For the Homeworld:Remastered version (named FX:Galaxy) click here.
Homeworld 2: FX - Commander (commonly known as the FXmod) is a modification project for Sierra's Homeworld 2 that aims to "tell the story of HW1 in HW2" while simultaneously improving various aspects of the game itself, both content and graphic-wise, ultimately bringing Homeworld2 to a brand new level. Development is led by 9CCN, a group of Chinese modders that made a name for themselves with their Gundam SEED modification for HW2.
Starting out as "just a mod that ported the HW1 vessels to HW2", the FXmod has seen countless updates, overhauls, exciting new features and changes ever since its first release in 2006. With new units, abilities, textures, maps, fx, player modes, icons, blueprints etc. we have only covered the tip of the iceberg in terms of what is already included in the mod and what is yet to come still. Much of the content in the FXmod cannot be found in any of the other current modifications.
Even with the amount of changes that have been made so far the creators say that the entire FXmod is only halfway done. Many people have already marked this mod as their favourite Homeworld2 modification following the release of v1.72. With over 370k page visits and more than 50.000 downloads, the FXmod is frequently covered in the "Top 100 Mods" list on ModDB and has even received attention from Gearbox. Come and try out the mod that many fans have dubbed as "Homeworld 3" and managed to catch the interest of the company that will be doing the HD remakes of the Homeworld series.
Latest Version: FX v2.2.1
Latest ModDB Update: 4rd March 2015
We also have a forum page ("Forum" tab in the menu atop of the page) that can be used for:
!! Please do -not- flood the comments with technical issues / bug reports
We have the forum for that. Although it may seem dormant, we actually check do it frequently.
If you enjoy the mod be sure to spread the word and let us know in the comments. It are our fans that made the mod into what it is, and it are our fans that will encourage us to continue.
So here's a small update on how things are now, following our v1.08 preview from the previous news entry.
While I am sure a lot of you are eagerly waiting for the RPG mode, the Multiplayer is another area of prime interest to many players. So, again, I'd like to ask you to provide any feedback or suggestions for balancing the 6 races (HGN, VGR, TAI, TUR, KAD, KPR) you come up with based on your vs. CPU and multiplayer experiences. This can be anything ranging from changes to armor/weapon/speed values to suggesting new units, purposes, abilities, etc. Ideas, suggestions and tips for balancing are very much welcome.
I have made a list of my suggestions, but as the team rightfully says they need more input and feedback as one person alone cannot shape the course of the mod, and people have varying opinions. So, please add in your feedback and thoughts in the comments below, forum, or discussion tab on Steam. If you need a starting point you can use my list here (Pastebin.com) and give me your thoughts.
We are looking for some more visual content to promote the FXmod out there and give others an idea of what they might expect. Anything you can come up with ranging from HQ screenshots (no HUD and high settings) to Youtube videos/commentaries/"Let's Plays" of the FXmod or written reviews -- its all very much welcome. If you have something like that, just drop your links in the comments. We may put your media up on our ModDB and/or Steam workshop page for the mod, so here's your chance for eternal glory and all that.
Until the next time,
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