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.



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Below is a list of what has been done, followed by a list of what is to be done. The reason that this list is so extensive is that after some extensive playing, and examination, I've come to the realization that a lot of the ships, specifically cruisers don't fit there races design philosophy, are drastically over powered, and blend there roles too much to be properly used. After extensive tinkering, editing, crunching numbers, and play testing, I have come to the difficult decision that cruisers should be pushed backward in there design philosophy to just a couple of choices with highly specific roles.

I wanted to provide the community this list so that you can see where the mod is right now, where its going, and to ask you, what you think about it, and how you feel these changes should be done. This is my current design philosophy, but is in no way shape manner or form in a finalized state, so, any ideas, complaints, praises, or offers will be taken to heart, and the next version may very well take shape into a different direction because of your input.


Done
FIGHTERS
- Interceptors replaced by multirole fighter (model and specs).
- Multirole Fighter removed (Both sides).
- Vaygr Interceptor Model changed (TFS Model).
- Vaygr Heavy Fighter Model changed (TFS model).
- Hiigaran Heavy Fighter Model edited.
- Defender removed (Both sides).
CORVETTES
- Strike Corvette Removed.
- Vaygr Assault Frigates turrets redone (TFS model).
FRIGATES
- Vaygr Assault Frigate renamed to "Flak Frigate" to better represent its current role.
- Gun frigates and assault frigates now have visible point defense locations/turrets. (both sides)
- Heavy Missile Frigate now has visible point defense locations.
- Hiigaran Pulsar Frigate added.
- Vaygr Lance Frigate added.
- Hiigaran Plasma Projection Frigate now has fire FX for its pulsar turrets.
PLATFORMS
- Gun turrets now fire proper flak weapons and have been renamed to "Flak Platform" as well.
(both sides)
- Hiigaran Pulsar platform added.
- Vaygr Lance platform added.
DESTROYERS
- Destroyer/Escort Destroyer turret locations repositioned. (Both sides)
- Decreased size of Hiigaran Destroyer Ion Cannons.
CRUISERS
- Replaced Hiigaran Light Cruiser role with Strike Cruiser model, and rearmed turrets.
- Replaced Hiigaran Cruiser role with Odies Cruiser model as used in "Complex Enhanced", and
rearmed turrets.
- Removed Hiigaran Assault Carrier
- Removed Hiigaran Missile Cruiser
- Removed Hiigaran Strike Cruiser
- Increased size of Hiigaran Ion Cannons
- Added Siege Cannon Module to Hiigaran Battlecruiser. (As from PTV)
- Changed Torpedo Module on Hiigaran Battlecruiser to a new spinally mounted model, that is
much better.
- Moved Hiigaran "Additional PDS", "Spinal Torpedo", and "Siege Cannon" modules to the sensor
menu to better show they dont build on the module points.
CARRIERS
- Created new Anti-Strike Craft defense suite for Vaygr Carrier. (Sensor slot)
- Changed name of old Vaygr Carrier "Defense Suite" to "Anti-Frigate Defense Suite".
- Added Vaygr (now named) Assault Carrier to build options.
MISC
-Removed AI bomber spam once cruisers arrive. (In AI build file)
-Created custom Artillery projectiles.
-Siege weapons have there own size projectile.
-Rapier effects reduced significantly



To Do:
FIGHTERS
- Redux fighter combat. Make flight physics smoother, and faster, more like TFS, and less like an
awkward turn battle.
- Change Vaygr Strike Fighter model. It doesn't fit in well with current deign philosophy.
FRIGATES
- Add Command Frigate. (Model from REARM mod)
- Amplify anti fighter/corvette damage on anti-fighter/corvette Frigates.
* Increase fire rate and damage mildly on both accounts.
- Decrease anti fighter/corvette damage on non-anti-fighter/corvette Frigates.
* Reduce fire rate of all non-essential PDS.
* Remove "Magic" hull points that fire without proper representation.
* Reduce number of PDS on ship designs.
PLATFORMS
- Add Hiigaran siege platform. (Model from PTV)
- Add a Vaygr long range platform. (Unsure of how best to implement this).
DESTROYERS
- Change Vaygr "Heavy Destroyer" into "Siege Destroyer".
* Redesign by replacing sensor towers on the front of the side platforms with Siege Cannon
muzzles. Do after designing BC's Siege Cannon module to stay in same design philosophy
* Then remove laser turrets from side "wings" and make bottom turret into a smaller turret,
like a laser turret, or a heavy kinetic.
CRUISERS
- Remove Vaygr Artillery Cruiser.
- Remove Vaygr Heavy Cruiser.
- Remove Vaygr Assault Cruiser.
- Replace Vaygr Ion Cruiser model with a suitable model/Armament that follows proper design
philosophy.
- Replace Vaygr Light Cruiser model with a suitable model/Armament that follows proper design
philosophy.
- Make new spinally mounted Ion Cannon Module for Hiigaran Battlecruiser.
- Make new spinally mounted Laser Cannon Module for Vaygr Battlecruiser. (Acts like a 4th
barrel on trinity cannon)
- Make new spinally mounted Heavy Missile Module for Vaygr Battlecruiser. (Fires 4 ultra heavy
missiles)
- Make new spinally mounted Siege Cannon Module for Vaygr Battlecruiser.
- Reduce anti-fighter/corvette damage on all cruisers.
* Reduce fire rate on all non-essential PDS.
* Remove "Magic" hull points that fire without proper representation.
* Reduce number of PDS on ship designs.
- Add Hiigaran Battleship. (Model from Complex).
CARRIERS
- Add Hiigaran (now named) Assault Carrier (bishop version) to build menus.
- Find a suitable Vaygr Light Carrier.
MISC
- Fix icon for Vaygr Heavy Fighter
- Fix icon for Hiigaran Cruiser
- Battlecruiser to destroyer ratio is too weak, while destroyer to frigate ratio is too strong.
(Amp Frigates/Cruisers and Nerf Destroyers a little.)
- Revamp weapons
* Further standardize fire rates/damage/size with its model representation, and not the ship.
* Class level ranges. (No 6km being standard for all basic weapon systems)
* Reduce fire rate on heavy weapons, and increase damage, 150%-200%. (Increase range of
"long range" weapon systems [Mildly]) Ion, Missiles, Artillery, Siege, Plasma, Lasers.
- Once all ship changes have been made, repair single player campaign.



On the Vaygr cruiser changes I was thinking I would use the pirate cruiser as the light cruiser, but shrink its size 10%-15% so that it fit the role better. Then for the cruiser I am in between editing the Artillery Cruiser, or Ion Cruiser model to make it fit its role better.


Version 1.5 Released!

Version 1.5 Released!

News 9 comments

The last planned serious content release for Advanced Mod: Revived. This update includes a new ship, new subsystems, edited missiles, streamlined effects...

Teaser for upcoming release.

Teaser for upcoming release.

News 3 comments

A drastically improved balance with ship prices and build times is not even close to the only thing that has been updated in the newest version. A full...

Gameplay Re-balance

Gameplay Re-balance

News 4 comments

So its pretty much public knowledge that after every massive re-armament or gameplay change, that re-balance is in the pike before any decent release...

Advanced Mod: Revived 1.3 Released!

Advanced Mod: Revived 1.3 Released!

News 1 comment

That's right, version 1.3 is out, downloads already approved, a few new pictures, with more to come, and even a brand new trailer, complete with proper...

RSS feed Downloads
Advanced Mod: Revived V1.5 LUA

Advanced Mod: Revived V1.5 LUA

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

Full Version 6 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

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

Full Version 1 comment

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

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  (20 - 30 of 154)
Visterius
Visterius

Hi. I've returned to HW2 after a few years and this is by far the most enjoyable mod I've found so far (LOVE the plasma projection frigates). However, when I tried to play the campaign, I found it incredibly difficult. In mission 3 the shipyard was blown up every time shortly after my units have reached the Vaygr attack force. Have I become lame at this game, or has it really gotten hard in the early missions?

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Dondelium Creator
Dondelium

Lol, the first few mission are definitely a step up from what they use to be. I am actually working on making the last few missions similar. Mission 13 is a dousey BTW.

On the shipyard mission, I HIGHLY suggest pausing the game as it begins redirecting any launched ships toward the shipyard. Also, you might consider moving the mothership toward the shipyard as well so the distance from production point to battle zone is lower.

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Autohummer
Autohummer

I would recommend deliberately dragging that mission on for you to build up a resource base. In particular, you should let the shipyard gradually repair itself rather than helping with repairs. For the initial Vaygr attack, just send some interceptors (evasive) to buy you time for the bigger guns to arrive.

BTW the mission where the Dreadnought misfires is even more difficult-I had to edit the files to give the dreadnought 10x health to make it.

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Guest
Guest

Suggestion for the campaign: Can you make the Movers and other Progenitor units nastier so that they don't get slaughtered by stuff like Plasma Projection Frigates? Mission 6 is too easy.

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Dondelium Creator
Dondelium

That is actually in the works for the newer version.

Reply Good karma+1 vote
tokmak333
tokmak333

hey add xsystem(shield mod) to the this mod

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Dondelium Creator
Dondelium

Added a thread in the forum section with current "to-do"s and "Done"s. Check them out if you would like to see where the mod is, where its going, and want to give feedback on said changes.

Reply Good karma+1 vote
Stuart98
Stuart98

I sent Dondelium a PM, he replied back saying that due to a summer job he won't be able to work on the mod until the fall.

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koekibar@
koekibar@

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

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koekibar@
koekibar@

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

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Dondelium Creator
Dondelium

As Stuart said, I am currently otherwise pre-occupied. I have fiddled around and made a few new items and fixed a few bug, but in general, progress is practically none existant. I may continue working on it in the fall, off and on, but am aiming to start some professional level game development. So, the thing to remember is that the mods not forgotten, and progress will continue.

Reply Good karma+1 vote
Talthos
Talthos

Just curious, would it be possible to seek out help from other modding capable folks in the community here that have spare time on their hands? At the very least, perhaps they could work on things that need the most work or change, something at the very least to make the wait less painful. Just my two cents though.

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