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:
  • 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:


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.

- 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).
- Strike Corvette Removed.
- Vaygr Assault Frigates turrets redone (TFS model).
- 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.
- 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.
- Destroyer/Escort Destroyer turret locations repositioned. (Both sides)
- Decreased size of Hiigaran Destroyer Ion Cannons.
- 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.
- 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.
-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:
- 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.
- 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.
- Add Hiigaran siege platform. (Model from PTV)
- Add a Vaygr long range platform. (Unsure of how best to implement this).
- 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.
- 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
- Replace Vaygr Light Cruiser model with a suitable model/Armament that follows proper design
- 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
- 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).
- Add Hiigaran (now named) Assault Carrier (bishop version) to build menus.
- Find a suitable Vaygr Light Carrier.
- 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!

3 years ago 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.

3 years ago 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

4 years ago 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!

4 years ago 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

3 years ago 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

3 years ago 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

3 years ago 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

4 years ago 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

4 years ago 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  (30 - 40 of 154)
koekibar@ Feb 2 2013 says:

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

+1 vote     reply to comment
koekibar@ May 14 2013 replied:

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

+1 vote     reply to comment
Dondelium Creator
Dondelium Jun 18 2013 replied:

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.

+1 vote   reply to comment
Talthos Jun 28 2013 replied:

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.

+1 vote     reply to comment
r4plez Jan 27 2013 says:

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

+1 vote     reply to comment
koekibar@ Jan 28 2013 replied:

update gameversion to 1.1
you can find it in the downloads

+1 vote     reply to comment
r4plez Jan 28 2013 replied:

thx, its working now :D

+1 vote     reply to comment
Autohummer Dec 9 2012 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 Creator
Dondelium Jan 25 2013 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 Jan 26 2013 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 Creator
Dondelium Jan 26 2013 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 Jan 27 2013 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
Slimak81 Nov 29 2012 says:

Nice mod with many new weapon system and crafts . Its like Complex mod but with a simplier econimic and research system .
Some corvette and fighter crafts are stunning.
If this mod could integrate Complex mod that would be totally astonishing

+1 vote     reply to comment
Dondelium Creator
Dondelium Dec 1 2012 replied:

Thank you, I tried to keep its gameplay very Homeworld 2 in feel.

As a disclaimer I modeled very few of the new ships in the mod, but have made many adjustments to almost all of them in some manner.

+1 vote   reply to comment
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Homeworld 2
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Release date
Released 2011
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