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Complex is a free advanced game modification based on Relic Entertainment's Homeworld 2 game engine, free of any business directive, developed with passion and hard work, for experienced RTS players only.
In a world of simplified games often under pressure to do well commercially, our challenge has been to create this ambitious project, for those who want more from a modern videogame.
Complex series, actually counts more then 5.000.000 downloads and up to 3000 contacts per days.
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www.homeworld2complex.com

complex.mastertopforum.com
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Image RSS Feed Latest Screens
Proven: It is possible to make Campaign work CONCEPT ART Concept: AT Field
Blog RSS Feed Report abuse Latest News: Complex 9.1

5 comments by Beghins on Dec 22nd, 2013

Many additions to the game, new units, new features and better graphical aspect, but the more important improvements have been done on stability, gameplay and performance.
Every duplicate ship/subsystem have been removed, redundant functions cleaned, lagging scripts revisited, a lot of bugs fixed.

The game has been balanced to reach the better space battle experience.
I hope you enjoy all this work!

Complex 9.1
Complex 9.0.1
Full LOG here.

About the future of Complex, considering that Gearbox is working on the new Homeworld, this release is the last one for Homeworld 2, not the last one for Complex.
If the new engine will be great the new Complex will be on the way.

Thanks to everyone who's following Complex for so long time, Beghins.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Complex 9.1

Complex 9.1

Nov 14, 2013 Full Version 49 comments

This is the first update of the 9 series, and the decade for the Complex Mod.

Complex 8.4.3

Complex 8.4.3

Mar 25, 2013 Full Version 36 comments

Complex 8.4.3 released, a new massive update for the project Complex, a lot of new features and improvements in this release.

Homeworld 2 Complex 7.4.4

Homeworld 2 Complex 7.4.4

Dec 20, 2009 Full Version 17 comments

Complex is a free advanced game modification based on Relic Entertainment's Homeworld 2 game engine, free of any business directive, developed with passion...

Post comment Comments  (0 - 10 of 588)
Guest
Guest Mar 11 2015, 6:20pm says:

This comment is currently awaiting admin approval, join now to view.

UnseenLegend
UnseenLegend Mar 15 2015, 5:22am replied:

for changing your resolution.
go to your homewolrd.exe witch is connected to homeworld 2 complex.
then richt click on homeworld.exe on properties
find target and add this "-w 3840 -h 2160

+1 vote     reply to comment
Beghins Creator
Beghins Mar 3 2015, 4:17pm says:

Complex 9.1 is also hosted on Steam and it will be constantly updated there.
Log and subscribe if you want to stay updated on the project.
Thank you, Beghins.

Steamcommunity.com

+1 vote   reply to comment
Guest
Guest Mar 8 2015, 5:57am replied:

will homeworld complex be converted to homeworld remastered?

+1 vote     reply to comment
shanewallis123
shanewallis123 Feb 8 2015, 3:10pm says:

Hey, ive been thinking for homeworld remastered, since gearbox have suposedly removed alot of old modding restrictions is that all of the modders/mods for homeworld should make a 'multiverse' or 'super mod' which has all the factions/units from all/most mods

+1 vote     reply to comment
mercboy
mercboy Jan 26 2015, 9:55am says:

You seen the home world remastered edition on steam , is this mod going to transfer across to it?

+2 votes     reply to comment
MorpheusKajiir
MorpheusKajiir Jan 18 2015, 2:36am says:

This is probably the most re-playable mod for Homeworld 2 and I enjoy it a lot. There are two issues I have with the mod with constructive advice to address those issues.

Issue #1
The Excessive Research Tree

Subject:
Redundancies in the list of tech to research.

Example:
Firepower, Armour, Speed, and Drive upgrades for every ship class and double redundancy for Capital class (Capital Production Class and Capital Battle Class.

Conclusion:
Researching an armour level upgrade should apply to all ships as a multiplier effect. Same thing with firepower and speed. Removing these redundancies will speed up game play as well as encourage more frequent encounters.

Note:
What's the difference between ship drive and ship speed?

Reference:
Homeworld Cataclysm

(To Be Continued)

+2 votes     reply to comment
QuoNiam
QuoNiam Feb 25 2015, 5:33pm replied:

I used to think the same way at the beginning, but on the long run, I came to understand why this tree is good. Is implies to make real strategic choices... Do I improve one thing on all ships for a time or do I Improve everything on a few ships or type of ships before improving the other ones ?
Do I go for Capital ships straight away, or Do I prefer to have a massive fighter/corvette fleet to repel ennemy invaders that harass my resource collectors ?

Indeed, rsearching all the tech tree takes a LOT of time and usually, the game is over long before you haved researched even the half of it (I once controlled a game by letting my ennemy barely alive but sufficiently crippled not to annoy me just to see how much time it would take to research the hole tree... It took at almost four hours !), but still it is a great thing to have a big tech tree.
Look at Star Trek Continuum Mod for HW2, the work on it is marvellousn yet the tech tree is minimalistic, so small that it is barely useful, you have from four to fifteen techs to research... this is ridiculous, just the other way round !
I always thought that the original HW2 game had a tech tree that lacked of possibilities, directly raken from the campaign where you are given only tow or three techs to research per mission, and compare that to Age of Empires tech tree...
So it is a good thing to have a real descent and complex tech tree in the Complex Mod !

+1 vote     reply to comment
Schuchart
Schuchart Jan 26 2015, 4:21am replied:

The "ship drive" determines the turn rate and acceleration, the "ship speed" the top speed of said vessel.

+1 vote     reply to comment
MorpheusKajiir
MorpheusKajiir Jan 30 2015, 9:35pm replied:

Ah ok thanks for that piece of info.

+1 vote     reply to comment
MorpheusKajiir
MorpheusKajiir Jan 18 2015, 2:38am replied:

(Continued)

Issue #2
The Power Management System

Subject:
An unrealistic limit/bonus system that escapes fundamental environmental protective requirements of space travel. The exception to environmental hazards in space are solar radiation from direct blasts of solar flares, positioning oneself within the a star's corona, massive electromagnetic storms caused by solar winds, and gravimetric sheer of intense gravity.
The bonus to excessive energy production can realistically decrease production time and increase firepower of energy based weapons but unrealistically increases firepower of munitions based weapons as well.

Example:
Penalty - Excessive energy consumption in Cold temperatures that has a secondary effect of causing physical damage to the Power Management Ship, and heat damage effects in hot temperatures.
Bonus - Excessive energy production decreases production time and increases firepower regardless of type.

Conclusion:
Replace the Power management system and ship with a Munitions Management System and Munitions Manufacturing Ship (MMS) with Munitions Transport Ships (MTS) and Resource Transport Ships (RTS).

Frigates and lower class ships that require munitions would dock with Production Capital Ships to rearm. Capital ships that require munitions have MTS deliver munitions to them. Manufacturing munitions requires raw materials delivered to the MMS via RTS from any ship with resource storage. Mixed weaponry ships (munitions and energy based weapons) are limited to energy based weapons only, if their munitions run out. MTS are especially venerable to damage or theft, and highly explosive (long trips without escorts not advised).

Note:
This introduces a new layer of strategy, however, munitions on ordinance type ships should not run out too soon as this would quickly become an annoyance. Munitions system could be accomplished using the same style as the crew transports.

That's it in a nutshell. Awesome mod regardless.

+1 vote     reply to comment
QuoNiam
QuoNiam Feb 25 2015, 5:38pm replied:

It would rapidly become a nightmare to cope with... every battle would end quickly and every remaining ship would have to wait until being rearmed... The player who does not play that well would lose instantaneously.
But on the other hand, putting a rearming ship with an area of effect radius as for the Vaygr Command corvette would be have been a good compromise for sure.

Complex is a Homeworld like it would have been, not a real tactical simulator !

+1 vote     reply to comment
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Platforms
Windows, Mac, Linux
Developed By
Beghins
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Official Page
Homeworld2complex.com
Release Date
Released Dec 4, 2010
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9.3

502 votes submitted.

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Highest Rated (27 agree) 10/10

The best Mod in history of this game.

Dec 6 2010, 8:45am by JastrzÄ…b

Lowest Rated (14 agree) 1/10

Stupid and useless. It isn't anything like Homeworld.

Apr 27 2011, 9:29pm by p2thewind45

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