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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47 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


New FOV: 35° vertical field of view


Elite Gunship Corvettes (PTV model)


Vanilla Mission 3


Vanilla Mission 4


Vanilla Mission 5


Vanilla Mission 6


Vanilla Mission 7


Vanilla Mission 8


Vanilla Mission 9


Vanilla Mission 10


Vanilla Mission 11


First Complex Campaign


Vanilla Mission 13


Vanilla Mission 14


Vanilla Mission 15


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 2.9

Homeworld 2 Complex Simple 2.9

Aug 28, 2014 Full Version 68 comments

Some hardcore improvements have been made since the last version, in response to players' demand. Read the PDF manual both before and after installation...

Homeworld 2 Complex Simple 2.8

Homeworld 2 Complex Simple 2.8

May 29, 2014 Full Version 96 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 53 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 35 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.

Post comment Comments  (550 - 560 of 818)
siliconworm Creator
siliconworm Dec 21 2011, 2:51pm says:

To botz23:
1.9 is still under working, I will make this mod more and more complex in the long term, but adding a new race would be the ultimate challenge on this Complex platform. Facing all kinds of difficulties alone, I sometimes really want to have a patner, but I haven't found anyone yet.

+1 vote   reply to comment
Pouk Dec 22 2011, 2:26am replied:

So... you're gonna make complex simple complex... Man I cannot wait for someone to pick it up and transform it to complex simple complex simple. Then I'll pick it up and rebuild it to complex simple complex simple complex, it's gonna be amazing, complex and yet simple!

Anyway, on more serious note, ask on RelicNews forum, modders are there, moddb is more about presentation to the general public. It's a bit quiet there now, you know it's an old game, but people are still there.

+1 vote     reply to comment
siliconworm Creator
siliconworm Dec 22 2011, 3:29am replied:

Thanks for advice! Honestly I'm still not sure how you guys cooperate with each other. Are you communicating by sending emails to each other? This mod is more than 1GB when uncompressed, so how am I supposed to transfer data with anyone else on the other side of the Internet to work as a team? :S

+1 vote   reply to comment
Pouk Dec 22 2011, 3:50am replied:

Tanis Shipyards section of RelicNews Forums - for modding and technical help, tutorials and modding tools.
moddb - for showing your stuff and talking to players.

For a team communication I really recommend to create a new moddb development group, at least it suits me. It's just like this mod page, execpt it can be set private for only people you invite. You post WIP pictures and you can discuss them, you can have forum, it's easy and familiar.

And if you want to share data with someone, set a dropbox folder (easier option) or a proper subversion (which I've personally never got to work). The data folder will automatically synchronize between the memebrs.

+2 votes     reply to comment
siliconworm Creator
siliconworm Dec 22 2011, 4:45pm replied:

To Pouk:
Oh! That's great! I know how to establish a VPN network but that's too slow for exchanging huge amount of data, so I will try ModDB group when I find a partner

+1 vote   reply to comment
botz23 Dec 21 2011, 11:33pm replied:

well i did say to ask other modders to help since more people can help with texture,detail,new ships,ideas.ect.

+1 vote     reply to comment
BigFoot1 Dec 21 2011, 2:07pm says:

That Territories mod is fantastic, should be intersting in this mod. The mod has an option for blue spheres, I hope you keep that option. Will the Marine Frigate still be the capture ship?

+1 vote     reply to comment
siliconworm Creator
siliconworm Dec 21 2011, 2:48pm replied:

Yes, all the features except AI will be the same as they were in Territories Mod. And some new functions will be added too.

+1 vote   reply to comment
botz23 Dec 21 2011, 1:34pm says:

when will 1.9 will release? And i think you should work with other modder to create the best mod and your mod is so far the greatest, except with the lack of other races still great mod.

+1 vote     reply to comment
siliconworm Creator
siliconworm Dec 19 2011, 3:58pm says:

Both of the methods have their own advantages. My approach is better to generate geometries with filled volume and even in bizzare shapes, while his approach is better to generate a thin layer of a geometrical surface or just lines. It's a good lesson, I'll assimilate this method and use it in my own maps. But I'm not going to make maps like those in the Territories mod, let along the same game mode -- not because I don't want to copy and paste, but because I can't, this mod is based on Complex platform which means it's nearly impossible to systematically implant source codes from other mods. I think my current aim is to make better maps and better effects, that's top priority at present.

+1 vote   reply to comment
siliconworm Creator
siliconworm Dec 19 2011, 3:35pm says:

To BigFoot1:
OK, I think I've figured it out. The glowing sphere effect in that mod is called by a command inside the multiplayer functions, just like what the entire "lib" folder does in my mod, and it actually has nothing to do with either maps or ships! And here is the tricky thing, in that mod, the modder only uses a single function as followed to activate the glowing sphere effect:
FX_PlayEffect("defensefield_sphere_spray_green", "TerritoryVolume" .. i, GetTerritorySize(i))
In which all the parameters can be customized in other functions. This is a very genius touch, I don't knew there's a function like that, and I'll learn to use it in the future.

In terms of adding objects in any regular pattern, his method is quite different from mine. My method is randomly generating coordinates and determining them according to some boundary conditions defined by geometric equations, while his method is simply arraging things accoring to equations. For example, here's the source code I found in his mod used to generate a pebble sphere:

function MakePebbleSphere(tCentreLocation, iRadius, iOuterThickness, iNumberOfPebbles, sPebbleType)
local pebbleCounter = 0
local angle = 0
local distance = 0
local distance2 = 0
local X = 0
local Y = 0
local Z = 0
if sPebbleType == nil then sPebbleType = "Pebble_0" end
angle = random(1,360)
distance = random(0,iRadius)
X = (cos(angle) * distance) + tCentreLocation[1]
Y = (sin(angle) * distance) + tCentreLocation[3]
Z = random(tCentreLocation[2]-iRadius, tCentreLocation[2]+iRadius)
distance2 = GetDistanceBetweenTwoPoints(tCentreLocation, {X,Z,Y})
if distance2 >= (iRadius-iOuterThickness) and distance2 <= iRadius then
addPebble(sPebbleType, { X, Z, Y }, 0, 0, 0)
pebbleCounter = pebbleCounter + 1
gPebbleCounter = gPebbleCounter + 1
until pebbleCounter == iNumberOfPebbles

+1 vote   reply to comment
BigFoot1 Dec 19 2011, 6:43pm replied:

FX_PlayEffect("defensefield_sphere_spray_green", "TerritoryVolume" .. i, GetTerritorySize(i)) I can't locate this text line, what file is it located in?

+1 vote     reply to comment
siliconworm Creator
siliconworm Dec 19 2011, 11:37pm replied:


+1 vote   reply to comment
BigFoot1 Dec 20 2011, 5:15am replied:

Thank you very much!

+1 vote     reply to comment
BigFoot1 Dec 19 2011, 5:23pm replied:

These are the last two.. From Dynamic Deathmatch;



Something like these would look great in this mod!

+1 vote     reply to comment
BigFoot1 Dec 19 2011, 4:23pm replied:

I am very glad it interests you, I find the maps incredible! You already seem to be figuring things out! I am hoping that when you completely figure it out you can create something unique in 2 player, please.

Territory mod, Dynamic Deathmatch mod, and Capturable Fleets mod are all available on this site. They all have some very interesting maps!

+1 vote     reply to comment
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Released Jul 6, 2011
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72 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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