Homeworld 2 continues the epic struggle of the Hiigarans and their leader Karan S'jet. Many thought their hardships would end when they returned to Hiigara, yet fate has not been so kind to the Exiles. Now the Hiigarans face a new and bitter enemy, a renegade clan from the eastern fringes of the galaxy, who wield the power of the ancients. Homeworld 2 chronicles the valiant journey of the Mothership and its crew into the oldest regions of the galaxy to confront their new foe and discover the truth behind their exile.

Report article Star Wars: Warlords May Motm

Deep space Star Wars combat that pushes the Homeworld 2 engine to its max! Choose a side, and lead your fleet to victory in May's RTS Mod of the Month.

Posted by duckedtapedemon on May 15th, 2005 digg this super bookmark
Article


[page=Introduction]
Star Wars: Warlords has the admirable goal of putting the best Star Wars space navy combat experience into Homeworld 2. If you don’t understand what I mean with space navy, I’m referring to large space ships like the Empire’s Star Destroyers and the Rebellion’s Mon Calamari heavy cruisers. The mod takes place from an RTS standpoint, in deep space, letting you command ships as small as T-65 X-Wings up to massive Executor class Super Star Destroyers and Torpedo Spheres. The game covers the Clone Wars through the Rebellion, and the Expanded Universe’s New Republic war with the extragalactic Yuuzhan Vong invaders. This tactical masterpiece, I have to add, was done almost entirely by one man, who has created more in this mod that many teams do over the course of many years.

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The smallest ships you command are starfighters, like Tie’s and X wings. These fighters are best used en masse against Capital Ships or for dog fighting other fighters. Next up are Corvettes, like Princess Leia’s blockade runner from Episode IV. Many of these ships are useful for fending of fighters, or capturing enemy ships. Following the Corvettes are frigates, with about 30 guns up and more and the first real useful capital ships. The cruisers are ships the size of a Star Destroyer, (Around 1-2 Kilometers) and pack the largest punch yet. Many cruisers have hanger bays for carrying fighters or repairing them. The super capital ships, like the Executor from Episode VI are incredibly expensive, but are capable of devastating many smaller ships in one volley.

[page=Gameplay]
Warlords is played from an admiral’s point of view. You’re responsible for the overall command of your fleet, although like in any RTS game your units won’t just sit still and let themselves get blown up. The ships in your fleet do show a fairly good ability to defend themselves, although picking targets is best left to you, the admiral.

The game currently has 4 playable “races,” the Rebel Alliance, the Empire, the Yuuzhan Vong (A badass race that uses living ships originating from a series of books), and the Militia (Basically pirates, armed with ships destined for the scrap heap and star fighters rebuilt from scrap.) The Clone Wars Era ships are also in, although only in rough development form.

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Each side is a little different than the others. The Empire’s ships are the biggest, have the most concentrated firepower. The Alliance’s ships are shielded better, and are usually smaller, but are also augmented by captured Imperial ships to provide that extra heavy firepower. The militia’s ships are basically outclassed by everything else on the star field, and just don’t have the punch needed to match the Imperials or Rebellion head on.

The Yuuzhan Vong ships are simply the weirdest and most unusual ships in the game. In the series of books they come from, the Alliance has won the war with the Empire and reduced the Empire to a tiny Remnant only to be invaded by extra galactic beings with ships formed out of a living coral. The Vong ships aren’t equipped with shields, but instead protect themselves with miniature black holes projected near the hull to suck in missiles and laser blasts. These projections make it difficult to fight the Vong without overwhelming them with firepower. Fail to bring enough ships, and you’ll only see your volleys get sucked down to interstellar nothing. It’s aspects like this that make the mod feel a little unbalanced at times, but the mod is also trying to somewhat follow the Star Wars cannon so for those

Battles are similar to in most RTS games, although there is a “deathmatch” mode. The deep space maps are quite large, and its often faster to transverse them via hyperspace, despite the cost on your resources this requires. Also keep in mind with hyperspacing that certain ships are capable of creating an interdiction bubble that prevents other ships from entering hyperspace. This can be used both offensively, in order to trap the enemy and form the equivalent of a deep space wall and defensively, to protect your flank from attackers coming near.

The large number of available ships to build means it’s a good idea to keep track of what your enemy has, and to counter it. All ships have an ingame description, so if you don’t know much about Star Wars vessels, you’re saved from building total farce units.

Currently the mod has an experimental single player campaign, but with only one mission. The “Player vs. Computer” option is available however, and the computer can put up one terrific fight. In this mode there are even limited objectives, like a mode where you act as a privateer, capturing enemy merchant ships.

While Homeworld 2’s online matchmaker doesn’t work with the mod, there is an IRC channel to find opponents with, or you can just toss the mod to a friend.

[page=Graphics]
The graphics for Warlords are simply impressive. All the model geometries are detailed and complex for everything no matter the size. The Star Fighters like Tie’s and X wings look just as good as the organic looking Mon Cal ships or the various Star Destroyers in use by the Empire.

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Textures are good as well, and especially good for the more organic looking Mon Calamari and Yuuzhan Vong ships. The Vong ships are especially well done, looking every bit like space going coral reefs. The black hole singularities used for shielding by the Yuuzhan Vong are very impressive too, giving an effect I hadn’t expected from Homeworld 2 at all.
One thing worth noting is that the polycounts for many of the models are very large. Between the large polycounts, large textures, and large unit numbers you NEED a killer system to be able to play a smooth 6 player game with the highest unit counts. If you’re getting less than satisfactory performance, just turn down the graphics levels and unit limit until you get a smoother frame limit.

[page=Sounds]
There really isn’t much to say here. The laser shots sound like they’re from Star Wars, and there was a music pack available at one time (currently offline for technical reasons.) The only downside in the sound department is that there are still a lot of the already annoying stock Homeworld 2 sounds left in the mod right now.

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[page=Interview]
I also had time to Interview EvilleJedi, the mod's creator.

Can tell us about a little about yourself, who you are, and how you got into modding?

Eh, I'm in my mid twenties, have degrees in computer
architecture/semiconductor design and control/embedded systems and am
currently looking for a job.

I think the first game I modded was a submarine simulator, a casette
game on a VIC20 called warfish. At some point later on I got into map
making for FPSs and then eventually RTS games.

Whats Your favorite star wars movie/game/media?

Empire Strikes Back would be the choice for favorite movie.

Personally my all time favorite Star Wars game is Tie Fighter, and
recently the KOTOR series has been very good.

I've read most of the books and can definately say that my attitudes
towards some of the older ones have radically changed as the years
have gone by, they tend to seem very minimalistic... The newer books I
find are much better. (at least a few)

What inspired you to do Warlords and do you feel intimidated working alone?

Well the inspiration originally came from an old lucas arts game
called Rebellion (Supremacy in Europe) I had started a mod for that a
long time ago that instead of the rebels fighting the Imperials, it
had the Imperials fighting each other (this was supposed to take place
before/during the Dark Empire comics) The important bit about that
mod was that it felt more sensible for a game, people wanted to have
huge fleets of comparable warships crushing each other to dust...

I did a little bit of modding for Homeworld 1 when it came out, but
left the scene because initially there were no tools. I came back to
it when Homeworld 2 came out, did a little bit of work for the SWNR
team and then set to work on Warlords.

I'd say another inspiration was from Total Annihilation, simply for
its complete disregard for 'balance' and its disgustingly large unit
list.

From the very start Warlords was intended to be comprehensive and the
main idea was to let balance be damned. Essentially see how things
work out with 'official' stats and then tweak the variables to make
sense for the universe, rather than to have specific counters to
everything (I really hate 14 unit games where each unit is the perfect
counter for another)
Additionally the intent was to be true to scale (which ended up being
slightly altered because of engine limitation) I would have loved to
have had 1000's km weapon ranges, but oh well.

the final bit that I wanted to do was give the player options,
different eras, limitations resourcing methods or lack thereof, even
options that make the game grind to a crawl, if you want 200 star
destroyers, put it on unlimited and watch your framerate plummet....

working alone is frustrating sometimes simply because there are tasks
that are much better performed in a group and many things that could
be done simulataneously, but it does give unprecendented control... I
think my major gripe is that a lot of times I just say 'its good
enough' and throw it in. very few times have I actually bothered to
spend more than an hour or two texturing a single ship and it shows.

Where do you see Warlords going in the future?

Part of the current project is to release a mini mod that only covers
the clone wars, I figure more people will be exposed to this since it
is a smaller download and is much more focused.

As of right now I am getting to the point where the initial
development goals are wrapping up and I'm getting anxious to move onto
other projects. I originally had plans for single player, but
unfortunately the complexity and lack of developer support in making
this means that it probably will be very limited or not happen for a
very long time (I'm almost certian I won't be doing it personally)

If some other game comes along that fits the concept I may port the
mod. There are some features I may work on, but it depends on my
personal life. I currently plan on finishing off the ship list I set
out to do and maybe add a few random cool things in, in total there
are probably another 20 or so ships that will be in the mod after the
current release. Though in reality there isn't much more to do so even
though it may seem like I'm quiting, I'm just running out of stuff to
do.

Nevertheless most of the art assets will eventually be made publically
availalble. There was too much work involved to let it sit on a hard
drive. Many of the ships in the mod may have not been modelled before
or if they have been, they are either two low or high poly to used
effectivly, or in a format that isn't convertable easily. If nothing
else they can serve as reference to the community. It also depends how
far along my next project gets...
Were you afraid of legal issues with Lucas when you started the mod?
Initially I talked to some people at TheForce.net since they deal with
all of the fan films and help organize a lot of fan events. They have
a pretty good idea what Lucas Ltd will do and not do in regards to
enforcement. I also had a pretty good idea that since so many star
wars modifications exist I was probably in the clear. At the time it
didn't look like Lucas Arts was up for a RTS game...
Any advice you can give to modders?
Learn how the engine works, learn why the developers made a game the
way they did. Try to be able to learn and do as many things as
possible. If you can script, model and texture you are sure to get in
a good mod, or if all else fails, make your own. I have seen so many
mods fail simply because the person that started it was an 'ideas man'
and had no interest in actually learning the guts of what they wanted
to do. Don't let yourself become that person.

Most importantly READ. read every bit of documentation you can find,
read every tutorial that is remotely related, every thread. you won't
need to ask questions if you do a little leg work up front and then
you can walk into a modding scene and say ' I can do X ' instead of
' can someone do X for me?'

What tools do you develop with?

the importing process essentially requires an ancient version of maya,
but the models were made in 3d studio r5 and the textures in photoshop 7.

Any parting words you have?

Lime. Octopus. Envelopes.

Thanks!

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Comments
ForK
ForK May 15 2005, 4:03am says:

Looks really nice. Now all I need it HW2

+1 vote     reply to comment
frosty-theaussie
frosty-theaussie May 15 2005, 6:58am says:

cool

+1 vote     reply to comment
Guest
Guest May 15 2005, 7:53pm says:

and eville > god

+1 vote     reply to comment
Guest
Guest May 16 2005, 12:56pm says:

The best mod for homeworld 2 until now. A great work of modelling.

+1 vote     reply to comment
Guest
Guest May 17 2005, 12:59pm says:

why we cant download star wars warlords on moddb

+1 vote     reply to comment
duckedtapedemon
duckedtapedemon May 17 2005, 4:12pm says:

go to the warlords site.

+1 vote     reply to comment
laat
laat May 18 2005, 5:54am says:

whats the web name
of the site of warlords

+1 vote     reply to comment
Guest
Guest May 18 2005, 1:55pm says:

Just go to mods site on this page... the link marked
Related Mod: Star Wars: Warlords

The site link is there

+1 vote     reply to comment
Guest
Guest May 18 2005, 8:44pm says:

yeah its cool
but i dont understand why both the alliance and the empire has the stardestroyers

+1 vote     reply to comment
duckedtapedemon
duckedtapedemon May 18 2005, 9:53pm says:

...because the alliance obviously would capture some, have some crews defect, maybe even build a few of their own.

+1 vote     reply to comment
Guest
Guest May 19 2005, 6:48am says:

this mod is ...the true force for every Fan of HW &StarWars!
Great thanks to the developer!!
cant await to see more of your work!
will there be ever a chance to see some CEC YT's? or maybe the Chu'uunthor(the floating Jedi academy,crashed on Dathomir)
..how do build Torpedo shperes?who has them?
nikolaia@sms.at

+1 vote     reply to comment
Gaz-1
Gaz-1 May 19 2005, 7:14am says:

this mod is so much fun *evil smile*

+1 vote     reply to comment
Guest
Guest May 19 2005, 8:58am says:

No, there will not be custom ships, as is focused on factory, massive produced designs.
So no YT freighters and no Chu'uunthor, unless it is used for single player scenarios

+1 vote     reply to comment
duckedtapedemon
duckedtapedemon May 21 2005, 9:46pm says:

Chu'uunthor probably wasn't armed very well either. I could see it working as a big mothership sorta thing maybe though.

+1 vote     reply to comment
Guest
Guest May 23 2005, 1:41pm says:

it is a extraordinary mod. so much fun.
The models are really delicious.
Eviljedi you are one of the best modder I know.

+1 vote     reply to comment
Guest
Guest May 23 2005, 2:01pm says:

I installed the new mod of warlords called CLONEWARS but I can't research corvettes or any other stuff like capital ships....the research icons are not available...can somebody please help me?

+1 vote     reply to comment
Guest
Guest May 25 2005, 8:40pm says:

I'm not sure when this was realeased, but you mentioned in your interview that you may 'port the mod' if a new game came out that was better suited, does the anticipated replease of Star Wars: Empire at War, created by Lucas Ltd. and several coders from the much famed RTS' in the command and conquer series mean you will likely move on to it? I know this is not an easy question as the game is not yet released but what do you anticipate if it is what you think it will be?

-aca20031

+1 vote     reply to comment
Deth_to_the_unworthy
Deth_to_the_unworthy Jun 2 2005, 7:47pm says:

And this site doesnt have a freaking downloader.

+1 vote     reply to comment
Guest
Guest Jun 7 2005, 12:42pm says:

Really Really nice, I am a big fan of Homeworld 2™ and i like what it is being used for
Keep up the good work!!!

+1 vote     reply to comment
Blackops67
Blackops67 Jun 12 2005, 9:12pm says:

I've never played home world bUt i think im gonna ger it just for this. lol

:ninja: blackops67 :rambo:

+1 vote     reply to comment
DemolitionSquid
DemolitionSquid Jun 19 2005, 4:23pm says:

This months mod was supposed to be The Cappelan Solution... but they cahnged it and MODDB waont tell the makers (us at Battle Tech Mod Produtions) why...

Nothing wrong with this mod, id play it if i had the game.. but something is wrong here...

Once agian, great mod.

+1 vote     reply to comment
Guest
Guest Jun 25 2005, 3:28am says:

For the Cry Engine its a very bad mod. They could make more textures and more details. This isn't nice

+1 vote     reply to comment
Guest
Guest Jun 25 2005, 4:36pm says:

here is an old answer (in an older interview) :

Swempireatwar.10.forumer.com

I hope it helps.

+1 vote     reply to comment
Guest
Guest Jul 2 2005, 7:19am says:

For all of those who are thinking that this mod makes the game working getting... YOU BET
this mod is amazing iv been watching since .30 (and have played all of the HW games). not only
is hw 2 a great game in its own. the mods and possabilitys for mods is really ncie. jsut pick up
a copy off ebay (i think i have seen for 9 to 12 $s. then man your turbo lasers because its going
to be a long trip to taht galaxy far far away :)

P.S. myself and my friends agree that hw2 has one of the most relistic space engines for its age.
(worth 12$s ANY day)

+1 vote     reply to comment
madhead
madhead Jul 8 2005, 7:24pm says:

a really good mod just seems to play to quick the fighters are too quick any way of slowing the fighters down so you get a chance to see what your doing

+1 vote     reply to comment
Guest
Guest Aug 2 2005, 4:55pm says:

I dont have homeworld 2, so im just looking, but by the screen shots this looks like a kickass mod

+1 vote     reply to comment
Guest
Guest Aug 2 2005, 5:00pm says:

crap, this is awesome
i dont have hw2 so im loojing, thats all.

+1 vote     reply to comment
Guest
Guest Aug 8 2005, 11:08pm says:

could you please tell me how to run the mod?

+1 vote     reply to comment
Ranvier
Ranvier Sep 17 2005, 2:11am says:

Nice looking mod, it makes me actually want to go buy HW2

+1 vote     reply to comment
nod113
nod113 Apr 21 2006, 7:36pm says:

Quite nice looks very good compared to some HW 2 mods

+1 vote     reply to comment
darknight8
darknight8 May 24 2007, 3:07pm says:

i need ergant help on this. i got the game homeworld 2. i also got the mod. the mod works but every time i want a vs p.c game it loads half way and takes me back 2 my windows page! ;( HELP ME!!!!

+1 vote     reply to comment
SyrusQuinn
SyrusQuinn Aug 3 2008, 5:27am says:

This is the best strategy mod I've ever played. My favorite game combined with my favorite movie.. :P

+1 vote     reply to comment
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Homeworld 2
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Release Date
Released Sep 16, 2003
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