Simplex is a sister mod of Complex. It will bring your gaming experience to a whole new level by showing you for the first time how the gap between the strategic way of thinking in Complex and the tactical one in other mods like Path To Victory can be bridged, unleashing the real potential of both Complex and PTV, and of course, the Homeworld 2 engine itself!

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Homeworld_2_ComplexSimple_2.8.rar
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siliconworm
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1.46gb (1,570,446,687 bytes)
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The first Single Player Campaign for Complex is now fully working! To unzip, you need RAR5! Read the instruction manual inside, it can solve a lot of your problems!

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Homeworld 2 Complex Simple 2.8
Comments  (0 - 50 of 96)
Tondrai666
Tondrai666

Im downloading as we speak!

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siliconworm Author
siliconworm

Please come back and tell me what you think about the campaign :D

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Dino_Zavarski
Dino_Zavarski

Reached the dreadnought. Need to move it with at least 6 movers. Has only 5 dock points for them (repair points i suppose, it's ally).

No cfhoded here, will check it later.

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siliconworm Author
siliconworm

No! It definitely works! This is the original Dreadnaught model (not modified in any way), and I've tested this level many times with extra scrutiny!
Moddb.com

Get a dozen movers, and just dock all of them to the Dreadnaught (not repair), and it will definitely work!
Moddb.com

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siliconworm Author
siliconworm

I just tested it twice, using only 6 Movers to dock with the Dreadnaught, and it certainly worked without any problem:
Moddb.com

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Dino_Zavarski
Dino_Zavarski

Yes, works, for the sixth mover to dock i had to destroy all drones first. Unfortunately after finding that both Higaran movers and Progenitor drones switch weapons to training mode when firing each other i tried to neglect this. Maybe Higarans overdid thing a bit by duplicating 1:1 their IFF system :P

Finished the campaign. Most notable impressions:
- I lost more ships to second stage truster collisions than to enemy fire. Campaign maps seem to be to small for them.
- I lost most of them needlessly, because after defense station becomes available other ships become irrelevant to victory (except when explicitly required by scenario)
- Juggernauts build by mothership enter endless thruster production cycle and block mothership docking/production operations. Fortunately wile hanging in front of your mothership they remain vulnerable to enemy fire, so Vagyr can put you out of misery.

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siliconworm Author
siliconworm

Awesome! You are the first one to complete this campaign! Congratulations! :D

1. the Hiigaran Patchers and Drones look exactly same with the Progenitor Movers and Attack Droids. I don't want it to be this way either, but I don't have good models for Hiigaran at present.

2. 2nd Stage Thruster itself is meant to give you faster strategic movement in any map (not just big maps), which is always a huge advantage. Collision as a downside is not a surprise, and it can be minimized by perfecting your command skill -- when you anticipate that your ships will collide with something, you are expected to give them more skillful orders, such as using waypoint mode.

3. Yes! You are encouraged to level up fast and get those big "defense stations" (such as Battle Ark and Battle Fortress) as early as possible. This is your best hope in defeating those fully upgraded Vaygr capital ship mobs in the last few missions. And this is why for an experienced Simplex player like you, this campaign is really easy -- it's designed to be easy only for people who can master this mod (knows what to do and what to build).

4. Juggernauts sometimes do spawn more 3rd Stage Thrusters than they need due to some core programming limitations which even I don't have better ways to overcome, but I'm pretty sure that these thrusters won't be produced without a limit -- I particularly considered this possibility and put some hard limits on that. What your case sounds more like is, your Juggernaut isn't fully launched from the mothership, perhaps because your Mothership is moving or doing manoeuvers. When your Mothership is still and your Juggernaut is launched, you should be able to see 3 thrusters installed on the Juggernaut. If you find the thrusters have difficulty docking with the Juggernaut, then hold the Juggernaut still too, until all 3 thrusters are successfully connected to the Juggernaut.

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BigFoot1
BigFoot1

Cannot open file as archive. This is the text I am getting when I try to open the 2.8 RAR file!

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BigFoot1
BigFoot1

I need rar5 or better to open this up! I guess version 2.7 is it for me.
Why not use 7z

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siliconworm Author
siliconworm

RAR5 has the highest compression rate so far because it has 1GB dictionary size. That's why I used it.

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SuperFlue
SuperFlue

7-zip is also capable of using 1GB dictionary size...

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Guest
Guest

Plenty of people use WinRAR... whats the issue... would you's like some cheese with that wine?

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SuperFlue
SuperFlue

Plenty of people are also not using WinRAR so thats the problem.

However I did find a free archive tool with a portable version that takes RAR5 files Bandisoft.com so I guess I'll just use that instead.

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Guest
Guest

how to install

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siliconworm Author
siliconworm

Unzip the rar, all the information is contained in the pdf manual.
Basically, you jsut put the big file in your data folder, and use a shortcut to call this big file.

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Guest
Guest

i don't under stand need more help

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siliconworm Author
siliconworm

Have you read the PDF in the rar? It's all well written in there (with pictures telling you what to do)!

1. Extract ComplexSimple.big into the DATA folder of your Homeworld 2 game folder. For example, D:\Homeworld2\Data

2. Go to Homeworld2\Bin\Release Folder, right click on Homeworld2.exe and create a shortcut. And be sure your Homeworld 2 is already V1.1!

3. Right click the shortcut, and left click Properties, then add " -mod ComplexSimple.big -hardwarecursor -luatrace" to the end of the existing line in the Target box. For example, D:\Homeworld2\Bin\Release\Homeworld2.exe -mod ComplexSimple.big -hardwarecursor -luatrace
(Don't forget to click Apply)

4. You can now play this mod via the new shortcut!

PS: If you want to play in 1920*1080 widescreen mode, you just need to add -w 1920 -h 1080 to your target box

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BigFoot1
BigFoot1

I just installed the free winrar501 beta4. I hadn't realized that WinRAR had made so many recent changes to the program. Indeed, it now compresses tighter then 7z

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BigFoot1
BigFoot1

WoW, this mod has the best maps I have ever seen!! I need to take the time to check them all, but Sky Watcher and Asteroid Belt are two fantastic ones. Incredible work!!

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johnstar145
johnstar145

I'm gonna download this mod and see what really been majorly update since you guys move from Homeworld complex to simple homeworld complex. and how much update did you guys bombarded into this to reach a giga-size download? O.o

will it reach a 10gb size?

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siliconworm Author
siliconworm

After you played it, don't be surprised to know that all these changes are done by only one noob using NotePad!

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Slimak81
Slimak81

Campaimg should be interesting in a Complex world . i hope the capitals act mooooooore statianry as in original complex . I like linier battles , when u have armor and wepoins and u go straignth in front of her no matter the cost =)
Downloanding

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siliconworm Author
siliconworm

BUT WHEN ARMOUR AND WEAPONS ARE NOT ENOUGH, YOU GOTTA GO FAST! ;)

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acexero2010
acexero2010

great update
but here a request can you make a anti missle/nuke defence system?

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siliconworm Author
siliconworm

I think there're already many anti-missile options for you in this mod:

Hiigaran:
Fast Tracking Turrets
Gun Platforms (upgraded)
Flak Frigates (upgraded)
Tankers (need to build AM subsystems)
Battleships (need to build AM subsystems)
Battle Carriers
Minegun Corvettes
Minelayer Corvettes

Vaygr:
Guardian
Escort Carriers
Gun Platforms (upgraded)
Minelayer Corvettes
Minelayer Drones

Kadeshi:
Custodians (using default guns to shoot down missiles)
Custodians (using Dark Realm, which can block all incoming fire)

Turanic Raiders:
Any capital ship with with more than 800 experience (you can build Point Defense System on it, which will launch a few point defense drones)

Progenitor:
Any capital ship when you have reached the Commodore military rank (you can build Subspace Normalizer on it, which instantly eliminates all nearby missiles)

Are these AM options still not enough? What else do you want and for which race?

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Slimak81
Slimak81

Effects and new ships are good
Maneuvarability of ships is awful,l all that is larger then corvette sizer class, strange to see capitals orbiting and spining everywhere and everytime.
New maps are awsome
Playing campaign , well implemented .

AI at skrimish is allmost out of service even on expert , tried different races all the same.
U definitly need a new research and build rules =)
Just to compare , normal AI in Complex 9.1 can vaporize a tough player in 20-40 minutes depending on speed settings and map size. On hard it cheats like hell )

ps
I've been playing Complex series for 3 years , modding some economic, balance and AI for my personal taste

I think u need first of all
new AI build lists
bring back normal speeds from orig complex and remove everlasting ships spinning or give an option to use standart complex ships behaviour
thats my opinion
good luck

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siliconworm Author
siliconworm

I noticed that since Complex 9, the AI players have been solely depending on hax to build things. I can strengthen the skirmish AI by giving them some level of hax (RU injection and granting research items), but I won't let the AI build everything based on a spawning list. I still want them to decide what to build by themselves, because this gives the game more variation and more fun. If you think the current AI Expert is too easy for you, then put 5 AI Expert in one team, enable "Share RUs" in the skirmish setting, and fight them! If you can still manage that, please upload a video for that, I'll give you a "Supreme Commander" honour on the homepage of this mod! XD

A lot of Complex players are not used to the capital ship manoeuverability in this mod either, but this is really one fundamental part of this mod. Once you get used to it, you will learn to appreciate it:

1. Like the manual of PTV mod said, in space, everything should be able to get to the same speed eventually. So capital ships upgraded with 2nd Stage Thruster should be able to get to the speed of a fighter without Afterburner upgrades. This is just physically more real.

2. If I let you envision a space warfare, will you think that all those capital ships are going to sit still taking all the incoming fire while engaging in fierce battle? Even in World War II, those cumbersome Battleships and Carriers needed to perform all kinds of maneuvers to evade incoming torpedoes and gunfire. So all kinds of maneuvers your ships do in this mod are just tactically more real. What you need to do is to maintain some level of control so that everything doesn't goes out of control.

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Slimak81
Slimak81

As for AI in Complex 8.3+ 9.1. Well they do have ru injections that i can easily vary in ..lib/ai.lua
depending on difficulty and game progression time. also there are some discounts in prices and build time which i removed manually. In build list ai/cpubuild.lua have a long building sequence starting from the first interceptor and ending battleship. also it very heavily depends on research list what to do frist and what not to research or do later or when have ru > xxx.
In fact I forced AI in 9.1 to play on human style just like me. but with some ru injections it always have a little bit more research and army and damn hell it can really win in late games using massive cap ships assualts =)

Playing vs Expert here after battle i go to overwiew i click resources . what i see that AI expert got 5 times more Ru's and spent even more!! but have not built anything then 5 lite defence turrets and 4 interceptor while this that time i managed to get my first cruiser =)
where did it invest all that money it had ? I bet in researches which 90 % it will never need )

Well anyway i will try fighting vs 2 expert allies will see if they are able to perform something .

As for capital ships spinning and rotating just give the option to select original complex/homeworld capship behaviour even if it is not realistc .
I suppose it is in /scripts/attack/*.lua files

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siliconworm Author
siliconworm

What's the race of your AI Expert? If you are playing against Progenitor, it's indeed slow in the beginning (but very strong when it has grown up).

Also, what's the Starting Fleet you are using? It definitely affects the AI behaviour in this mod too.

I'll keep the attack maneuvers, but I'll see if I can add some more options to the Unit Behaviour setting, so you can have a really turtle-style game XD

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žrž
žrž

Pleas do that for behaviour, and the game will bi epic :D
Your mod is far the best :) but also i had problems with maneuverability especially with kadesh. PLEAS DO THAT :P

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Slimak81
Slimak81

Played as Progenitor vs two expert allied hiigaran and vaygr 70 km map all setting few, battle duration high. Hiigaran Ai sent occasianally 2 destroyers + 6 bombers , Vaygr was exterminated first with 3 hunters frigate and drone frigate vs 5 assault frigs and some fighters. it lost all but mothership as i didnot get appropriate firepower to finish it off . When i got my first carrier i went to hiigaran . 3 destroyers at base + some late rank interceptors were vaporized in seconds then i killed all economy outside mother ship. So no icome for 2 AIs while i have around 60k Rus and opened uber capitals
Lost 8 units killed 150+ got Ru income almost unlimited converting energy to RU =) Game lasted 22 minutes

Starting fleet is mothership + 6 collectors .

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Slimak81
Slimak81

Also. In original complex a capital ship for examples cruiser is a big punch of power that can actually destroy hordes of corvettes , frigs and 2-3 destroyers. If a player have instant access to cruiser or destroyers i can easily skip building mosquito fleet and kill AI with a single cruiser . All its units and even mothership ( not sure about hiigaran as it has pretty much defece ) Thats why i think some uber frigs and especially caps should require appropriate rank to be built.

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siliconworm Author
siliconworm

OK, I just made some new options for you: Moddb.com

2 allied Expert AI players are still not enough, because I can handle them too, and you are using the strongest Progenitor...

Try to beat them using other races, and try to fight 5 allied Expert AI. If that's still too easy, I'll consider adding some blatant cheating AI seriously! XD

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Slimak81
Slimak81

Thanks for adding the option! Would be very nice to try this mini patch )
Cant play vs more the 3 Ai's as game start to freeze considerably.
Concerning AI i can sent u ai.lua cpubuild.lua cpumilitary.lua which i have moddifeid from Complex 8.3 . It starts pressing from the start with frigs and bombers then once getting high rank and access to caps it teleports or move caps armada . It has clear rules what caps to build best.
so for example once it research cruiser it will no more longer press with destroyers and will switch to larger caps

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siliconworm Author
siliconworm

I'm going to improve the AI for all races, not just Hiigaran and Vaygr, so I'm going to figure it out in my own way. I think I'll just let the AI (Expert) players cheat blatantly like they do in Complex 9. >_<

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alexd22
alexd22

This mod it's awesome, but i cant donwload for modb servers, can you upload it to mega?

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siliconworm Author
siliconworm

Why? Click the "Download" button and you can select a mirror. The download speed is very fast here (more than 1MB/s for me).

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alexd22
alexd22

i dont know, the donwload get broken every time i tried (i tried 4 europe servers)

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siliconworm Author
siliconworm

Try to use a download tool then, I can't really upload this elsewhere again because I have only 128KB/s upload speed.

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Slimak81
Slimak81

Ok long live China and Russia, await ur patch with improved AI and more impoirtant frigs > сlass standad behaviour. AI is a diffucult question it should build like human and research like human it should attack massive to fulfull damage .It's Not too diffucult to write a proper demand! buldlist there is a problem to make it work as u supposed =)
awating 2.9
at least vaygr and hiig CPU .
good luck!

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siliconworm Author
siliconworm

Yeah, I'm making some kickass AI right now XD

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BBoyBoboy
BBoyBoboy

Were you able to find a model for the Pirate Ship?

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siliconworm Author
siliconworm

Nope. Currently it's the Taiidan Mothership.

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SuperFlue
SuperFlue

Would it be possible to add a honour cheat to the cheat menu, like 10 points per click or something? *Battens down hatch to prepare against the "omg stoopid cheater" sermon*

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siliconworm Author
siliconworm

Yes, I can achieve that for sure. The question is, will that really be helpful?

1. In skirmish, you can directly set the initial honour points to 480 (Fleet Admiral) in the skirmish settings

2. In Campaign, even if you can cheat to get the Fleet Admiral rank in the early levels, you still can't build anything virtually, either because you don't have the advanced research modules unlocked on your Research Station, or because you don't have a shipyard to unlock the advanced warships.

3. For different races (and AI players), adding honour points alone may not grant instant access to higher ranks. For example, Hiigaran still needs to unlock the higher rank on the Crew Station, and Turanic Raiders still needs to research the higher rank after they got the honour points.

4. For the aesthetic reason, I want maintain the current size of the Haxor Panel, which means, if I'm going to add the honour point cheat, I'll have to replace one button in this menu. Which button do you think I should replace, and will it be more helpful to have this honour point cheat than that replaced function?

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SuperFlue
SuperFlue

Point 1 and 2 are good points against it (I.e. it's mostly pointless).

Though I had one situation where it would have been nice to have: Using the Vagyr during a skirmish and spamming a "few" of the auto-targeting missiles made my battle points actually go into negative and lower my rank. I think It is because they are counted as ships (Bug?).

As to which button that could be considered replaced then It's the "kamikaze" button. Though that's mostly because actually I am not even sure how that button works...

The whole reason though that I am asking this is because, I can't figure out how to change the points with a memory editor. I am guessing that's because the number I see is the result of calculations running in the background. And it gets ridiculously difficult to track down those values considering they are probably floats that gets a lot of calculations done on them before they show up in the UI.

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siliconworm Author
siliconworm

Losing points due to building missiles is a real bug. Although I can fix it (I already knew how to do it because I programmed the Incentive System in which kills by missiles can be counted), but the cost of doing so will be too huge. It will require some really gigantic complex functions running in the background constantly, just like another Incentive System. Since this is the only solution as I can see, I'd leave this bug alone rather than fixing it in such complex (and potentially bug-generating) way.

About the button "Kamikaze", I agree that by comparison, it's the most useless one in the Haxor panel, but it's usable. Here's how it works: select your ships that are under attack, click "Kamikaze", then they'll automatically find their attackers and run into them.

As I said, if you really care about Honour Points, you can set it to 480 in the beginning, and you can also set the growth speed of Honour Points to Maximum. As long as you still have other ships that are doing the killing, your Honour Points shouldn't drop too obviously due to using missiles (at least, it's never a problem for me when I'm playing Vaygr).

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SuperFlue
SuperFlue

Well I guess I can't come up with good reason for you to add it to the Haxor panel. You got some reasonable points so I am not going to push it any further.

Laying that ball dead, could you tell me where the lua file for the Haxor panel is so I can poke around in it myself please? I do like to tinker with things on my own, but there is just a stupid amount of lua files so tracking down the panel is a bit difficult...

Thank you for your time.

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siliconworm Author
siliconworm

All the codes for Haxor Panel is in interface.lua (search "HAXOR!!!!!" in this file, this is the beginning of all the functions for different buttons)
I think I did wrote some annotations in there, so, hopefully you can understand it.

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