Advanced Mod: Revived V1.5 LUA
Aug 14, 2012 Full Version 5 commentsAnother update to the mod. Lots of edits, mostly to the Vaygr.
This is a space for me to put general sticky style information for the modification.
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.
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.
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:
These are the sources from which the current version of Advanced Mod: Revived has used models from.
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.

9 comments by Dondelium on Aug 16th, 2012
Hiigaran:
Vaygr:

Vaygr Build-able Turrets:
Refined Art:

Another update to the mod. Lots of edits, mostly to the Vaygr.
Another update to the mod. Lots of edits, mostly to the Vaygr.
Rebalanced ship prices, armaments, damages, and build times. Updated Homeworld 2 campaign to Advanced Mod standards. Made custom new UI for menu, and...
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...
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...
can we expect a new version this spring? or summer?
well... this mod seems to be dead...
I cannot manage to run skimrish with this mod - getting carash upon loading universe
update gameversion to 1.1
you can find it in the downloads
thx, its working now :D
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.)
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.
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.
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.
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.