Complex is a free advanced game modification based on Relic Entertainment's Homeworld 2 game engine, free of any business directive, developed with passion and hard work, for experienced RTS players only.
 In a world of simplified games often under pressure to do well commercially, our challenge has been to create this ambitious project, for those who want more from a modern videogame.
Complex series, actually counts more then 5.000.000 downloads and up to 3000 contacts per days.

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3 comments by Beghins on Dec 22nd, 2013

Many additions to the game, new units, new features and better graphical aspect, but the more important improvements have been done on stability, gameplay and performance.
Every duplicate ship/subsystem have been removed, redundant functions cleaned, lagging scripts revisited, a lot of bugs fixed.

The game has been balanced to reach the better space battle experience.
I hope you enjoy all this work!

Complex 9.1
Complex 9.0.1
Full LOG here.

About the future of Complex, considering that Gearbox is working on the new Homeworld, this release is the last one for Homeworld 2, not the last one for Complex. 
If the new engine will be great the new Complex will be on the way.

Thanks to everyone who's following Complex for so long time, Beghins.

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Complex 9.1

Complex 9.1

Nov 14, 2013 Full Version 30 comments

This is the first update of the 9 series, and the decade for the Complex Mod.

Complex 8.4.3

Complex 8.4.3

Mar 25, 2013 Full Version 36 comments

Complex 8.4.3 released, a new massive update for the project Complex, a lot of new features and improvements in this release.

Homeworld 2 Complex 7.4.4

Homeworld 2 Complex 7.4.4

Dec 20, 2009 Full Version 15 comments

Complex is a free advanced game modification based on Relic Entertainment's Homeworld 2 game engine, free of any business directive, developed with passion...

Post comment Comments  (70 - 80 of 556)
Fluffeh Apr 20 2013, 7:42pm says:

I'm still looking forward to the reworking of the artillery frigates, they move up to their target, turn around and ignore the target. i have to tell them to manually move closer to the target so they face them, and if they don't face them at the right angle they won't fire.

Either way i'm glad the mod is going still, it's perfect for homeworld 2.

+1 vote     reply to comment
Nakamura14 Apr 21 2013, 2:08pm replied:

I used the artillery frigates in at least 5 games since the 8.4.3 release and haven't seen this.
What was your target? What map/gametype, game year etc?

+1 vote     reply to comment
Fluffeh Apr 21 2013, 2:14pm replied:

Oh goody you're on while i write this ^.^

Jupiter fields map, i was aiming three stolen frigates at stationary scouts, i got annoyed that i can't take out enemy scouts without 12 of my own scouts, they just sit there out of range of my mothership, and fly away when they get shot at, unless it's from a long range frigate or something else.
Anyway even when they faced the scouts i had to keep moving them a tiny bit to make them face the scouts dead center otherwise they would just sit there trying to encounter them but not shooting because they weren't facing them down the red target line.

Oh gametype? not sure, just set the AI to defensive, but AI scouts always just sit there out of range not moving until something comes close to them before they fly away, but they just come back if you leave them alone.

+1 vote     reply to comment
Nakamura14 Apr 22 2013, 5:15am replied:

Scouts aren't exactly the target meant for an artillery frigate. It's even possible that we didn't add an attack style to the files, because... well we're talking about trinity cannons here, the most powerful weapon in vanilla homeworld 2 other than phased ion cannons.
These are solely anti frigate/capital ship weapons, so that's what you should use them for.

+1 vote     reply to comment
Fluffeh Apr 22 2013, 10:07am replied:

Yes i did read the description about them being anti frigate/capital, but stealing 3 of them and moving them to face the scouts just right, 1 hit per unit and the scouts are down. AI don't need to do that with scouts, they send plenty of probes to bug my perimeter, they already know where i am before they send scouts or probes.
The rest of the AI fleet (frigates, capital ships, motherships) pretend to move as if they don't know where my mothership is, but of course they are only sending ships to secure resource points. Once all the resources on the map are up, where do they send carriers and motherships? they send them one by one to me, on a suicide mission, on defensive. A defensive AI sending a mothership by itself, leaving the protective area of it's gun platforms it placed earlier in the game, coming at my 17 frigates, 4 capital ships, 2 combat stations, a horde of scouts, and my mothership and shipyard (i don't use corvettes since salvage corvettes are no longer an option)

+1 vote     reply to comment
Nakamura14 Apr 17 2013, 9:47pm says:

Reworking grammar/syntax of the entire research and build tree! Next update should have it.

+1 vote     reply to comment
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Nakamura14 Apr 14 2013, 12:31pm says:

8.4.3 is uploading! To all who had problems with bugs, I recommend downloading once it's up.

+1 vote     reply to comment
gregplays Apr 13 2013, 12:36am says:

Beghins, I have been playing your mod and its upgrades for several years now... You have done a wonderful, wonderful job with all of your hard work and I thank you and everyone involved in the project!!!


+2 votes     reply to comment
regul Apr 5 2013, 8:10am says:

What happened with forum?

+1 vote     reply to comment
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Released Dec 4, 2010
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485 votes submitted.

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Highest Rated (25 agree) 10/10

The best Mod in history of this game.

Dec 6 2010, 8:45am by Jastrząb

Lowest Rated (13 agree) 1/10

Stupid and useless. It isn't anything like Homeworld.

Apr 27 2011, 9:29pm by p2thewind45

Real Time Strategy
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