Simplex started as a branch from Complex. It has combined features from Path To Victory as well as many other mods through a long history of R&D. This mod aims to excavate the full potential of the Homeworld 2 engine and it will simply blow your mind with incredible fun!

Post feature Report RSS On the tendency of varieties to depart indefinitely from the original type

Advanced features envisioned by the wildest inspiration, waiting to be explored through a challenging path of programming.

Posted by on

1. "Fishing Boats":
Neutral civilian vessels spawned through a density-dependent function salvage all kinds of ship debris, alleviating lag problems in the later phase.
Difficulty: High
Fun: Medium
Usefulness: High

2. "Stochasticity":
Shooting stars and gamma ray bursts fired from random dummy objects beyond the map, constantly bringing unpredictable harzards to the space dwellers.
Difficulty: Extreme
Fun: High
Usefulness: Low

3. "Planetary Defense System":
All colonized planets are equipped with weapons to defend themselves, which are also upgradable according to different tech trees.
Difficulty: Beyond Extreme
Fun: Medium
Usefulness: Low

4. "Militia":
Groups of rebels summoned randomly within the map, fighting all players around.
Difficulty: Unknown (at least High)
Fun: High
Usefulness: Low

5. Advanced Alliance AI
Allied AI players will cooperate with the player by participating in the battle plan set by the player. The player will be able to designate a full spectrum of strategic requests at any given camera location, for example, "attack this point", "reinforce this stronghold", "investigate the combat zone", "assembly here", etc.
Difficulty: Extreme (the biggest problem is overwriting the existing AI behaviour)
Fun: High
Usefulness: High

6. Nuclear Radiation
A radiation cloud continues to do harm to the surrounding ships after a nuclear explosion. This can be done by spawning a dummy object that does spherical damage with a nebula appearance after a nuclear explosion. The dummy object will be despawned after a dummy subsystem's health is iteratively reduced to a threshold. As the health of the subsystem decreases, the damage multiplier also decreases. The duration and radius of the radiation remnant can be also upgraded, corresponding to a factorial of different dummy objects.
Difficulty: High (and it can be buggy)
Fun: High
Usefulness: High

Post comment Comments
[ITM]hammie
[ITM]hammie - - 223 comments

DO IT, IT WILL BE AN EPIC VERSION ON SoaSE!

Reply Good karma Bad karma0 votes
Vaktezraj
Vaktezraj - - 190 comments

I love the fishing boats idea.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: