General Information.

This is a space for me to put general sticky style information for the modification.

  • Please utilize the Forums located here on moddb for any technical support, or game play discussions that you wish to make.
  • If you have any suggestions for the mod, where it should go, small problems, ideas youd'e like to see implemented, then please, by all means, post on the forum, I would love to hear from you.
  • If you are having problems downloading from the Moddb mirrors, or if they have not been authorized yet, the downloads are available at the advanced mod webpage.
  • It is located here: Angelfire.com
  • Also if you have downloaded a version where the Hiigarans start with the Assault Cruiser in skirmish, please re-download the mod. The issue has been addressed.

What is Advanced Mod: Revived?

Advanced mod: Revived is a Home World 2 modification that specializes in taking the 2 existing races and expanding upon them. The idea, is to add in multiple different new ships, re-arm every ship in the game, and specialize each ship with a blended, but still clear role.
By giving the player more options, and doing it in a professionalized manner the mod "advances" the gameplay of Homeworld 2 into something different, something more fun, and yet still tactically fulfilling.



The history of Advanced Mod: Revived.

Advanced Mod: Revived in a nutshell is the mutated, basement slave, finally freed, version of Advanced Mod.

Shortly after Homeworld 2 hit store shelves I began work making a mod. I wanted to add more options to the game, and make the capital ships not so... well sadly armed.
I started off by changing the turrets on the destroyer into ion cannons, because I missed watching destroyers grind ships into pieces with beams of plasma. Next big thing I did was change the battlecruiser, by adding in more turrets to it.
After that the changes began to rack up, and up, and up, until a couple months after the release of HW2, I released Advanced Mod.
Back then though, there were nearly no frequently used models to choose from, and I had, and still have nearly no model making skills. So all of the ships reused the already available models.

It wasn't more than a couple years later that I joined the military and suddenly had another life I had to take care of before modding, so Advanced Mod, got left in the basement for a bit, while I did my job.
This of course left an unprofessional and incomplete modification.



The evolution of Advanced Mod: Revived.

Always having a copy of all of my mods stored, and backed up in my computer systems I would occasionally over the next 5 and a half years during my free time open up said archives and work on my mods.

It was during these times that I worked to further see to the dream of what I once hoped Advanced Mod would be. Fixing errors, streamlining items, and re-balancing until I literally couldn't crunch the numbers anymore, and doing it not for a release, but for my own enjoyment. I had somehow made this old unfinished mod into a nearly complete project.
Nearing the end of my tour in the military I was provided with some free time which I used to finish polishing up the mod and decided to release to the world as "HW2 Advanced Mod: Revived".
Still clearly with some kinks, I couldn't let the mod fall once more to the wayside without properly being shown to the world, so over the last year, I have been hard at work making the mod better.

This is what Advanced Mod, has turned into:



Credits:

These are the sources from which the current version of Advanced Mod: Revived has used models from.

  • PDS Mod Team
  • Complex Mod Team
  • TFS Mod Team
  • FX Mod Team
  • Pirates Mod Team
  • PTV Mod Team
  • Mothership Warfare Mod Team

This is 5 years of tinkering around with my mod. So if I have used something from your mod, and have not credited you, I am sorry, please PM me, so I can fix the problem. Thank you.



Image RSS Feed Latest Screens
Vaygr Battle Carrier Vaygr Battle Carrier Vaygr Battle Carrier
Blog RSS Feed Report abuse Latest News: Version 1.5 Released!

9 comments by Dondelium on Aug 16th, 2012


Ship Updates:

Hiigaran:

  • Bomber: Improved firing.
  • Heavy Bomber: Improved firing.
  • Strike Corvette: Reduced size.
  • Gun Frigate: Redesigned Hull.
  • Missile Frigate: Fixed pulsar turret.
  • Support Frigate: New hull, with strike craft docking abilities. (Credit for hull to Mololu)
  • Carrier: Added two build-able point defense locations.
  • Support Destroyer: Torpedo hatches now animated.
  • Light Cruiser: Added animated torpedo hatches.
  • Cruiser: Redesigned armament.
  • Gun Platform: Redesigned weapons.
  • Ion Platform: Redesigned weapons.

Vaygr:

  • Bomber: Improved firing.
  • Strike Bomber: Redesigned Armament.
  • Multilance Corvette: Improved turrets.
  • Trinity Corvette: Brand new ship for the Vaygr.
  • Gun Frigate: Redesigned Hull.
  • Crusader Frigate: Redesigned Hull.
  • War Frigate: Redesigned Hull. Now has two available types for build. (Laser/Missile)
  • Carrier: Added a heavy point defense location, and build-able defense module for the sensor slot.
  • Destroyer: Larger Turrets.
  • Heavy Destroyer: Redesigned Armament, now heavily laser based.
  • Assault Carrier: Redesigned weapons.
  • Battlecruiser: Redesigned weapons.
  • Gun Platform: Redesigned weapons.
  • Missile Platform: Redesigned weapons.




General Changes:
  • More in-depth descriptions on build menu.
  • Mission 15 redesigned for advanced mod.
  • General AI updates.

Vaygr Build-able Turrets:

  • Ion Cannon Turret: Stays the same.
  • Rapier Turret: Reduced size.
  • Flak Turret: Now uses typical Vaygr flak turret model.
  • Kinetic Turret: Now uses retrofitted three barreled version of kinetic turret.
  • Weapon platform: Redesigned, now has 1x8 Light torpedo tubes, and a 1x4 light kinetic defense turret.
  • Ultra Heavy Kinetic Turret: Added.
  • Destroyer Class Laser Turret: Added.
  • Missile Tubes: Removed.

Refined Art:

  • Removed combo explosions from flak.
  • Removed combo hit from light kinetic weapons.
  • Reduced the trail length on all missiles.
  • Disabled nlips.
  • Vaygr Rapier missiles have new, animated model.
  • Hiigaran missile defense turret remodeled.
  • All missiles re-sized to properly represent, speed, damage, and launch vessels.


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Advanced Mod: Revived V1.5 LUA

Advanced Mod: Revived V1.5 LUA

Aug 14, 2012 Full Version 5 comments

Another update to the mod. Lots of edits, mostly to the Vaygr.

Advanced Mod: Revived V1.5 BIG

Advanced Mod: Revived V1.5 BIG

Aug 14, 2012 Full Version 5 comments

Another update to the mod. Lots of edits, mostly to the Vaygr.

Advanced Mod: Revived 1.4 BIG

Advanced Mod: Revived 1.4 BIG

Dec 22, 2011 Full Version 18 comments

Rebalanced ship prices, armaments, damages, and build times. Updated Homeworld 2 campaign to Advanced Mod standards. Made custom new UI for menu, and...

Advanced Mod: Revived 1.3 BIG

Advanced Mod: Revived 1.3 BIG

Nov 21, 2011 Full Version 0 comments

1.3 Brings in a new era of more effective weapons, to include new missile types, brand new, custom, Advanced Mod created turret systems, and weapon projectiles...

Advanced Mod: Revived 1.2 BIG

Advanced Mod: Revived 1.2 BIG

Nov 16, 2011 Full Version 0 comments

Finally got a .BIG version of 1.2 for you. New release with effective bug fixes, new armaments, and more balanced gameplay. All (noticed) turrets have...

Post comment Comments  (0 - 10 of 125)
koekibar@
koekibar@ Feb 2 2013, 5:44pm says:

can we expect a new version this spring? or summer?

+1 vote     reply to comment
koekibar@
koekibar@ May 14 2013, 4:38am replied:

well... this mod seems to be dead...

+1 vote     reply to comment
r4plez
r4plez Jan 27 2013, 11:36am says:

I cannot manage to run skimrish with this mod - getting carash upon loading universe

+1 vote     reply to comment
koekibar@
koekibar@ Jan 28 2013, 8:39am replied:

update gameversion to 1.1
you can find it in the downloads

+1 vote     reply to comment
r4plez
r4plez Jan 28 2013, 6:22pm replied:

thx, its working now :D

+1 vote     reply to comment
Autohummer
Autohummer Dec 9 2012, 9:23am says:

Excellent work for integrating so much content into only playable package. I am doing a campaign playthrough now and it is extremely challenging to say the least. I have encountered a problem in Mission 9. The Dreadnought has already lost ~70% of its HP in the cannon misfire, but it is immediately attacked by swarms of missiles (most likely frigate class. They are fired BVR so I couldn't see who was firing them.) This left me with at most ~2.5 seconds to react before the Dreadnought explodes, or ~5 seconds, if I skipped the fleet intelligence briefing. I am unsure if this was intentional or not, as my fleet wasn't exactly massive in the last mission so the difficult scale shouldn't go up so dramatically. (admittedly I did build a few extra Strike Corvettes, a strike cruiser and a light carrier to deal with the Keeper Drones.)

+1 vote     reply to comment
Dondelium
Dondelium Jan 25 2013, 12:21am replied:

Thank you. There are a few missions where I need to alter the balance. As for the dreadnought mission, I don't really know what to do there, gonna have to change a few things here and there I imagine.

+1 vote     reply to comment
Autohummer
Autohummer Jan 26 2013, 1:10am replied:

I ended up completing it by adding a zero to the Dreadnought's health, ie multiplying it by a factor of ten. It was a bit excessive, though, So I would recommend multiplying it by five or less.

I made the Dreadnought so resilient that during the final battle with Maakan that the only other thing that could stand up to his Dreadnought was mine. And they were merrily blasting each other with the big guns for minutes with little effect until I decided to capture the enemy Dreadnought. I was also surprised to see that the two dreadnoughts could do in a planet killer in 2-3 shots each, and I was so fast that they never had the chance to deploy the ADWs. This is quite interesting and (plot-wise) realistic, though, as Progenitor technology is supposed to be very powerful and durable.

+1 vote     reply to comment
Dondelium
Dondelium Jan 26 2013, 9:33pm replied:

Well honestly I was thinking more along the lines of making the damage done to the dreadnought lower, (instead of 90% damage, like 75%) Also need to rebalance the reinforcement fleet stuff. (i.e. mission 13) But I agree, the projenitor ships do need a bit more armor.

As for the ADW on mission 15, that has been removed, and replaced with weaponized planet killers, which will destroy Sajuuk given the opportunity.

+1 vote     reply to comment
Autohummer
Autohummer Jan 27 2013, 2:09am replied:

I see. That's another way to solve this problem.

The problem with mission 13 (Balcora Gate) isn't that serious, perhaps due to me using the Dreadnought as a sponge, but I imagine it would be very difficult if the Dreadnought wasn't modified. Even with "cheating" I still lost both my battlecruisers and a battlecarrier and assorted capitals fighting off the main attack. The attackers on the power modules were easily taken out by 1 strike cruiser and 5~6 plasma frigates with strikecraft cover, though. The most difficult module to defend is the one on the horizontal plane, right next to the main Vaygr fleet, which would take potshots at my ships.

I have yet to see the ADW firing anything in mission 15, maybe I will replay that level later if I have time.

+1 vote     reply to comment
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Homeworld 2 Icon
Platform
Windows
Developed By
Dondelium
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Official Page
Angelfire.com
Release Date
Released Aug 13, 2011
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7.9

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Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single Player
Statistics
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1,159 of 19,343
Last Update
3 months ago
Watchers
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Files
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News
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