin (trying) to retaliate, bring in your
Salvagers.

With the capture of all enemy Frigates on the map, the final event of the
mission will be triggered.  The enemy Carrier, with 2 Destroyers escorting, will
come for the Mothership (as indicated by the ping in Sensors Manager).  Split
your Salvage Corvettes into 2 groups of 3 and a group of 8, and get a Support
Frigate to repair each group.  Your remaining Support Frigate must assist your
Heavy Corvettes; move them and your Scouts towards the approaching enemy forces.
Kill the remaining fighter cover with your Heavies, then retreat them to the
Mothership and bring in your Scouts.  Attack the enemy ships to confuse them,
then sneak in your Salvage Corvettes.

Use a group of 3 Salvagers for each Destroyer, and the remainder to grab the
Carrier (***see NOTE 1).  If you have any spare Salvagers sitting around, nab
the Support Frigate, otherwise kill it.  It's not like you need it anyway...

Let's recap: from 4 Assault and 8 Ion Array Frigates, your fleet has probably
swelled to something like 12 Assault, 6 Ion Array and 3 Ion Cannon Frigates, as
well as 2 Destroyers and a Carrier.  (And there's the 2 extra Resourcers as
well!)  And (apart from a few dead Strike Craft?) it hasn't cost you a cent.
All courtesy of the Taiidan Empire!

Harvest everything that's left, then prepare your forces.  Research and build 20
Attack Bombers and the same amount of Defenders, and boost your Heavy Corvette
wing to 20 ships.  Assign each group of 20 a unique Group Number, then retire
all (yes, *all*) your Assault Frigates, you will be building something better in
the next mission.  Open up the Launch Manager and ensure that "Remain Docked" is
checked for both the Mothership and your new Carrier.  Now, manually dock your
Scouts and Salvage Corvettes with your Carrier; dock your Defenders, Attack
Bombers and Heavy Corvettes with the Mothership.  Put your Carrier, Reasearch
Ship and all Frigates (excluding Support Frigates) into one group.  Then it's
Hyperspace time.

***NOTE 1: Salvagers seem to lose all intelligence when ordered to capture an
           enemy ship - they perform no evasive maneuvers of any sort.  I had to
           replay this mission about 4 times to get it right, mainly because my
           Salvage Corvettes kept slamming themselves into the Carrier's hull
           and exploding!!!  That's why I advise you to keep extra Salvagers
           around - just in case they get stupid, and you need some backup.

-------------------
6.  Diamond Shoals
-------------------

A lovely big asteroid field.  Unfortunately, these are Unharvestable
Asteroids(tm), and if they ram into any of your ships, well, you'll see soon
enough.  This level can be tough, the main thing is to keep cool under the
pressure.

Move *all* of your Capital Ships (*except* Destroyers, Support Frigates and
Resource Collectors) to a spot 50km to the right of the Mothership, where they
will be safe from the asteroid bombardment.  Tell all your Support Frigates
(except 1) to repair the Mothership.  Move your 2 Destroyers in front of the
Mothership, and tell your remaining Support Frigate to assist them.

Grab your 3 groups of Attack Bombers, Defenders and Heavy Corvettes.  Set them
to Evasive and move them out.  Swivel the viewpoint so that you're looking down
on the Mothership, from above.  Tell your Strike Craft to attack any asteroids
that are on collision course with the Mothership, and tell your Resourcers to
harvest the debris that remains.  Your Destroyers can deal with any rocks that
your Strike Craft don't get; their large amount of health will allow them to
take some asteroid hits without dying.  This level may take a few tries to get
it right - the most important thing is to keep searching ahead for more rocks to
clear.  Your ships should only be sitting idle once the asteroids have passed
you by.

Once you're clear of the asteroid belt, the Bentusi show up again and sell you
Drone Technology.  This will be very useful in the next 2 missions, so buy it.
Rebuild any lost fighters and churn out as many Drone Frigates as your remaining
RUs will allow.  Time to leave this boring part of space, things are about to
get "interesting".

--------------------------
7.  The Gardens of Kadesh
--------------------------

The Great Nebula.  It looks peaceful, but it's gunna become something close to
Sajuuk's Hell in the next few minutes.  The question is, can you survive?

Make sure that your Salvage Corvettes and Scouts remain docked in your Carrier.
Move your Capital Ships close to the Mothership, Aggressive and no formation.
Grab your Resource Collectors and get them all to guard your Research Ship (no
specific formation); add your Drone Frigates to this group (remember to deploy
their drones!).  Take one Collector out of the formation, and get your Strike
Craft to guard the rest, in Aggressive/Wall.  Get half of your Support Frigates
to aid this group, and the other half to repair the Mothership and your Capital
Ships.

Now that you're ready, tell your lone Resourcer to go harvesting.  Keep an eye
on it, once it has a full load *immediately* tell it to guard your Research
Ship.  The cutscene will activate.

Now you meet the Kadeshi.  To them the Nebula is a holy place, and by
harvesting it you have defiled its holiness.  Right... anyhow, the long and
short of it is that they decide to kill you.  How nice.

They will initially concentrate on the Resourcer that sucked up the Nebula, but
since it's behind a wall of angry Strike Craft, their Swarmers may have some
trouble getting through.  Of course, the Swarmers' insane speed will also cause
your ships some tracking problems, but those Drone Frigates will come in really
handy now.  

The Kadeshi have a blatant weakness, which you shouldn't have too much trouble
figuring out.  See, since their Swarmers are so small, they don't exactly have
the largest fuel tanks around.  (*That's* an understatement.)  Thus, if you can
deprive them of fuel, the Swarmers will sit in space doing bugger-all.

That's where the Fuel Pods come in.  Fuel Pods are the Kadesh equivalent of
Support Frigates, and they look like big white grubs floating in space.  If you
are really brave you can launch your Salvagers and grab 'em, since they're
worth 400 RUs apiece.  If you just want to get this mission over (and you do,
boyo, you DO), use your Capital Ships to ionise the Pods.

After much gunfire, you will be told that the Mothership's Hyperdrive is fully
charged.  *DON'T* activate it yet!  Instead, wait until the massive Needleship
floating around the area, has gone (you should see it open a Hyperspace gate).
Now you can (try) and jump out; the dialog won't make any sense, but hey, who
cares?  If you'd "activated" the Hyperdrive when told to, all your ships would
have spent 15 minutes docking (getting killed all the time), only to have to be
re-deployed when the Hyperdrive waveform fails.

Cleanup time!  If there are any Swarmers and/or Fuel Pods left around, now is
the time to capture them.  (Yes, you CAN capture Strike Craft - it takes 1
Salvager per ship.)  Since a Fuel Pod is (technically) a Frigate, it will
require 2 Salvagers to be grabbed.

With the Kadeshi threat captured or destroyed, you can harvest and rebuild your
fleet.  Add some more Drone Frigates to the mix, and ensure that you have* at
least* 30 Defenders.  Then Hyperspace... and get ready for some REALLY insane
action.  As in "even-more-difficult-than-this-level" insane.

----------------------------
8.  The Cathedral of Kadesh
----------------------------

This mission is probably the most difficult one in Homeworld, so if you can
complete it, then you are a pretty good gamesplayer.  HOWEVER, you must complete
it well.  By "well", I mean that you must at least have *some* sort of a fleet
left over afterwards.  Winning with unacceptable losses is not a victory,
because you will never be able to rebuild your fleet.  So it's all or nothing!

This is just like the previous mission, except there are 3 Needleship Hyperspace
Inhibitors around the Mothership.  In order to escape from the Nebula of
Hell(r), you will need to waste all 3 of them.  And since they're gunna be
launching Swarmers and Fuel Pods at you all the time, this is *not* going be
easy.

As soon as you can control your ships, grab your Strike Craft and put them into
formation (any sort), otherwise the first wave of Swarmers will wipe them all
out.  As before, get your Strike Craft to guard your vulnerable ships, except
this time get your Defenders to guard all your ion cannon-equipped craft (your
"Battle Group").  Your Drone Frigates should be guarding your vulnerables, as
well.  Don't forget to use your Support Frigates to help the Mothership/
vulnerables, and your Battle Group.

If you have any Attack Bombers left, put them in Aggressive/Claw and send them
out to kill Fuel Pods.  Locate the Hyperspace Inhibitor at the front of the
Mothership and send your Battle Group off to kill it.  Now you will encounter
the Multi-Beam Frigates; they look similar to Fuel Pods but don't be deceived,
these ships are far more deadly.  They are also *the* most powerful ships in the
game, so salvage them all!  After the first wave is yours, more will approach
from the left and right sides of the Mothership and begin firing quad-ion beams
at it.  With your Salvage Corvettes (aided by a Support Frigate), capture as
many as you can; it shouldn't be too difficult since the Frigates tend to only
concentrate on the Mothership (keep an eye on her health!).  Once you have
disposed of the first 2 waves another group will show up, grab them too (there
are 10 total).  Mercifully, the Kadeshi Swarmers ignore Salvagers unless being
targetted by them.

With the MBFs in your possession, destroy the Needleship behind/to the left of
the Mothership; once it's space dust, recall your Battle Group (add your newly-
acquired MBFs to it).  Fleet Comand will tell you that the third Inhibitor is
retreating, ignore this information (for now) and concentrate on killing/
capturing any remaining Kadeshi forces around the Mothership.  You can repair
and rebuild in peace now.  Ensure you have at least 14 Salvage Corvettes, 16 is
recommended.

Once your fleet is back in top condition, grab all of your Support Frigates.
Get 2 to repair your Salvagers and the remainder to repair your Carrier.  Use
your remaining Defenders and Drone Frigates to guard the Carrier.  Then move the
Carrier and your Salvagers towards the final, fleeing Inhibitor.

When you encounter the final 7 MBFs, use your Carrier as bait, and start
capturing the Frigates.  (Make sure your escorting ships don't kill 'em!)  Some
Swarmers will show up, but will be wiped out by your Carrier's escorts.  Now you
can harvest the Nebula in peace.

Grab your MBFs (you should have 17 if you salvaged every one) and set them on
Aggressive.  Set all your Support Frigates to repair them and, with your Drone
Frigates along, head off to the location of that final blasted Hyperspace
Inhibitor.

Now you learn that the Kadeshi are actually your long-lost brothers.  The
problem is, they *still* don't want to let you leave.  So, lay into the final
Inhibitor with all your MBFs, it shouldn't take too long to die.  Some Swarmers
and Fuel Pods may arrive to aid the Inhibitor (weird how they can Hyperspace
Strike Craft when you can't), but concentrate only on that Inhibitor.  Once it's
gone, the mission is complete and you can (*finally*) jump out.

-----------------------------------
9.  Deep Space - Sea of Lost Souls
-----------------------------------

Oooh, creepy.  A big unknown ship, sitting in the middle of nowhere, with a
whole heap of highly useful ships around it.  Derelicts?  Not quite... try
moving a Scout near the group, and see what happens.

Note that all the ships guarding the alien vessel are Capital-class or higher.
That should tell you something about the nature of the alien ship's control
field.  To be brief, it's great at controlling big ships, but can't capture
Strike Craft.  So you are going to have to use your Fighters and Corvettes to
"destroy" it.

Note the position of the Missile Destroyer guarding the alien ship.  It is the
ultimate anti-fighter platform, and your Strike Craft will get annihilated if
that Destroyer is not kept occupied.  Move a Support Frigate to a position
about 60km from the alien ship, but place your Frigate so it is as close to the
Missile Destroyer as possible (without being shot at, naturally).

You will need 30 Scouts and 20 Attack Bombers, minimum.  Put your Scouts into 1
group (Evasive, X) and your Bombers (and any remaining Defenders) into an
Aggressive/Wall group.  Move these groups out, send the Scouts to the position
of the Support Frigate and the other group to a position opposite to the
Scouts/Frigate (on the other side of the alien ship's control field).

Tell the Scouts to attack the enemy ships and, while the enemies are busy trying
to ice them, get your remaining Strike Craft to attack the alien ship itself
(set them to Sphere fromatino when you get within range).  Your Scouts will
retreat to your Support Frigate when they get very damaged or low on fuel, but
you probably will lose a few.  However, the cost