Hi everyone! In one word, I am a n00b. I don't know how to modify anything except txt, even though I've been playing Homeworld series for so many years...Homeworld 2 is the summit of this series and I love it very much, I've been dreaming to have my own mod for Homeworld 2. However, I am a n00b. A n00b is someone who doesn't know anything about extracting big files or editing models in Maya, or everything else told by other modders which trully puzzled me. I actually thought that maybe there would never be my own mod for Homeworld 2.
Then, many years later, a mod gave me a hope. I downloaded Homeworld 2 Complex 8 beta 0.9, and found it completely decompiled and could be edited in NotePad... I was so excited that I couldn't wait to edit it in my own way.
So, regarding my first attempt to create a mod for Homeworld 2, don't be surprised if you find me ruin the epic Complex mod, which could be the best Homeworld 2 mod ever... (As a n00b, I've played almost every Homeworld 2 mod listed on ModDB.) Just regard this as a n00b's practice (with NotePad), and this is the story of a n00b...
Finally, give all my sincere thanks to the Complex team, maybe I would never know how Homeworld 2 works if I hadn't met this mod, let alone modifying it by myself. For the reason that I must type a name for my mod on ModDB, I decided to call it SIMPLE, because my works are too simple comparing to the source code of COMPLEX...

NOTE: This mod has been permitted by the Complex team! That means I'll keep studying and make this mod better, and sure you can download and play it! Thank Beghins and Baroness1 for their kindness and enthusiasm, thank the Complex team again! You can visit the Complex program at www.homeworld2complex.com and www.Complex.mastertopforum.com

For a long list of all the other contributors I also want to give great thanks to, click here

As a beginner in modding Homeworld 2, I sincerely appreciate all your work; As a player, I feel an even stronger compulsion to thank you for your contribution to the Homeworld game, because it is you who are keeping this game alive, and that's the greatest gift you can give to all the Homeworld lovers like me! Thank you! Thank all of you!

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Blog RSS Feed Report abuse Latest News: First Working Campaign for Complex!

39 comments by siliconworm on May 29th, 2014


The first working campaign based on Complex  


is now in Complex Simple 2.8!

Although it looks vanilla, playing it is completely a different story!
Just play and you'll see!


Homeworld 2 Complex Simple 2.8

m01

New FOV: 35° vertical field of view

m02

Elite Gunship Corvettes (PTV model)

m03

Vanilla Mission 3

m04

Vanilla Mission 4

m05

Vanilla Mission 5

m06

Vanilla Mission 6

m07

Vanilla Mission 7

m08

Vanilla Mission 8

m09

Vanilla Mission 9

m10

Vanilla Mission 10

m11

Vanilla Mission 11

m12

First Complex Campaign

m13

Vanilla Mission 13

m14

Vanilla Mission 14

m15

Vanilla Mission 15
  
  

NOTICE:

If you have difficulty getting through any particular mission, just reply here (or on the homepage of Complex Simple)! I'll provide a 100% noob-proof walkthrough just for you! 

Think you are already an expert?
Welcome to show off your own video of walkthrough!

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Homeworld 2 Complex Simple 2.8

Homeworld 2 Complex Simple 2.8

May 29, 2014 Full Version 91 comments

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...

Homeworld 2 Complex Simple 2.7

Homeworld 2 Complex Simple 2.7

Apr 21, 2014 Full Version 52 comments

Voila! The new crate system will make you laugh out loud from your dream!

Homeworld 2 Complex Simple 2.6

Homeworld 2 Complex Simple 2.6

Dec 22, 2013 Full Version 33 comments

Many improvements have been made since the last version. Read the instruction before installation.

Homeworld 2 Complex Simple 2.5

Homeworld 2 Complex Simple 2.5

Jun 29, 2013 Full Version 49 comments

Progenitor is now a playable race! The installation instruction in the RAR is wrong, don't read it.

Homeworld 2 Complex Simple 2.5 Manual (PDF)

Homeworld 2 Complex Simple 2.5 Manual (PDF)

Jun 29, 2013 Guides 10 comments

This is a pdf manual for Complex Simple, more details can be added in the future if needed.

Homeworld 2 Complex Simple 2.4

Homeworld 2 Complex Simple 2.4

Apr 13, 2013 Full Version 43 comments

This is the lastest progress of Complex Simple. Don't ask why it's so much bigger than the game itself, because you'll find out when you play it. Orz

Post comment Comments  (40 - 50 of 752)
BBoyBoboy
BBoyBoboy Jun 18 2014, 5:09pm says:

I have a bit of an issue to report with the Hiigaran Strategic Shipyard.

It seems that whenever I (try to) attach the Mothership and the other seperate stations to the shipyard, I can't produce anything (ships, other modules, weapons, etc) until I detach the said ship.

How long do I usually have to wait until I can produce stuff again? Or is this a bug?

+1 vote     reply to comment
siliconworm
siliconworm Jun 18 2014, 8:40pm replied:

When a production ship is docked, it can't build anymore. This is a hard limit of the HW2 engine and I don't know how to fix it.

+1 vote     reply to comment
alpada96
alpada96 Jun 16 2014, 4:55pm says:

i have a problem with the campaign when im supposed to *SPOILER* Repair the dreadnaught i fly it to the shipyard and it docks and repairs but nothing happens ive been sitting here for like 4 hours trying to figure this out -.-

+1 vote     reply to comment
siliconworm
siliconworm Jun 16 2014, 7:04pm replied:

Did you dock it to shipyard Nabaal? You need to dock it to shipyard Nabaal, not any of your own shipyards. When it's docked, a countdown timer (15 min) should appear, after 15 min, the Dreadnaught will be launched from the shipyard automatically.

Did you see this countdown timer? Here's a screenshot of this countdown timer: Moddb.com

If this is exactly what you did, but it didn't work, did you do something unusual before docking the Dreadnaught to Nabaal?

+1 vote     reply to comment
Firebird1985
Firebird1985 Jun 14 2014, 1:33pm says:

Since the Turanic Raiders seem to be mostly taken from the Path to Victory mod,
is it possible to get that function back in that unlocks certain researches, and subsystems, when you capture an enemy ship?
I saw that at least it was planned, but I have not played the PTV mod yet, so I do not know if they managed to implement that system.
Although I have seen that for the weapon-modules and trophies of the Lord-Carriers it says in the requirements is either allied with x-faction or "captured X ship".
This way it would become more important for the Raiders to do what they are supposed to: pirating.

+1 vote     reply to comment
siliconworm
siliconworm Jun 14 2014, 11:44pm replied:

I could do that, but I didn't, because the AI players will be too weak if they have to capture every single type of ship.

+1 vote     reply to comment
Firebird1985
Firebird1985 Jun 15 2014, 8:45am replied:

I guess you're right.
It would be fun playing as them, but boring playing against an AI controlling them.

+1 vote     reply to comment
MrDeath666
MrDeath666 Jun 8 2014, 3:38pm says:

Why is there such a big difference between resourse harvesting speed ? When Vgr and Hgr have their ~4, Kadeshi have 16 (plus the cheapest collector), and pirates have 20(x5 faster!). This is strange...

+1 vote     reply to comment
siliconworm
siliconworm Jun 8 2014, 3:53pm replied:

1. The RU carrying capacity of each collector is different too. For example, Kadeshi Gardeners can harvest very fast, but they can only store 200 RUs at a time.

2. The RU unloading speed is also different. For example, although Turanic Slaves can harvest quickly and can load a huge amount of RUs at a time, they can only transfer the RUs slowly. Not to mention that the Turanic Overseer only has 1 RU tranfer point, so the Slaves often have to wait in a long line to unload their harvested RUs.

3. The demand for RUs is really different for different races. For example, if you want to win a very challenging battle (especially against Progenitor or Hiigaran in the later game) using Turanic Raiders, you may have to spend thousands of RUs on every capital ship every minute to use its special abilities!

4. Don't think that Hiigaran and Vgr collectors are weak. They are weak in the beginning, but every single aspect of their harvesting ability (loading speed, carrying capacity, and unloading speed) can be greatly upgraded in the later game!

All these differences can cancel each other out . So, I don't think the difference in harvesting speed alone is any problem.

+1 vote     reply to comment
siliconworm
siliconworm Jun 7 2014, 12:13pm replied:

Yeah, I thought about the launching problem, but I didn't tackle it because 1) there's some limit in the game itself that doesn't allow all these ships to launch instantly, and 2) I don't really want to change all the launching behaviour of these ships in the skirmish (I have to seriously consider any potential compromise of the skirmish caused by changes for the campaign because they are connected).

The good thing is, based on my own testing experience, although the launching part is boring, it's still acceptable (even if all your ships are instantly launched, you still need to wait for the crew cells to increase your recruiting capacity before you can build anything). And here's a trick that I found may be helpful for you: group your particular ships (such as Defense Field Frigates) into a strike formation, then they won't be launched in the next mission -- they'll just hyperspace in with the Mothership!

+1 vote     reply to comment
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Platform
Windows
Developed By
siliconworm
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Release Date
Released Jul 6, 2011
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Average

8.4

63 votes submitted.

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Highest Rated (3 agree) 8/10

This is an awesome mod, specially when all you want is to overkill your enemies with DAKKA and Overpower lol. No really, i like this mod, i love the intensified number of weapons in every ship, however i dont like mods that focus on blowing up everything to the hell using as main feature Overpowered ships and weapons. Since i'm a strategy and tactics lover and i like much more when the battles are prolongued and my units suvirvability depends of the orders that i give them and not by the number…

Jan 28 2012, 5:36pm by Pra3t0r5

Lowest Rated (2 agree) 1/10

The Graphics or this mod are great to look at but when it comes to playing it feels like just a giant troll, with crazy lag, ships "swimming in space and large capital ships moving faster then the small interceptor class ships. If the game breaking lag and troll effects like the "fishes" when taken out or worked on the mod could reach a 5 in my book.

Jul 1 2013, 4:07pm by InForTheQ

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Single & Multiplayer
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