The idea of this mod is to allow you to play as any given race from the series and also from other existing mods out there, which was started by chris some years ago, many people have helped the mod get it where it is right now, and there isnt much left to finish up other than bug hunting and possible replacing of ship models. I would like to see this mod make MOTY at some point but i need to focus on stuff that needs to be done. Currently the few remaining teams are being worked on me, right now im focused on cleaning up the mod to make it as friendly and enjoyable as possible which is why i would like people to play test the mod and help me find any potential problems with the mod itself and get them taken care of. Also to determine what needs to be balanced, nerfed, buffed etc is also another role i would like testers to help out with by giving me their opinions, inputs etc. You can contact me here or via my Email HomeworldLegacy@yahoo.com


Sites of interest:

Hwu.homeworldaccess.net< - Main Web Site: The site also contains a large group of HW2 modding tools from 4e543b and some links to some excellent tutorials. (Page links only work in Internet Explorer, or Firefox using IE tab, sorry.)

Forums.relicnews.com - The majority of our work in progresss can be tracked through the RelicNews Forums.


Xfire.com - Come join the group at xfire.com, this is a site where you can come and play HWU with friends for some intense multi-player battles.


Current downloads of this mod are up on sourceforge.
Sourceforge.net
I update the mod every now and then so be sure to check the sourceforge page for last updated to get the current working variant. In addition i post what changed have been done from the last on a facebook fan site for homeworld 3.
Facebook.com

The only races that arent fully done as of now are Tobari, Bentusi, those 2 teams are in need of more ships in order for them to be fully completed.

Here is the link for the manual - it's also still in progress but should help the first time HWU player: Sourceforge.net

Other information not in the manual:

Not mentioned in the manual is the CPU Attack Priority Option - use this option to add extra difficulty when playing a match, there are five settings our testers have told us that the "More Often" choice is the best for a good hard match. Note: these settings are independent of the standard Easy to Expert choices for difficulty giving the player 15 choices for AI gameplay.

Homeworld2 must be patched to version 1.1 for the mod to work correctly.

Your data folder (usually c:\program files\sierra\homeworld2\data) must not contain a different deathmatch.lua - as it may override the deathmatch.lua that is within the HWU big file.

If you want your badges to display properly on the homeworld 2 teams aka Hiigaran and Vaygr you need to have shadows disabled otherwise they will be displayed as a white box, this is due to shaders being used from HW@ to display their cruiser correctly which seems to be conflicting with ours.

The deathmatch_test game mode can be selected in the options menu, this will allow you to check out some of the more work in progress stuff as well as load the map of HWU's donated but unused ships.

Donated materials and a full list of credits can be viewed in the Credits menu from the main menu in HW2.
Lastly i did create a video tutorial explaining how to set up your in game races correctly so you can avoid desktopping, so here is the link to the video hope it helps out new players.
Moddb.com

Steam group created for Homeworld universe mod.
Steamcommunity.com
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I think that's it for now, feel free to ask any questions, and have fun!

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Took me awhile but Homeworld Universe is up on steam for download for hw 2 classic. Shadowgaz and Myself will be porting it over to Remastered in the near future. And in time will have the ships updated for Remastered, got close to 500 ships after all. Here is a link to the steam page for the classic version.

Steamcommunity.com

HWUR is on hold

HWUR is on hold

News 2 comments

Homeworld Universe mod will be placed on hold for a few months, due to real life events that took place.

Homeworld Universe recruiting

Homeworld Universe recruiting

News 3 comments

I am in need of people who would be interested in working on homeworld universe seeing as the remakes are coming out at some point here in the future.

HWU interview with Gul Dukat

HWU interview with Gul Dukat

News

Online match with gul dukat from sins of a solar empire rebellion mod star trek armada 3.

Looking to recruit people to help HWU grow

Looking to recruit people to help HWU grow

News 9 comments

Looking to recruit people interested in modding homeworld 2.

Add file RSS Files
Homeworld Universe v 1.0.9 rerelease

Homeworld Universe v 1.0.9 rerelease

Full Version 9 comments

I uploading this to moddb prior to putting my PC together so afterwards i can convert this to hw 2 classic on steam. The only real changes are adjustments...

Gameplay Enhanced for HWU 1.0.3

Gameplay Enhanced for HWU 1.0.3

Full Version 3 comments

CHANGE LOG 1.0.3 • The ATI display is now enabled by default, and I added a message telling players how to hide it by pressing "SHIFT + I" and "SHIFT...

Homeworld 2 modding tools

Homeworld 2 modding tools

Modelling Tool 1 comment

Materials that will assist new modders and old alike.

Taiidan Cruiser Mini mod by Enterprise E

Taiidan Cruiser Mini mod by Enterprise E

Full Version 6 comments

Cruiser mini mod created by Enterprise E DO not release in your own mod without getting permission from Enterprise E like i did for HWU.

Diephlys mission boy SE V 1.9

Diephlys mission boy SE V 1.9

Mapping Tool 6 comments

Download link for mission boy SE v 1.9, in order make sure there is a copy of it somewhere.

Homeworld Universe map pack

Homeworld Universe map pack

Multiplayer Map 10 comments

Converted hw 1 maps into hw 2 format for use with the HW2 mod homeworld universe. 37 maps total with backgrounds and soundtracks to the appropriate map...

Comments  (0 - 10 of 772)
SobaniExile
SobaniExile

I don't have all the knowledge in the world about coding but based on the amount of comments expressing problems with the loading of the game, I do have some 2 cents to the current leader of the mod and users that are maybe troubleshooting or just want to get my amature insight into behind the scenes of it all.
-
Common sense would tell me that some users may be capping out on the hardware specs, the game may become unresponsive during the loading phase and the OS may close it to prevent a bluescreen or the hardware from overheating due to computational stress (running CPU's at or near 100% for long duration's will indeed wear them out over a long time.)
Those same loading issues/crashes may also be caused by typical user installation errors but to continue with my initial point, this mod applies something like 6 or so additional Races into the game on top of the pre-existing content.
Depending on the level of detail in all the content, the amount of textures etc etc it may be too much possibly for low-end devices to take on the amount of data required to run HWU, for example a cheap or old laptop might only have 2GB of RAM, at least 50% of that will be going towards making sure the OS runs smoothly if it's a Windows Vista or above.

Even a DDR2 4GB desktop computer on Win8 or Win10 will be demanding a lot on the hardware for a 4+ player skirmish game on Hard mode, for some people it may be fine depending on the CPU model etc etc.

I'm not sure what the native limit is for HW2, I'd imagine 4gb on 32-bit, as it was quite a typical limit for back then, I believe it's only 32-bit that cares about the available RAM limit, hence why 64-bit was always a bit choppy as it didn't have proper native support (I may be wrong on that, this is going back some years now)

2GB DDR3 would probably run HW2 vanilla fine, might struggle with HWU mid-game.
But there are a few small factors for some users to content with, all in all.

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SobaniExile
SobaniExile

Every mod will be coded different and hold a different amount of data to the next mod, that will always cause a differentiation in the operational effectiveness of the devices hardware. For example the more visual effects a mod has, the more RAM it will suck up while the CPU deals with bigger chunks of data than the visual data that was made 15 years ago, the higher content of texture (+ shading) and general detail, then the more demanding it will be for the CPU and/or GPU... The more intensively the AI is scripted, the more it will build things, control those things, demanding more from the CPU, and because more objects are moving about from what the AI built, the more RAM the CPU (/and GPU) will need to make sure every computational action is visually fulfilled while the CPU (/and GPU) contents with the additional data (Weapon info, ship info, any other relevant non-visual data.)

Small solutions -
*I understand if that isn't possible for every modder* Get a benchmark PC rig set up, maybe a pc no less than 5 years old, has adequate cooling and a reasonable hardware benchmark to work with that is commonly buy-able for home-use PC's.
Maybe something like a dual core processor, 3gb of DDR3 RAM, SATA harddrive and a low-end GPU or a motherboard with decent onboard inbuilt graphics. A modern OS with the OS configured for performance instead of 'normal' or 'power saving'. Nothing fancy, just a low-end typical setup to hit the now unknown minimum requirements of game + mod...
Make sure the game works on the pc, run some hardware monitoring tools, there are many free tools that tell the temperature of hardware, the voltage and the general output of performance of particular hardware. If all else fails then task manager will just have to do.
If you can run the game in windowed mode then it'll make life easier to actively read the information outputted.
Leave the pc on for half an hour or an hour, let it sit at idle basically for a while, take notes on the information outputted from the tools.
Run the game as vanilla, 6 player game, any difficultly will probably suffice, due to there being 5 AI's building at a constant rate against you anyway. Take notes on the data outputted, if there were issues then sort the hardware out, if it needs cooling then chuck another fan in somewhere logical and get the game up to performing standards.

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SobaniExile
SobaniExile

Once it's all setup then start testing the game again, do a 2 player skirmish, on hard (If you struggle with hard, simply use a trainer or mod your starting fleet or something just don't spam objects in continually or in large amounts, play like somebody who is playing the released uploaded version of the mod) observe the frame rate, the temperature of the hardware, that all textures have loaded up properly etc. Take notes on everything, compare this data to the data obtained when the pc was at idle, plus the vanilla data and see in a reasonable, rational manner whether there was any relevant or major performance issues versus the vanilla benchmarking. - Keep working up to a 6 player match to fully observe any potential hardware performance problems, but don't be too ambitious it is only a minimum requirement benchmark.

If there are problems - for example the frame rate is terrible, the CPU is climbing in temperature, certain objects lag more than any other objects in-game...
Reduce the LOD level from the objects that have the highest LOD counts, gradually working backwards to an ideal performance benchmark. Skim what can be skimmed from the visual side of the game/mod as that type of data typically breaks itself into bigger chunks than a simple script does, in terms of data transfer, in turn taking that bit longer for the CPU or GPU to get through those types of data files.

A mod will be parsed much more quicker when it is being loaded if it is coded neatly, every keystroke takes up space on a file. If there are many things simply 'commented out' then it will still be read > then ignored, it still has to parse through this data, which will add time to the loading sequence.
*Few* (older) games will maybe have a .ini file that dictates the order of what files get loaded via the game .exe, this was typically done for games like Freelancer where the engine decides to be pedantic as it loads every file up.
If there is something like that for HW2 (Just cant remember) then you may be in luck..
With something like that, especially for the older games where configuration files didn't use set templates, these files are generally messy to read, as if 3 config files got lumped into one when they were developed.. When you mod, you are constantly adding more data into these messy config files, generally following the script and table layout done by the dev's. - (Great for learning and small mods) This isn't always the best thing to do when the mod becomes big, suddenly these files are so diverse in the referencing of different files, though, of course each example would vary, it's just too much data to coherently send through the machine, it's coming in 'blurts' of multiple data rather than an organised 'blurt' of data at a time, or simply it will take a long time to read it all correctly, especially on a hard *disk* drive, usually prompting further issues in game with frame rates and general stability.

Try cleaning any of those files up, if you can split 1 heavily modded and messy file into 2 neat config files, have them scripted into the load sequence then it should work, if not then it's a hard code issue requiring a hex editor and that area of expertise. These sorts of things may or may not work, but if they do they make a massive difference to having a mod load quicker as the data is being parsed at a more organised rate, a table per file, not multiple tables in one file.
It may require a bit of confidence with modding to do something like this as it means breaking away from the way the devs organised the code into the way you think it should go, suddenly random errors may come up, suddenly the odd file wont be read in the load sequence, all depends on the engine and the hardcode, it's good experimentation to learn though.

Take away empty paragraph spaces where you can (preferably none unless necessary to have the code function), take away any unused code. Make sure all filename references are in the same lettering case, if you save in all caps then code the references in all caps, if no caps then use no caps etc. The shorter the name of a file the less keystrokes are made where you reference said file(s), in turn taking up less data per reference. If you need unused code then make a text document in the folder of the file that had the unused code and save it on that. Essentially streamline the mod until it meets the performance benchmark that it was reasonably and rationally intended for, by yourself.

Some of these things would likely resort to requiring an installer simply to make life easier for the end-user.
Once that's all done you could even start listing your own self-analysed "Minimum hardware specifications" on your readme's and front pages of stuff for the mod :P
I wont be afriad to admit that some of what I said here might potentially be incorrect, but I hope at least the basis of each point should be understandable to give the gist of all the things I've wrote about.

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Yuuto_Kuroi.B-Unit13
Yuuto_Kuroi.B-Unit13

hello, i might post this cause im having troubles while trying run the game (plus i try on other pc and same thing happend), i done every thing right. but when i try star a battle the load screen freeze in the "universe" part and the game close in a black screen, do u know why it happen or how to fix? thx for your help.

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Yuuto_Kuroi.B-Unit13
Yuuto_Kuroi.B-Unit13

noticed your mod overloads my RAM, idk why, some other mods like complex and stuff dont behave this way. phfell... looks like the dream ends here. lol. anyway good job with this mod man.

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SobaniExile
SobaniExile

No disrespect to your posts but I know from the past years that this mod works, that it has no issue with RAM, so much so I privately decompiled multiple mods ontop of HWU without there being hardware troubles, even though the Universe part of the loading screen took a while.

So I mean let's just deconstruct your post a little and make a check list of what you need to do right to troubleshoot your problem first:

*Note: I am referencing a Windows OS for this, if you are running a 32-bit OS then you will have less of a risk with errors than using a 64-bit, though from experience I also know it's not that hard to get HW2 1.1 with HWU running on a Win xp, 7 and 10 64-bit OS, anyway.

1a: Fresh Homeworld installation
1b: Run the game and play a quick skirmish, doesn't have to be finished, it simply sets your .ini options up in the "My Games" folder in Documents.
1c: Patch to 1.1

*The mod*

2: The .big is in the correct folder.
3: A shortcut of the Homeworld.exe has been made
4: The shortcut reference line edited with HWU's .big file name |(put after the main executable file path "." target). (Right click shortcut > Left click "Properties")
5: Start game from the shortcut as an Administrator.

Keeping it basic, when you start the game your computer will utilize the available physical RAM that's on your Motherboard, you see the main menu, probably a small amount of RAM has been used to get there I'm presuming... (?)
We click to skirmish, set *ALL* your options up in the top right corner, even the races.
Double-check that the original race selection boxes are selected with "choose Above" (I think it is) just make sure they are not left blank.

You start the game and watch the loading bar load its way to "Universe" - this is where the game will parse the main data in the .big files and apply the data into the skirmish game, the bigger the .big file, the more demand on the processor, so then to compute this information the processor demands more physical memory to complete this task, a.k.a you should expect your RAM to be working through plenty of data files compiled into one 800MB file. Maybe Complex has a smaller .big, maybe the coding made by Complex is neat and condensed to speed the process of reading the code better, I'm not prepared to look into that particular query but the point is your RAM is simply doing it's job.

Providing all those steps have been fulfilled, then the mod should work. To uninstall, simply remove the .big from the folder.
Then either make a new shortcut, run the game from the main .exe or take the mod .big name from the shortcut target.

Additionally, I've learnt from modding other games where there is a lot of data, the game crashes at the loading screen with little explanation in the error log and no bluescreen, I would think I've made an error in the coding, when later in time, I actually fixed this crash by adding another stick of RAM onto the board, then the game wouldn't crash, so your hardware can dictate whether a mod can work or not. - This is usually when the game finds too many small errors in the parsing of the code and attempts to ignore them. (As opposed to a major error that would cause a crash the moment it reads the bad code)

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jaZz_KCS
jaZz_KCS

What about the ppl who have he GOG version? We can't access the workshop obviously. There should be a seperate DL anyways since the game is now also available on GOG, with the same updates, so we are also on version 2.1 for HW2C. Which means that we GOG users can't access the revisioned version you made for steam/2.0/now 2.1 which fixes the recent patch issues.

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박동희
박동희

Homeworld map editor to make the novel.
Pqh5703.deviantart.com

Someone hoping to make this story missions.
Add a new ship is also here. Modes to the universe.

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outlaw905
outlaw905

it crash for me windows 8.1 HomeWorld v1.1

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outlaw905
outlaw905

nvm i fixed it

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