Overview


The v1.2 Modernized mod is the second incarnation of the v1.2 Community Patch that was first released in 2006. v1.2 Modernized is not a total overhaul of the base game. It is a basic mod that aims to preserve the  experience of vanilla Homeworld2 while a minimum changes that alter its balancing, mainly focusing on the implementation of new graphical effects, HODs, sound effects and attack scripts developed for and utilized in the Tactical Fleet Simulator (TFS) total overhaul mod. This mod incorporates several new features, including some new game modes from the Homeworld2 modding community, new maps, and a single new Bomber unit for both races - which can be disabled in the game setup if one desires to play using the traditional ship roster.

While the mod was designed with PvP multi-player in mind, it will work with the single-player campaign.

v1.2 Modernized is being built from scratch independently of the original v1.2 Community Patch (v1.2.16 and earlier).

The following is list of changes and additions included in the 1.2.17 build:

Cosmetic Changes

  • Missiles and Torpedoes will spawn a detonation effect when their lifetime reaches zero.
  • Torpedo and Cluster Torpedo velocity has been increased to 320m/s (lifetime decreased to keep max range proportional to range in v1.1).
  • Fusion missile velocity has been increased to 400m/s (lifetime decreased to keep max range proportional to range in v1.1).
  • Kinetic autocannon effect uses smaller bullets for interceptors and hull defenses.
  • Hull defense guns for the Shipyards, Carriers, Motherships and Mobile Refineries have a rapid-fire effect. Their effectiveness is unaffected and they have the same performance as in v1.1.
  • Strikecraft will display smoke trails when they reach 50% health. Strikecraft that are critically damaged will puff fire rearward along with the smoke.
  • Frequency of "deathrail" death effect for fighters has been increased between 25-50%; a larger deathrail effect has been added for corvettes.
  • Assault Craft and Interceptor squadrons will split into subgroups of two and dogfight with each other.
  • Plasma bombs, EMP bombs and small kinetic shells used by Gun platforms and the Assault Frigate have added trail effects.
  • Laser Corvette laser effect has been replaced by a new, larger laser FX.
  • Trails for fighters and corvettes have been reduced to 75% their original length.
  • Frigates and Capital Ships (excluding Hiigaran Battlecruisers) will be able to bank at up to 90 degrees and pitch at 90 degree angles.
  • Destroyer cannons will have a 25% higher rate of fire but have their damage per shot proportionally decreased.
  • Hiigaran Gunships, Interceptors, Scouts, Gun Platforms and Vaygr Assault Craft, Gun Platform and Scout guns have twice the rate of fire but their damage has been proportionally decreased by 50%.
  • Vaygr Battlecruiser fusion missiles have a larger explosion effect indicative of their larger warhead yields. Missile launches will now properly display steam FX for all eight missiles. A new fire SFX for the Trinity cannon has been used to replace the standard kinetic shell SFX used for the Trinity cannon in v1.1.
  • Hiigaran Battlecruiser ion cannon turret model has been replaced with an updated model.

Additions and New Content

  • Strategic Bombers have been added to the Vaygr and Hiigaran build lists: they come armed with long-range fusion missiles and torpedoes. Strategic Bombers have a long reload time (45 seconds), a high build cost (750 RU), 4 units per squadron, and a low maximum speed (240m/s by default).
  • Short-range missile launchers have been added to the Assault Craft and Interceptor. The missiles have a short range, weak warheads, low lifespan, and will only target other strikecraft.
  • Scouts have EMP launcher pods modeled and mounted to their undersides.
  • Vaygr Command Corvettes have a sensor ping ability upgrade.
  • New or altered effects for small kinetic shells, rapid firing cannons, laser corvette laser pulses, SRM exhaust and plasma bombs.
  • New game options: optional starting fleets (Default, Tactical, Dual Carrier, Shipyard), AI build aids option to enhance CPU player performance, new starting resource options.
  • Eight maps from TFS have been included: 2P Enclosure, 4P Enclosure Double, 6P Radiation Belt, 6P Staged Assault, 6P Stagflation, 6P Tactical Revolution, 6P Vanguard and 6P Tanis Wreckage.

Re-balances and Alterations

  • Lance Fighter plasma lance rate recharge rate has been decreased from 3 seconds to 2 seconds.
  • Lance Fighter plasma lance has a 2x damage multiplier against platforms and resource collectors, making it more versatile and giving it two new additional roles.
  • Heavy Missile Frigate weapon range slightly increased from 3500m to 4000m.
  • Bomber health has been increased from 30 to 40 per individual bomber.
  • All strikecraft weapons have had their range slightly increased by 400m.
  • Hiigaran Gunship accuracy against fighters has been slightly increased (0.13 to 0.16).
  • The lifespan of mines has been increased from 200 to 2000 seconds.
  • Vaygr Command Corvette armor has been increased from 600 to 800.
  • Vaygr Assault Frigate concussion missile range has been increased from 2000 to 2500m; accuracy of turrets has been decreased very slightly to compensate.
  • The single player campaign unit cap now allows for deployment of up to 3 Battlecruisers (versus only 2 in v1.1).
  • The "kick player" notice and option pop-up menu has been removed.

Additional Credits:
Battlecry, lead developer of the Tactical Fleet Simulator (TFS) modification.
-Mikail: Defined Rules game mode and Survivor game mode.
-IcePirate: MP Risk and MP Strikers game modes.
-Axel: Battlecruiser Ion Cannon Turret

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Strategic Bomber firing weapons (1.2 Modernized) Torpedo Bomber (1.2 modernized) Interceptor with missile pod (1.2 Modernized)
Blog RSS Feed Report abuse Latest News: Announcing the successor to v1.2CP

4 comments by Battlecry on Feb 21st, 2013

This post is being made to announce the initiation of a successor project to the long-dormant v1.2 Community Patch which was last updated back in 2008.

At this time I am not sure whether or not I will build upon the existing v1.2CP mod (v1.2.16) or build a spiritual successor mod from the ground-up. The aim of this new project will be to incorporate the latest FX, SFX, ship HODs and script files developed for the Tactical Fleet Simulator v2.8 mod into a simple mod optimized for enhancing the vanilla Homeworld2 experience.

As with the original v1.2 Community Patch, the new mod will feature a number of modifications to the default specifications of strikecraft including dynamic dogfighting scripts and smoke trail damage effects. Another feature that might be included, depending on user feedback, is the implementation of CnlPepper's parallax shaders from the Homeworld2 v2.0 project.

Stay tuned for further updates.

Downloads RSS Feed Latest Downloads
Homeworld 2 v1.2 Modernized (1.2.17)

Homeworld 2 v1.2 Modernized (1.2.17)

Feb 25, 2013 Full Version 4 comments

Homeworld2 v1.2 Modernized (Build 1.2.17) raw .big file release. For a comprehensive list of changes and additions included, see the release description...

Homeworld 2 v1.2 Community patch (1.2.16)

Homeworld 2 v1.2 Community patch (1.2.16)

Feb 17, 2008 Patch 6 comments

Homeworld2 v1.2 community patch (1.2.16 build). This is the original, classic Community Patch. See list below for additional details.

XENO GunMetal Map Pack v1.0

XENO GunMetal Map Pack v1.0

Feb 8, 2007 Multiplayer Map 1 comment

GunMetal's Map Pack (v1.0) A map pack consisting of maps made by GunMetalXENO.

Post comment Comments  (0 - 10 of 38)
Nakamura14
Nakamura14 Jul 17 2013, 9:20am says:

Question, what did you have to do in order to reduce the fighter trail length?

+1 vote     reply to comment
Battlecry
Battlecry Aug 1 2013, 8:00am replied:

There is a value that determines the engine trail length for each individual unit in their .ship file. The same is true for modifying missile trail lengths.

+1 vote     reply to comment
spartan-G257
spartan-G257 Feb 23 2013, 5:20pm says:

How would I use this with the Halo-Homefront mod or is it not possible

+1 vote     reply to comment
Battlecry
Battlecry Feb 23 2013, 6:48pm replied:

You would have to extract the contents of the v1.2CP mod and Halo Homefront mod and manually add the files you want from v1.2CP to Homefront. It will be a time-consuming process and would require some basic knowledge of Homeworld2's file structure, but it is certainly doable.

+1 vote     reply to comment
TheBleachDoctor
TheBleachDoctor Feb 21 2013, 2:52pm says:

Wow, I thought this mod was dead.

+2 votes     reply to comment
Adrian_Bravo
Adrian_Bravo Jul 10 2010, 7:26am says:

I wondered if you could add a feature to your mod?

Can you add a small MOD for Homeworld 2 that will allow you to continue to play in a map once the missions are completed like in Homeworld 1, by stopping the automatic hyperspace jump at the end of each map.

+3 votes     reply to comment
ATFRico
ATFRico Aug 30 2010, 4:18am replied:

I agree, that was the best part of HW1, it allowed you to prep for the next mission

+1 vote     reply to comment
70R4N
70R4N Nov 22 2009, 11:06am says:

Are you still working on it?

+1 vote     reply to comment
Yanivvv
Yanivvv Mar 13 2010, 2:25am replied:

i dont think so...

+1 vote     reply to comment
Jastrząb
Jastrząb Oct 26 2009, 6:44pm says:

It's grate,mostly the schooting performance.love it!

+1 vote     reply to comment
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Released Feb 25, 2013
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