#### Homeworld 2 Complex Simple 2.9

Aug 28, 2014 Full Version 64 commentsSome hardcore improvements have been made since the last version, in response to players' demand. Read the PDF manual both before and after installation...

**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!**

Latest News: First Working Campaign for Complex!

47 comments by siliconworm on May 29th, 2014

Although it looks vanilla, playing it is completely a different story!

Just play and you'll see!

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!

Latest Video

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

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...

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

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

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

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

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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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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

repeat

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

end

until pebbleCounter == iNumberOfPebbles

end

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

leveldata\multiplayer\territories.lua

Thank you very much!

These are the last two.. From Dynamic Deathmatch;

Gamefront.com

Gamefront.com

Something like these would look great in this mod!

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!

By the way, what would you think of adding the Beast race in your mod?

It wouldn't have very advanced tech but it could be capturing ships easily and gaining tech in te process.

Adding a new race is not within my consideration, because that means I have to examine and modify every function in this mod, which would be an unimaginably huge project. In a quite foreseeable future, I'm unable to achieve this alone.

If you create 2 player maps like the "mining" map in the Dynamic Deathmatch mod or the ring_sphere map in the Capturable Fleets mod that would really be something! I have never seen animated maps like those!

I don't fully get what you mean. Do you mean those random functions in my maps? Yes, I have figured out how to arrange things in any shape I want in any map. This is not hard, what you need to know is just some basic equations of simple geometries and organizing them in a random function. For example, to make a sphere of astroid whose radium is 10000, I would first make a random function which generates random coordinates for any single astroid like:

x=random(-10000,10000)

y=random(-10000,10000)

z=random(-10000,10000)

Then what I need to do is giving it a determinative condition, which determines what coordinates can be retained, and what cannot be retained. For a sphere shape, this would look like:

local r=10000 --the radius of the sphere

if x^2+y^2+z^2<r^2 then --the equation for sphere

AddAsteroid(..., {x,y,z}, ...) --add asteroid if its coordinate is within the imagined sphere

By utilizing this method, I can create sphere, shell, ring, even pyramid :D

Another example, this is the actual fuction I wrote to arrange astroids in a pyramid shape:

Moddb.com

local n=0

local drv=sqrt(2)

while n<random(600,800) do

local randx = random(-10000,10000)

local randy = random(0,7071)

local randz = random(-10000,10000)

if randy<(7071-drv*abs(randx)) and randy<(7071-drv*abs(randz)) then

addAsteroid("Asteroid_10", {randx,randy,randz}, random(50,100), 0, 0, 0, 0)

n=n+1

end

end

Hopefully this is a working link for Ring-Shere

Gamefront.com

And Mining Colony

Gamefront.com

Those maps I mentioned have more to them then arrangements of objects. They have animated objects. The level files need FX files along with hod files. You should check them out. I will need to make a couple of small videos..

I see, but I think that's just event effects with the ships and has nothing to do with the map. I still don't know how to create new effect or animation in the shapes I want, so I'm sorry I can't help you at present.

Here is the "Junkyard" map from Territories mod;

Gamefront.com

I believe it has everything to do with the map. If you extract the files in .big files of those mods you would see what I mean. In the leveldata folder there are 4 files named "mining_colony" including the level file. Same thing with Ring_Sphere. And that's only two examples taken from many maps of three mods. I will link another video later.

Hmm... This thing's worth paying attention. Can you give me a link to download this mod? I'll figure it out seriously.