Tactical Fleet Simulator 3G Mod Description:
Tactical Fleet Simulator (TFS) is a complex, total overhaul of Homeworld2 with the objective of transforming the game into a tactics-oriented combat simulator. The large selection of units and the high attrition rates combatants suffer greatly enhances the tactical level of gameplay while still retaining real-time strategy elements. Recurring themes are quasi-modern air and naval doctrines modified for three-dimensional movement, complete with a proper unit classification scheme. Grand strategy plays a significant role, with the emphasize on battlefield adaptability, simulated by the large amount of available assets with similar albeit different roles which requires one to be familiarized with specific acronyms and unit types to maintain flexibility. All of this simulates a more immersing, realistic, adrenaline-soaked game experience that the stock version of Homeworld2 failed to deliver. TFS provides Homeworld2 with a relatively balanced, stable and much desired militaristic look and feel.

TFS Features:
The provision of new, more complex strategies and tactics.
 Split-second decisions of what units to build and when to deploy.
 Exhausting battles add to the fatigue of simulated combat.
New ships, weapon systems, abilities and attack behaviors.
 Dynamic weapon systems, unit mobility and far more realistic three-dimensional movement.
 A vast and complex unit selection, each with differing or a slight variance in their role.
New game modes and game options prolong the entertainment factor.
More realistic weapon damage relative to ship armor/health.

External Links / Files:
Tactical Fleet Simulator Discussion Forums
Tactical Fleet Simulator Database (Wiki)
Tactical Fleet Simulator Add-On (Download Links)

Image RSS Feed Latest Screens
Light Missile Cruiser New Fighters FF/B-11E Interdiction Bomber
Blog RSS Feed Report abuse Latest News: New Factions for TFS 3G (10/16/09)

0 comments by Battlecry on Oct 16th, 2009 digg this super bookmark


Neo-Taiidani Imperial State
(Concept design and models by Battlecry) The Neo-Imperial Taiidan State has emerged from the Vaygr Federation as a semi-autonomous faction after the great war. Among their priorities is the reconstruction of their interstellar empire on a new basis. While nominally still a faction of the greater Vaygr federation, the new Imperial state is moving to
secure full autonomy and dissolve the Vaygr into a loose confederation of spacefaring civilizations. Among its first acts was the establishment of a vast spacecraft and weapon design and production agency enabling the development and mass production of craft more advanced than the standard Vaygr combat craft. The new Taiidan empire has taken advantage of various Vaygr technologies such as pulse-laser cannons and advanced missiles, further refining them to their specifications resulting in advanced micro-missile technology and improved traditional Taiidani weapon systems as mass drivers.

User Posted ImageUser Posted ImageUser Posted ImageUser Posted Image

Caylian Federation
(Ship design and models by Flogger23m) The Caylian are a spacefaring civilization from the outer rim with technology comparable to standard Hiigaran and Vaygr ships. Caylian doctrine places an emphasis on high-powered plasma-based weaponry and agile frigates.


Artists Needed for Texturing Models
We are currently seeking individuals who can texture our ship models. Send me a PM if you are up to this task.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Tactical Fleet Simulator 3G (v2.6.0)

Tactical Fleet Simulator 3G (v2.6.0)

Jul 03, 2009 Full Version 7 comments

TFS v2.6.0 public beta2 (9/15/09). This is the first release of TFS 3G; the mod is still in the development phase but this release is stable and fully...

Tactical Fleet Simulator (v2.5.5)

Tactical Fleet Simulator (v2.5.5)

Nov 07, 2008 Full Version 14 comments

TFS v2.5.5 (1/24/09). If you are using a Macintosh computer, download the TFSv2.5.m version. Changes from v2.5.3 are listed below.

Tactical Fleet Simulator (v2.5.2)

Tactical Fleet Simulator (v2.5.2)

Aug 13, 2008 Full Version 10 comments

TFS v2.5.2 (8/14/08). If you are using a Macintosh computer, download the TFSv2.5.m version. Click below for more information.

TFS v2.5 Map Pack (updated: 11/5/08)

TFS v2.5 Map Pack (updated: 11/5/08)

Nov 12, 2005 Multiplayer Map 0 comments

(UPDATED: 11/5/08) Map package containing maps from the TFS v2.5 mod. These maps are compatible with all other versions of Homeworld2.

Comments  (40 - 50 of 202)
Shadow86
Shadow86 May 9 2009, 2:00pm says:

The mod is amazing, but I'm getting a recurrent crash in a pretty critical part of any engagement involving capital ships and bombers. I'm playing as the Hiigaran, and shortly after my heavy bombers fire their torpedos/rockets at a capital ship (so far, it's happened against a destroyer and a carrier), I get a CTD. No error message whatsoever.

I'm using Homeworld 2 v1.1 and TFS 2.5.5 on a Windows XP Pro SP2 PC. My hardware specs are:

AMD Athlon 64 X2 4800+ (dual-core)
2 GB RAM DDR2
NVIDIA GeForce 7950 GT (drivers up-to-date)

Please, I need help on this. I've tried disabling shadows, just in case, and it didn't help at all (though emblems finally appeared on my ships). The mod's really good, but this totally breaks it. I can't just stop using heavy bombers...

+1 vote     reply to comment
rekox51x
rekox51x May 2 2009, 12:11pm says:

Love the mod, been playing it for ages, really adds a fantastic military realism to the great hw2 engine.
I have some issues however :

- the Hig BBIG when given the attack order, will fly in range and then have a twist party effectively rendering many of its direct fire weapons useless. I'm sure there used to be a fix to give the Battlecruisers the same attack style as ion frigates.
- the Hig CG 76 Medium Cruiser has a major issue with its buildable modules. The build menu states there are two free slots whereas only one can be built, and the only buildable position is utterly useless for weapons as it is at the far rear and missile modules fire INTO the ship.
- just abit of extra speed research required for the higgy capitol ships. It's very irritating having a Destroyer line that move at very different speeds (CG76 and CVE74 as well).

Abit Hiigaran bias but hope this helps this already brilliant mod.

+1 vote     reply to comment
107th_Raven
107th_Raven May 6 2009, 6:25am replied:

I agree, especially the Cruiser needs some fixing.

+1 vote     reply to comment
Battlecry
Battlecry May 9 2009, 2:57pm replied:

CC-76: The build menu specifies it only has one MWS slot. Thanks for the heads up regarding the ASM-25 launcher subsystem though, I will correct it in the next release.

BBIG-78: To get around the issue, have the BBIG-78 manually fly into range using the "move-attack" command. The reason it twists is because the attack script type it uses tells the ship to level itself with its target. I have tried to change this a few times in previous releases with no luck so far. If you give it the frontal attack script that the FFI-44 uses, the Battlecruiser and Battleship will not be able to take advantage of its turrets when attacking from different angles other than from the front.

Upgrades: Extra research upgrades for some HGN capital ships can be added in easily. But the differences in maximum velocity between some ships, was purposely built into the mod.

+1 vote     reply to comment
Cryptoo
Cryptoo May 2 2009, 5:09am says:

Great mod, but i have a suggestion. Maybe you could make a carrier that can build a cloak module. and have more room for fighters in it, because the other carriers only have room for a couple of squads. This would improve the mod alot for sneaky players like me, who loves using small fleets.

+1 vote     reply to comment
107th_Raven
107th_Raven Apr 26 2009, 1:53pm says:

yay 2.6 !!

+1 vote     reply to comment
grandaddy
grandaddy Apr 26 2009, 11:40am replied:

-snip-

+1 vote     reply to comment
Darkieus
Darkieus Apr 26 2009, 1:08am replied:

I figured it out.

For some reason, with 'Detail Geometry' enabled, the Insignias vanish at close range. This is kind of a bummer, and maybe something you guys should look into fixing? It does not do this with any other mods I have installed. (I use seperate HW2 Installs for other mods).

+1 vote     reply to comment
Darkieus
Darkieus Apr 26 2009, 1:10am replied:

You're right, turning off Shadows also seems to fix the problem. That's a little strange though, isn't it? Is there any reason or fix to this- the Shadows actually add to the gaming experience (though I can live without them.)

Also, I have Dual SLI enabled 8800 GTX cards. But turning off either Detail geometry and/or Shadows, works and solves the Badge problem.

I'm also using the latest version of the Mod, my game is fully updated, and I have not had this problem with any other mods. *Shrugs* Is Shadows supposed to be disabled?

+1 vote     reply to comment
Battlecry
Battlecry Apr 26 2009, 6:36pm replied:

That error is due to the new shader files that were implemented in TFS. I just play with shadows disabled, but thanks for telling me about geometry scaling. When I used an Nvidia card, I had several graphical anomalies with Homeworld2. Now I use an ATI HD4870 and have no issues with TFS, aside from the shadows.

+1 vote     reply to comment
Post a Comment

Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.

Icon
Homeworld 2 Icon
Platform
PC
Developed By
Battlecry
Contact
Send Message
Official Page
Losethe.com
Release Date
Released Jul 1, 2009
Mod Watch
Track this mod
Bookmark
Digg Super bookmark
Community Rating

Average

9.2

78 votes submitted.

You Say

-

Ratings closed.

Style
Genre
Real Time Strategy
Theme
War
Players
Single & Multiplayer
Statistics
Rank
349 of 10,666
Last Update
3 weeks ago
Watchers
166 members
Addons
1
Files
3
News
11