Long ago, when the word 'Hiigara' rang only as a hollow dream, the kiith of Kharak never imagined they would walk the Path to Victory. But, when they reclaimed their Homeworld and proclaimed themselves 'Hiigaran', they believed they had reached their goal. How wrong they were. 150 years after Hiigaran landfall, conflict rages across the Galaxy.

Path to Victory aims at enhancing Homeworld 2 gameplay by adding new races, factions for the existing races and a bunch of new ships.

The gameplay focuses around factions, choices and fast paced combat. Each race plays its own way and each faction has its advantages and disadvantages. Play to their strenghs and you'll surely win. Fail to do so and you will not succeed. As the old saying goes:

So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.

- From: The Art of War


- 5 Races
- Different factions for every race
- New ships for the existing races
- Reworked combat and physics system
- Every ship has a purpose
- A new Capital Ship Class: Cruiser

Races & Factions:

- Hiigaran
Kiith Soban
Kiith Manaan

Support Kiithid:
- Kiith Naabal
- Kiith S'jet
- Kiith Somtaaw

- Vaygr
Warlord Doctrine: Focuses on hit & run tactics. Gains bounty from kills.
Invasion Doctrine: Focuses on mass produced fleets of cheap ships and strong offensive firepower

- Keeper
Extermination Runtimes: Focuses on heavy damage but weak defense
Pacifier Runtimes: Extremely strong defense but weaker assault force

- Kadeshi
Three Faith Trees can be combined:
- Garden Faith: Fighters & Pods
- Kadesh Faith: Capships & Frigates
- Sajuuk Faith: Hybrid ships & firepower

- Turanic Raiders
No Faction selection. Available ships determined by what you can capture.


Path to Victory Development Team


• IPS for his wonderful help on all accounts and incredible patience with my mood swings.
• Barnoess for the Compex Destroyer and Pride of Hiigara models
• Sinigr for doing the map and sound editing
• Ryuseimaru for translating the game files into german and a bunch of overall ideas I tend to underevaluate (sorry)
• Pegman for your wonderful campaign script, playing sounding board and being overall tolerant do my somewhat haphazard style
• Everyone in the testing team for testing and providing feedback. By name that is: Sudazima, LordGrantus, Railgunner2160, 23-down, radar33 (who I think is ajl on RN but I may be mistaken – sorry man).
• arielyssou for the two raider badges (sorry, had to replace the skull with a slightly more fitting skull)
• Relic for their Homeworld 2 game and quite a few nifty tools (even if they do crash *cough fxtool cough*)
• Pouk for his reworked Turanic Ion Array Frigate and minor kadeshi fixes

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Blog RSS Feed Post news Report abuse Latest News: Release Update - Alpha 7.1

16 comments by mololu on Jun 7th, 2012

The Price

Warriors of the Vaygr war fleets flock to battle in the thousands, rivaled only by the fanatical millions of the Kadeshi Swarm. Ancient Keeper AIs, dormant for centuries, return to life and make battle with the slithery beings which call themselves pirates - and any other foolish enough to stand in their way. Amidst the tumult, the proud men and women of the Hiigaran Empire stand strong against all.

What they do not speak of are those lost. Countless hulls ruptured, millions sucked into the dead of space. To the bomber pilot it is the flash of a mass driver, burning death he sees too late to evade. To the frigate captain it is the panicked cry of his sensors operator: "Torpedo inbound! Brace for impact!" And aboard the battle cruiser, all know the end has come when the damage report systems announce ruptures in all fusion chambers.

But what form the end comes in does not matter. Death is absolute. One might only pay the respect the fallen are due. Honor their sacrifice in pursuit of the ultimate goal, for there is always a price to pay for Victory.

Alpha 7.1 - our official good-bye

With Alpha 7.1 released, Path to Victory comes to an official end. We hope you'll remember this mod as fondly as those thousands of digital souls that died in your epic space battles. On second thought, we hope you'll have fonder memories. Everyone knows you don't care how many little digital souls you commit to death. The more the merrier, eh?

Here's the link to the Download page

And, while we're remembering fond things...

- Turanic Raider Destroyer, which rests in peace along with many of our other concepts
- The Snailship, which looked so good it had to be cut

- The Kadeshi Drone, which never made it out of concept phase

-The Holy Kadeshi Mothership which was just to big to work ingame

- The Nabaal Factory... wait, we actually made concept art which ended up ingame? Oh, yeah. That would be this one.

Path to Victory was a fun time for all of us but, eventually, we come to...

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A Quick & Dirty Guide to Path to Victory

A Quick & Dirty Guide to Path to Victory

May 29, 2014 Guides 3 comments

This is about three years late in coming but I had the urge to play PTV this week and decided to write this up for anyone who wants to know more about...

Path To Victory Alpha 7.1

Path To Victory Alpha 7.1

Jun 6, 2012 Full Version 12 comments

Updated Alpha 7 release. On request of several members, a final update to the Path to Victory mod. This update fixes numerous errors with the Alpha 7...

Path to Victory Alpha 7

Path to Victory Alpha 7

Jun 3, 2011 Full Version 36 comments

Alpha 7 Release for Path to victory featuring greatly reworked gameplay and complete races.

Path to Victory Alpha 6

Path to Victory Alpha 6

Aug 23, 2010 Full Version 19 comments

0.0.6 release of Path to Victory. All details in download. Enjoy

Path to Victory 005

Path to Victory 005

Jul 1, 2010 Full Version 11 comments

Path to Victory's 0.0.5 Release which implements the Kadeshi as a playable race and fixes a large number of previous bugs. Installation Instructions in...

Post comment Comments  (940 - 950 of 958)
Lordkeroth Apr 15 2010, 8:26pm says:

great mod although the unit caps could be larger. also I would like the starting resources to be at about 20'000 for large or maybe 50'000. also are you planning on adding any other races? like maybe an alliance of races that uses several ships from the Taiidan, bentusi, and Kedesh? like make the Bentusi special ships you have to build a special module for that costs alot or somthing.

Another Idea is to make all fighters launch missiles like modern jets do because it is not logical for the fighters to use guns. why go from missiles back to guns in air combat ya know?

Thank you!

0 votes     reply to comment
LordGrantus Apr 19 2010, 3:56pm replied:

In homeworld all guns are mass drivers which are basically railguns they just dont fire shells they fire any particle

+1 vote     reply to comment
mololu Creator
mololu Apr 19 2010, 4:02pm replied:

Agreed completely.

However this discussion is really out of place. The HW universe has always been about projectile weapons of whatever form (be this mass drivers, kinetic weapons or flechette weapons) and this mod does not intend to change that.

+1 vote   reply to comment
Piemanlives Apr 18 2010, 8:44pm replied:

ok first off missles have fuel and when that runs out it just glides through space unlike kinetic weapons which uses spaces no drag ability which allows it to increase speed to impact and keep on going because it don't explode

+1 vote     reply to comment
mololu Creator
mololu Apr 16 2010, 3:29am replied:

No new races are planned, mostly due to HW2's race limitation. Larger unit & resource caps will be made when I get around to it but it isn't a high priority.

Fighters with missiles are not a staple of the HW2 universe and while some exceptions have been made. As someone else noted, kinetic weapons are just as efficient but cheaper in space.

+2 votes   reply to comment
ThatBritishBloke Apr 14 2010, 6:12pm says:

Now this is something I can look forward to playing!

+1 vote     reply to comment
CharlesVane Apr 14 2010, 5:10pm says:

So I'm no expert on modding at all but, I am a big fan of this game, so i have a few tips. Although the Vaygr look cooler and were originally made a little weaker than the Hig. I think overall the Hig. need more new units to match what you've done with the Vaygr. Also, I think that if there's two factions per race you need to make them with very different strengths and weaknesses. This is Vane (Nathan) by the way:)

+1 vote     reply to comment
mololu Creator
mololu Apr 15 2010, 2:12am replied:

More ships for the hiigarans are coming! I just have trouble with their designs so I've been putting it off till I finish the vaygr. As for strengths and weaknesses, that's sort of a work in progress.

Mainly I need to figure out who gets which ships first but rest assured, it isn't being forgotten!

+1 vote   reply to comment
CharlesVane Apr 18 2010, 5:41pm replied:

Well thats good to hear. It is looking pretty good anyway:)

+1 vote     reply to comment
N3cr0m(4)nc3r Apr 13 2010, 7:42am says:

Nice,man =)

+1 vote     reply to comment
LordGrantus Apr 13 2010, 7:41am says:

I gave the alpha a play as the hiigaran expiditionary force and I've gotta say the new physics were weird at first, but then I found I could have a whole fleet ready before the enemy got from the edge of my sensors to my mothership. The battles were pretty intense but I noticed fighters don't stay in formation? Anyway I have to say great mod!

+1 vote     reply to comment
mololu Creator
mololu Apr 13 2010, 11:58am replied:

Indeed. The incresed anti-fighter armament on capital ships got fighters slaughtered when they stayed together. I may be making some squadrons stick together in futer. Not really certain which plays out better.

+1 vote   reply to comment
LordGrantus Apr 13 2010, 5:27pm replied:

I did notice the flak around my Keepers

+1 vote     reply to comment
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Release Date
Released Apr 2010
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148 votes submitted.

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Highest Rated (4 agree) 10/10

This mod is an excellent configuration of Homeworld 2 engine code. Your custom race set-ups are magnificent, and it would be most appreciated if this could be made available to all platforms that can run Homeworld 2 in full (certain name types do not show up on Mac due to some luascripting differences between it and the PC version) but at this time; I feel that this mod deserves the right to be a unique game, beyond that of Aspyr's original. Anyone who can play HW2, please play this mod and give…

Nov 14 2010, 8:25pm by Vaktezraj

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