Vector Prime is dedicated to transfer you from the dimensions of Haegemonia to that galaxy far far away, deep into the conflict between the Rebel Alliance and the Galactic Empire.


Playable factions are the Rebel Alliance, the Galactic Empire and an independent faction of smugglers and civilian corporations.

The Mod boasts a new AI system, complete with a modified User Interface, a brand-new tech-tree, and of course, specific models for every faction. Ships include those from the small TIE Fighters all the way to Imperial Star Destroyers and beyond. You will also see tiny space tugs performing repairs or collecting junk, when tasked to do so. Take wise control of your agents, and later, your cloaked spies to best utilise their capabilities in persuading hostile worlds to join your side - yet, in the meantime, keep careful track of your ships and their own specific abilities; they are all suited for a different task.

Installation instructions:
Please keep the order of the steps below.
1: Create a clean install of Haegemonia: The Solon Heritage
2: Download and install Vector Prime v1.0
3: Download and install Major Update 4
4: MU4 already contains the SSE and MP fix; no separate install necessary

Other goodies:
Map editor - Haegemonia Level Planner
Level List Editor - Level List Editor and Token Error Free Levels Folder
Additional levels - Find them in the Addons section

Comments, suggestions ideas and even any form of assistance is welcome and much appreciated. Have Fun!


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Blog RSS Feed Report abuse Latest News: What's up since 2011?

1 comment by BBalazs on Sep 7th, 2014

Hi folks! It's been a while.

Major Update 4 was released back in 2011 - and boy how quick time flies. Seeing that there is renewed interest in this wonderful game called Haegemonia and its modifications, I think it's time for a quick re-brief.

I know that there hasn't been any development in the mod lately, and even back in the day I considered MU4 to be final. So I ventured off to other things and my life got gradually busier every month, every week. Luckily enough, this hasn't changed even today.

To get things straight, I certainly won't have the time to work on an MU5 - but I think I should be able to put together some bugfixes that might hinder gameplay. So I ask you, the community for help: if you are interested in making VP a fully playable, complete mod, help me by compiling a list of things you want me to look for. Just send your reports as comments to this news entry. Please be as precise and descriptive as you can be, because I want to concentrate on fixing the issue, and not spending days just trying to figure out where I should look. For example, an "AI does not colonize planets on easy difficulty, uncolonized planets in system include volcanic, arctic and ocean." helps me more than an "AI is not okay".

Well, that is pretty much it. Thanks for your continued interest in Haegemonia.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Steam The Solon Heritage Sound System and MP Fix

Steam The Solon Heritage Sound System and MP Fix

Jun 30, 2014 Patch 1 comment

As with my previous fix this is based on "TSH Sound System and Multiplayer Fix v1.1" and includes fixes for the dreaded Sound System Error and some multiplayer...

Steam Legions of Iron Sound System and MP Fix

Steam Legions of Iron Sound System and MP Fix

Jun 30, 2014 Patch 7 comments

As with my previous fix this is based on "TSH Sound System and Multiplayer Fix v1.1" and includes fixes for the dreaded Sound System Error and some multiplayer...

Haegemonia Legions of Iron Sound System Fix

Haegemonia Legions of Iron Sound System Fix

Dec 6, 2012 Patch 13 comments

This is a direct Backport of the Sound Part of the TSH Fix to the Haegemonia: Legions of Iron executable. It is based on the german version 1.10 of LOI...

Haegemonia Level Planner 2012 April Version

Haegemonia Level Planner 2012 April Version

Apr 15, 2012 Mapping Tool 3 comments

A map editor for Haegemonia: The Solon Heritage. Create systems, link them using jump holes and generate fully working maps in Haegemonia. Although I...

Tib's Haegemonia Mission Editor

Tib's Haegemonia Mission Editor

Jan 26, 2012 Mapping Tool 18 comments

Tib's Haegemonia Mission Editor. Compatibility confirmed for Haeg TSH and LOI. Vector Prime compatibility untested. This is an ancient map editor, from...

Major Update 4

Major Update 4

Sep 4, 2011 Full Version 25 comments

Major Update 4 is the latest version of the Major Update series: it fixes lots of bugs present in Major Update 3 and adds various new features that have...

Post comment Comments  (0 - 10 of 718)
MIRELICUS
MIRELICUS Oct 21 2014, 9:31am says:

Good to see the mod alive and kicking.i haven't played the game for a year now and i think i will start again.welcome back bbalazs

+1 vote     reply to comment
ubik3
ubik3 Aug 15 2014, 9:13am says:

Great mod for sure! Really many compliments!

Only a question: it seems that random map generator won't work, for me: I select "type of game" as VP, numbers of players 2 and various combinations of number of systems...

Post "Generate new random map" succesfully, I run the game but I obtain always the same map (skirmish mode).

What I'm doing wrong?

+1 vote     reply to comment
ubik3
ubik3 Aug 15 2014, 12:00pm replied:

Nevermind. Just simple: I must run launcher as administrator... sorry.

However, I see that it's impossible to generate 1 system map (two or more players) , because generator can't create homeplanet and battle was lost at start. It is possible to fix this? I think that I can use level editor to see if I can do this fix after map generation.

Question: "Type of game = CC" stay for?...

+1 vote     reply to comment
BBalazs
BBalazs Sep 7 2014, 5:10pm replied:

Well, it's been a long time... :(

I can confirm this bug exists, oddly enough I never noticed it. I haven't touched the generator for such a long time, I'm not sure if I can fix this problem at this point.

But you can certainly use a Text editor (like notepad++) to edit Game_Inf\Levels\Level Multiplayer Random\level.inf. Just change Owner = "NONE" to Owner = "Empire1" and Owner = "Empire2" for any planets you find. Search for Base = "Planet" or Base = "PlanetMoon" to locate planets.

As for Type of game = CC..
CC stands for Colonial Conquest - another mod, which was one of my side projects some time ago. It is actually a fully functional total conversion mod based on another game called Freelancer. Even though the mod is playable (and pretty fun to play too) I never released it to the public. This is because I used models directly from Freelancer and I'm not sure I want to run into any Intellectual Property issues.

Seeing that this summer brought quite some interest in the mod, I'll put up a news entry asking if the community is interested in me picking up development.

+3 votes     reply to comment
ubik3
ubik3 Oct 3 2014, 9:49am replied:

[CITE]use a Text editor (like notepad++) to edit Game_Inf\Levels\Level >Multiplayer Random\level.inf. Just change Owner = "NONE" to Owner = "Empire1" and Owner = "Empire2" for any planets you find. Search for Base = "Planet" or Base = "PlanetMoon" to locate planets.[/CITE]

... and modify "Population = 0" to some positive values (for example, 500); yeah, it works!

+1 vote     reply to comment
ubik3
ubik3 Oct 3 2014, 8:10am replied:

Many thanks for reply.

OF COURSE I'm really interested to play this mod : imho is really playable and fun (SW mod for sins of a solar empire has serious problems with AI - too strong, too fast, even from easy level: I prefer your work at all, despite SoSE has superior engine than HSE).

+1 vote     reply to comment
Guest
Guest Aug 12 2014, 7:24pm says:

Hey, i joust started modding this game and i'm trying to find a way to reduce the fighter class ships to a realistic size.
I worked on game inf files (decripted) but it seems there is no way to do this without opening the meshes on 3d studio max 5 (the converter doesn't support recent version of the software).
Any suggestion on how to resize fighters without 3d studio but changing parameters inside gameinf files?

+1 vote     reply to comment
dirtbag007
dirtbag007 Sep 27 2014, 10:04pm replied:

That would require tiny fighters. In the mod the Super Star Destroyer has trouble venturing through some jumpholes due to its immense size.

+1 vote     reply to comment
BBalazs
BBalazs Sep 7 2014, 4:51pm replied:

I have also noticed this before and tried to fix the issue, but unfortunately I fear you are out of luck.

The plugin for 3ds max 5 can only EXPORT models, it can't import them back in - and as we don't have the original max files for Haegemonia's ships, we are totally out of luck.

A good-for-nothing solution for pre-placed units is using the "Scale = " option in the level.inf file. Unfortunately this only works on a single, pre-placed unit.

+1 vote     reply to comment
KEST-X
KEST-X Jan 31 2014, 12:54pm replied:

I know but is only an idea that I relly would like :D

+1 vote     reply to comment
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Released Jul 22, 2007
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