Unlock the full Homeworld experience with all 8 main races. New Units, FX, Strategy options, SP Content & Features. Acknowledged by Gearbox Software.
As of 27 July 2015 we only upload stable (tested) releases to our ModDB and main Steam page. The reason for this is that we noticed that each time we update our mod it has new bugs in it, and some of them are very annoying. However, the Steam workshop forces every player to use the latest version of the mod, so people cannot use older, stable versions.
This means that both ModDB and our Steam page will see less frequent releases, but that each release that does appear here will have more content in it and be stable with relatively few bugs.
Users who have access to the Steam version of Homeworld Remastered and enjoy the FXmod can subscribe to our BETA release page (here). BETA releases appear more frequently, but are untested (=likely several bugs). With your help we can track them down faster and finalize the next official release. Thank you!
Abridged version & tips from fellow FXmod players on our Discord
Note
There is no "set" way to play the FXmod. Each race has its advantages and disadvantages, and more than what is beneficial it always comes down to what you enjoy playing the most.What is written below is an observation of the races' key characteristics and traits. It is intended as a reference for you to you map out your own playing styles in FX.
To learn the races and hone your skills as you go (or to apply what you read below), check out our Single-Player Challenge Mode: "The Shimmering Path".
General Tips
I. Hiigaran (HGN)
II. Vaygr (VGR)
III. Kadeshi (KAD)
IV. Progenitors (KPR)
V. Taiidan (TAI)
VI. Turanic Raiders (TUR)
Balance in the FXmod is based on a model of six races. The Kushan and Bentusi are a WIP and bonus race respectively, and are not fully balanced at this point in time.
Each race, or "faction", has its own distinct units, benefits, and playing styles. While filling gaps in the roster and introducing new units for previously unplayable factions like the Kadeshi or Progenitors, we closely looked to the Homeworld lore. You'll find, for instance, that the Taiidan are the production/"armada" race in the FXmod, which we based on how the Taiidan Empire pretty much ruled the galaxy prior to the events of HW1 with outposts and large fleets scattered everywhere.
Thanks to "Bioclone AX-45" (Steam) for the screenshots below. Source.
"The Age of S'Jet is upon us"
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Difficulty: Easy | Type: Defensive
Keywords: Hyperspace (Mobility), Technology, Balance, Trapping (Gravity Well)
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Overview
The Hiigarans are mostly unchanged compared to how they are in vanilla HWRM counterpart. They remain the technology-based race, which manifests itself in their hyperspace technology (more efficient) and weaponry (Ion Beams, Pulsars, Defense Fields).
Changes to the Hiigarans are mainly related to their Research and Production, but some units were also revised or swapped out.
Hiigaran Playing Styles
--WIP--
A unique feature of the Hiigarans is that they have access to hyperspace upgrades, allowing them to jump further, faster, and cheaper than the other races. They can also build both the Hyperspace Module and Gravity Well Generators on their Capital Ships (as well as anti-cloaking sensors on their production vessels), giving them the widest range of hyperspace inhibitor options out of all races in the FXmod. These two perks can be combined, allows them to efficiently trap targets at late game and easily hyperspace fleets in and out for quick surprise raids (mobility).
HWRM Changes
Some HGN units have always been obsolete as they were never really used outside of the campaign. In other cases units were improved, or removed for balance reasons.
- Removed Units: Gunship, Minelayer Corvette, Probes (all), Sensor subsystems (except anti-cloak).
- New Units: Multi-Gun Corvette, Light Cruiser.
- Other Changes: Pulsar Gunships got an extra barrel (1→2) and a small damage boost vs. fighters; Scouts and Marine Frigate now have the Speed Burst ability; Production Facilities must be build in order.
Changes to Research & Production:
"Bring our Might to Bear"
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Difficulty: Medium | Type: Offense
Keywords: Swarm, Mixed (Melee/Range), Missiles, Fast Start
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Overview
Much like the Hiigarans, the FXmod Vaygr are mostly identical to their vanilla HWRM counterpart, featuring some new units and some removed ones.
The one major difference when it comes to the Vaygr is research: chassis research has been removed. Basic Vaygr units (Assault Craft, Missile Corvettes, Assault Frigates) are now unlocked by having the prerequisite facility on any production vessel, while advanced Vaygr units (Lance Fighters, Laser Corvettes etc), are unlocked by building the respective subsystems on the production ship you want to build those units from.
Vaygr Playing Styles
As in regular HWRM the Vaygr remain a swarm-based race, relying on (large) squadrons with powerful, but single purpose units. In return for a powerful strikecraft they have limited Frigate options, and a heavy reliance on missiles which can prove a problem vs. Taiidan players. Maneuverability can likewise prove a problem; Vaygr ships are rather slow to turn, and since their main weapons are mounted up front some key units like Battlecruisers can easily be outmaneuvered up close.
The Vaygr benefit from being able to fight both up close (melee-strikecraft) and from range (Frigates, Capital Ships). While you keep the enemy busy at two fronts, the immensely powerful Trinity Cannons of the Battlecruiser give the Vaygr access to the highest burst damage in the game, allowing you a means to take out even the most powerful ships from a safe distance in just a few volleys. The one pitfall to avoid is bringing your ranged ships too close into melee situations, at which point their advantage will be forfeit.
HWRM Changes - Ships
Some VGR units have always been obsolete as they were never really used outside of the campaign. In other cases units were improved, or removed for balance reasons.
- Removed Units: Command Corvette, Probe, Sensor Distortion Probe.
- Merged Units: Gun + Missile Platforms (= Cluster Missile Platform).
- New Units: Artillery Frigate, EW Frigate.
- Other Changes: Hyperspace Gates now move as fast as probes, and no longer require a Platform Control Module (unlocked via HS Module); Infiltrator Frigates can cloak; Production Facilities must be build in order.
HWRM Changes - Research & Production:
"There is no...withdrawal from the Garden"
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Difficulty: Easy-Medium | Type: Offense
Keywords: Swarm, Close-Combat, Mobile, Burst Damage, Fast Start
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Overview
The Kadeshi are in many ways a hybrid of the Hiigarans (technology) and the Vaygr (swarm). Survivors of the Kushan passage through the Nebula gathered and, in time, rebuilt their units using cutting-edge technologies. For the first time, the Kadeshi have steered away from their ancient home to enact revenge upon the defilers.
As in Homeworld's campaign, the Kadeshi's main strength lies in their strikecraft. Their fighters and corvettes are powerful and versatile, and come in large squadron sizes. Their already advanced weaponry can be upgraded further via research and/or augmented through the presence of nearby Support Pods to make them even more lethal. Even the heaviest ships will succumb to the might of a fully upgraded Kadeshi swarm.
Outside of their strikecraft the Kadeshi have limited options, but these should not be underestimated either. With the Multi-Beam Frigate they house the most powerful Frigate in the game, and their Needleships (max. 3) house advanced PDS and a powerful frontal cannon.
Kadeshi Playing Styles
The Kadeshi excel at early game. Kadeshi players typically will want to use their various Swarmers early on to set themselves up in an advantageous position for the rest of the match. Hit-and-run raids on enemy RU ops, keeping their strikecraft population under control or pummeling lone Frigates are all common Kadeshi tactics. Invest in firepower upgrades and bring Support Pods along on your raids to enhance the swarm's firepower to awe-inspiring levels. Since most of the Kadeshi potential comes from their smaller ships, you may need to do some micro-managing to draw out their full potential.
At mid and late game the Kadeshi will slow down a bit. At this point you'll want to keep a few wings of Multi-Beam Frigates and Adv. Assault Swarmers at hand for when the time comes to make a push. The Nagual can nullify the enemy's strikecraft, while your upgraded Needleships both reinforce the fleet at the front lines and support the offense with their long-range frontal cannons. Fuel Pods (Resource Controllers) can be left behind to oversee your resourcing operations and build smaller units, allowing your motherships to freely roam the map.
A vital weakpoint as a Kadeshi player is the Khar-Toba (Carrier). This unit can't be rebuilt, and houses of all your technology and thus progress. To aid in its survival it will receive a permanent cloaking field that can't be detected so long as the [Dark Nebula] is up on the field. It is especially vulnerable until then, and returns to this status once the Dark Nebula has been tracked down and destroyed.
Strengths & Weaknesses
+ Best strikecraft in the game (firepower, squadron sizes, build costs).
+ Strongest frigate in the game.
+ Best anti-strikecraft unit in the game.
+ Max. 3 (combat) Motherships.
+ Khar-Toba (carrier) has permanent cloak.
- Destroying the Khar-Toba collapses the entire Kadeshi production chain.
- Each Mothership requires 3 subsystems before it is fully operational (costs time and RUs).
- Few (squishy) Frigate/Capital Ship options.
- Limited anti-cloak options; weak vs. cloak/ambush tactics.
- Medium to close-combat race; weak vs. long-range attacks.
Special Units
Research & Production
The vast majority of subsystems are constructed on the Khar-Toba. Each of these will automatically unlock one or more units for production. Additional modules (to power-up the Needleship and unlock other units/subsystems) must be constructed on the Needleships throughout the game.
In order to unlock all units and technologies, you need at least 1 fully upgraded Needleship as well as a second Nebula on the field.
"Bring Sajuuk to Bear"
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Difficulty: Medium-Hard | Type: Versatile (Offense/Defense)
Keywords: Capital Ships, Long-Range, Production, Stationary, Slow Start
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Overview
The Progenitors can be played in a number of ways. Their trademark style is that of the "Sniper" or Capital Ship race, but their production capabilities and high unit specs also allow them to be played as a production race. Survive the slow start, and once the other factions are capped at their Battlecruisers you can go two steps further with the Dreadnaught and, ultimately, Sajuuk itself.
As the precursor race the Progenitors enjoy several advantages over the other factions. Their mastery of hyperspace allows them to instantly move their strikecraft between locations via their Phase Prisms, while some of their larger vessels count as Hyperspace Inhibitors. With access to unique variants of both the Scout and the Probe, as well as exclusive access the "Ping" ability at late game, the Progenitors also have greater intel capacities than the other races. The price to be paid for this are low movement speed and maneuverability, and the need for a strong economy to hyperspace/build large ships.
Progenitor Playing Styles
The Progenitors have limited strikecraft options, and while they house several powerful Frigates they mainly rely on their Capital Ships. With access to the Dreadnaught and even Sajuuk they house the two most powerful ships in the game, but their other vessels should not be underestimated either.
As a Progenitor player Light Movers will be your best friend early on. Wasps are lethal versions of Bombers, but move slow and are best used later on in the match. Your Phase Prisms are versatile production vessels, and can act as Hyperspace Gates once Core-Hyperspace Force has been constructed. Strategic deployment of your Phase Prisms across the map will allow you to nearly instantly move your strikecraft between locations.
Rushing for the Capital Ships is a risky move that is best saved for team matches and/or open maps, as this takes time and is bound to require both financial and military support from allies. The Progenitors are able to reach their full potential on large, open maps. Be sure to keep your Pyramids hidden from your enemies, as without them you will not be able to build your units.
The Progenitors can also be played as a production race. Invest in some Phase Prisms and a The Hand That Shapes to keep a steady flow of Corvettes and Frigates with some other units. There is little that a wall of Guards stacked with some Arbitrators cannot demolish. Individually the Progenitor units are squishy, oweing to advancements the other races have made in studying their automata, but in numbers (and coupled with some Arbitrators) they quickly turn into a force to be reckoned with. Establish a stronghold around your base, the middle, or even keep the enemy confined to his starting area - all while your Arsenal Ships snipe and take out their major production vessels from a safe distance.
Strengths & Weaknesses
+ Strongest Capital Ships in the game.
+ High base firepower units.
+ Not restricted to Subsystem Modules that need to be build on key units (except Balcora Gate).
+ Access to the "Ping" ability (late game).
- Limited strikecraft options.
- Expensive units.
- Slow building rates.
- Slow start syndrome.
Special Units
Research & Production
Research is done by constructing special platforms known as Pyramids (standalone subsystem units) from Balcora Gate. There is one Pyramid for each weapon system the Progenitors utilize (e.g. Pulsar, Photon Bomb, Phased Ion Array), and having these units up anywhere on the field will unlock their respective units for production.
Pyramids mostly need to be build in order (one will unlock the other), and will need to be rebuild if destroyed. Keep them hidden from enemies, as smart players will try to hunt them down to slow down the Progenitor's development.
Having certain combinations of Pyramids on the field will also unlock additional subsystems on Balcora Gate, which in turn will unlock more units or special abilities such as hyperspace and the sensor ping.
"The Empire Rises Again"
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Difficulty: Easy-Medium | Type: Versatile (Offense/Defense)
Keywords: Production, Capital Rush, Potential, Intel, Slow Start
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Overview
The Taiidan are the armada or production race. What they lack in base high unit stats or large squadron sizes they make up for with their potential - Taiidan players can bring out Capital Ships before any of the other races can, outproduce their enemies by means of an extra production vessel, and have access to dual construction (Shipyard). Because of this they also dub as a Capital Ship race, coming second after the Progenitors.
Their potential at late game and their unique access to the Sensors Array unit make the Taiidan a very welcome addition to any team for both numbers and intel - and a serious concern for enemies.
Taiidan Playing Styles
With a total of 6 production vessels (3 Carriers, 1 Flagship, 1 Shipyard & 1 Research station) and access to dual construction (Shipyard), the Taiidan hold the absolute production advantage. They can rush and bring out Capital Ships before the other races can or, if they survive the slow start, quickly build up and maintain a large, diverse force. Because of their access to the Sensors Array unit, Taiidan players often also function as the "eyes" of the team, and are hardly caught by surprise.
Playing as the Taiidan is all about keeping constant pressure on your opponents, and making sure you always have production queues going. While one fleet is out there being destroyed, you've got queues going on all production vessels (Tip: set a rally point near the action) to keep the flow of ships constant, whereas the other races will eventually run out and will need to rebuild. In a war of attrition, the Taiidan will almost always come out on top. Beware, however - delay too long between building and sending in the fleets, and chances are you will find yourself on the short end of the stick instead.
A vital weakpoint as a Taiidan player is your economy. To fully support and utilize the Taiidan's production advantage, as well as reach your endgame potential, you'll need about 4 RU operations.
Overall, the Taiidan are a race that go best with offensive playstyles (Capital rush, constant pressure), but can also work well in defensive situations - the constant stream of ships will allow them to survive most enemy offensives. Due to their balanced ships and straightforward teching new players to the FXmod will find the Taiidan a viable race to start with.
Strengths & Weaknesses
+ Very powerful units at late game (once fully upgraded).
+ Production advantage; most construction units out of all races, dual construction (Shipyard).
+ Can field an additional Battlecruiser (Heavy Cruiser - 3 instead of 2)
+ Access to Lv3 Armor+Weapon upgrades for all ship classes.
+ Fast building rates & relatively cheap units.
+ The Salvage Corvette has the fastest capture speed out of all infiltration units.
+ Great intel/sensor capabilities (Sensor Array).
- Frigates and Capital Ships only truly become good at late game (Lv3 Armor/Firepower).
- More or less bound to the same one playing style (armada); heavily reliant on keeping constant pressure to win (can be intense to play).
- Heavily reliant on the (vulnerable) Research Station.
- Requires multiple Resourcing Operations to fully utilize the production advantage; vulnerable to RU Raids.
Special Units
Research & Production
The Research Ship is given for free, and will unlock all smaller vessels as you build modules on it. The Corvette Module will unlock the Taiidan Research Station for production from any Carrier, which can build the subsystems that will unlock specific units at Frigate-class and above.
"Cloak and Dagger"
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Difficulty: Medium-Hard | Type: Offense
Keywords: Production, Cloak, One Strike, Assassin
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Overview
The Turanic Raiders are the "hit-and-run" or assassin race. They never open the assault, instead sneaking in while the fight is already in progress, and prefer a single, well-timed blow to prolonged skirmishes. They excel at harassing players over time and wearing down their ships or RU operations, the true masters of sabotage and deceit. While a small force lures the enemy fleet away or keeps them busy, a heavy strike team may sneak in from behind to quickly dispatch of key enemy ships - or seize them for oneself.
Raider Playing Styles
The Turanic Raiders are rather diverse and can be played in a number of ways. What all these ways have in common is that, for the greatest successes, the Raiders are heavily reliant on the element of surprise. To this end many of their units come with the Cloaking ability (hotkey: C). You only get limited chances on the battlefield, and those who were raised in the savage Raider Kingdoms know like none other to choose the right time and place for their assault.
The Raiders have durable corvettes, allowing them protection against early rushes, and house several powerful strikecraft units such as the Bomber and Minelayer. They can quickly build up a fleet centered around smaller units, but their Capital Ship options are limited, and require time and resources to be developed into fully combat-capable vessels.
As a Turanic player some of your key production vessels also dub as your main combat ships, which can be blessing or a curse depending on the situation - the Raider's Capital Ships can live reinforce the fleet on the frontlines and lay down massive firepower, but are easily destroyed once discovered and take time to rebuild. Again: for the greatest Raider successes picking the right time and place for your assault is crucial.
Strengths & Weaknesses
+ Durable corvettes, several powerful strikecraft.
+ Scouts have permanent cloak.
+ All production vessels also dub as combat vessels, can reinforce directly at the frontlines.
+ Very effective capture unit (Siege Drill Frigate).
+ Outposts can dock/repair Frigates & Capital ships at a very fast rate.
- Ships have small sensor ranges; limited sensor capabilities.
- Heavily reliant on the element of surprise; vulnerable to anti-cloak units, Sensors Array, Ping.
- Squishy Frigates/Capital ships (even after armor upgrades, except the Siege Drill Frigate).
- Your main combat vessels also dub as your key production units.
- Slow rebuild speed for key vessels.
Special Units
Research & Production:
After building a Fighter Facility on the Outpost, research moves to the Recycle Station. Once the Light and/or Heavy Weapon Modules have been built and all strikecraft unlocked, all remaining modules are constructed on the Outpost.
As we continue work on the next release for the FXmod we would like to take you on a journey through 15 years of mod development, and give you an overview of the features that are currently in the FXmod - and a preview at what is to come, still.
One of the first tools that we scripted, the HW In-Game Music player was designed to allow players to customize the BGM music while in-game. It overrides the default ambient/battle music settings in the map's .level file. The Music Player supports the entire HW1/2 OST, but also comes with several other space themed tracks - including ones by Paul Ruskay!
By default the Music Player will randomly select tracks to play. Press [F1] or click the music note icon on the left sidebar to open the Music Player and customize your BGM experience:
Everyone enjoys collectibles. That said, we felt that the Steam Achievements for Homeworld were a bit lackluster, so we designed our Achievements system.
There is at least 1 achievement for each type of content available in the FXmod, so following the achievements is a great way to ensure you get to see and experience all the new content in the mod. In a way, the Achievements System helps you keep track of your exploration progress in our mod.
The Achievements tab can be found in the Main Menu, but can also be brought up via the top menu in-game.
Designed for players who are new to the FXmod, this feature will prompt the AI to "analyze" the current situation, and give the player live advice or tips. For example, if the enemy has a lot of Corvette units in particular, you may get a notice about that. The Staff Officer can also comment on your resourcing situation, your relative fleet strength, and what you should build next.
The Staff Officer can be consulted by setting it to "Enabled" in the match settings (Player vs. CPU) and then pressing [F9] in-game. Alternatively, you can click the staff officer icon in the left menu bar. The Staff Officer is also enabled by default in our Single-Player "The Shimmering Path", and can be consulted anytime in that mode.
In games like Sins of a Solar Empire you can name your ships, and since we thought that was neat we scripted a tool that lets you do the same in our mod.
You can name a ship by clicking the [A___] button above a selected unit's UI box. In the Input Screen you can enter the desired name via direct keyboard input or by manually clicking the letters. Click [CONFIRM], and the chosen name will hover over the ship, distinguishing it from other units and allowing you to more easily keep an eye on it. Names can be changed or removed at any time.
The background of the mod's main menu will change depending on the type of content you last player. Right now there are two (animated) main menu backgrounds, (vs.CPU/Multiplayer and Single-Player), but we will be adding more later.
Tip: You can click anywhere in the background to hide the menu, and click again to bring it back.
This is an advanced match statistics system, designed for players who really want to improve themselves. Like the Staff Officer, it can be set to [ENABLED] in the match settings beforehand.
When enabled, the Tactical Report function will display both the basic match data and additional data in graph form at the end of match. Click [Continue] after the default results screen to view the tactical report. For instance, it lets you see how you did with resourcing as compared to the others, or at what points in the tides of war started to shift.
In the v1.37 update we added an in-game image library and document library, both accessible from the Main Menu.
Since the v1.35 update the FXmod supports custom gameplay maps. New factions such as the Kadeshi and Progenitors can now be brought to community favorites such as Ace's HWRM Map Pack. Other custom maps are supported as well, and can be included as following:
*\HomeworldRM\Data\leveldata\multiplayer\deathmatch
At the core of many the new features we were able to develop in and for Homeworld Remastered, as well as new unit abilities such as stance switches, is the team's core script system library, the X-System. Development on this began back in 2009 as a way to expand on the ways units could be controlled and marked. Since then it has grown into a repository for scripts and other coding work that opens up many new possibilities within the Homeworld2 engine.
Players of the FXmod will not see much of the X-System beyond the "Powered by X-System" message in the menu header, but fellow Homeworld modders and scripters can view the X-System on our Github page. You'll also find some of the team's other open-sourced scrips and contributions to the Homeworld modding scene on our ModDB Team Page.
Some of the features not touched upon in this post are the live comment system and unit summoning interface from our FX:The Legendary Fleet mode, or the ability for the new "Observer" faction in Standard PvP Mode to see real-time tactical data, such as RU gains per player.
New gameplay modes such as Bentusi Defense or Artifact Retrieval were not listed in this post either - we'd like to leave some things for you to discover on your own ) Follow the Achievements and Loading Tips, and have fun exploring the FXmod!
In the present day we continue to try and create many new things. The most ambitious of these, of course, is our RPG Mode: a sandbox-themed, dynamic Single-player campaign that steps outside of the idea of a linear campaign that has defined Homeworld up to this date.
Until then, feel free to drop by our Discord for behind-the-scenes updates, an occasional FX Multiplayer game, or just a Homeworld-related chat.
Until the next time,
-WH.
When Homeworld Remastered was released back in 2015 we created a simple ModDB page to serve as the basis for the continued development of our HW2Classic version of the FXmod (FX:Commander) in the remaster. Under a new name (FX:Galaxy) the project also took on several new goals, varied in nature but united in the idea that we wanted to tap into the new modding possibilities that came with the remaster and do many new, exciting things.
Today, on the day of Homeworld’s 20th Anniversary, we want to give you an insight into what has secretly been in the works ever since the day we brought the FXmod to the remaster. Homeworld3 is coming, but before we travel to the future we’d like to invite you to a journey of our own – a journey across a living, dynamic Homeworld galaxy, where your choices will define and shape your own adventure. Welcome to FX:Galaxy’s RPG Mode. Welcome to Homeworld: The RPG.
RPG Mode is, as listed on the main page, a unique spin on Homeworld’s traditional Single-Player mode. We are keeping the RTS and Homeworld elements everyone knows and loves, but are expanding on it by adding an RPG-themed sandbox aspect to it. You will be able to freely travel to and between maps, complete map-specific quests, and build up your fleet in different ways. At the same time RPG Mode overhauls and adds more depth to several existing systems; the default RU system, for instance, has been replaced by an elaborate trading system in which will you gather the raw materials yourself. These materials can then be sold for money or processed into higher tier items, which in turn can be used to craft your own supplies or, ultimately, even assemble your own ships.
Overall, the theme of RPG Mode is freedom. Where you will go, what you will do and in what order is all up to you. We are stepping outside of the idea of a fixed, linear campaign by introducing new things you can do between (or alongside) following the main story for your faction of choice. Maybe you’d like to go exploring the galaxy and see what quests (and stories) are available in different maps. Maybe you’d like to become a trader, and convert your profits into an awe-inspiring fleet. With these options and more to truly carve out “your” own path and playstyle, your journey in RPG Mode will be a journey in every sense of the word.
At the same time we intend for RPG Mode to be a community project, through which both players and HW modders alike can realize some of their wishes (e.g. quests, map ideas). Together, we will be able to truly create a living, dynamic Homeworld galaxy.
The idea is that from now up to the point where we have a first (early) playable release ready for you – we are aiming for the next big update (FX v1.40) – we will be releasing periodical RPG Mode-themed newsletters, each previewing a different aspect of it. In this first entry we want to give an introduction to the project and its history, and give you an idea of our progress and the things to come.
The concept for RPG Mode dates back to 2010, when Hw_Lover started making Trading Mode for the Fairy Empire (Yaodu) mod. If you haven’t heard of it, it is a famous mod among Chinese players, where most members of the team are from too. Anyway, it was a huge success, and many players enjoyed this feature.
Since then many new ideas and possibilities came to mind, and since Hw_Lover had decided to make Trading Mode for the FXmod in the first place, development on what would become known as RPG Mode began back in 2014 in the v2.0 series of FX:Commander. At the same time Trading Mode continued to be updated in the Yaodu mod too, so two variants were being developed at the same time.
In 2015 Homeworld Remastered was released, and the team’s focus was shifted to porting the FXmod over to the remaster (FX:Galaxy). Efforts were complicated when Gearbox released the 2.0 patch for HWRM in 2016: due to some reasons the team had to spend another ~2 years on making the FXmod compatible with this version of the remaster. In December 2017 this finally culminated in the release of FX v1.25, and we could slowly shift our focus back to the future.
In order to give some more context to what RPG Mode is and does (outside of the description on the main page) let us consider the regular Homeworld experience for a bit.
Traditionally, Homeworld’s campaigns make you (the player) follow a set story; you have some freedom in the sense of how you choose complete a mission (especially in HW1), but things like objectives, key strategies and the “path” you follow through the galaxy are all set in stone. Everyone of us who has played Homeworld1 has assumed the role of the Kushan, and followed the same path to Hiigara; we all escaped the Nebula by destroying the Kadeshi Needleships, toppled the Super Nova Research station by utilizing the shielded veins..you get the idea. The point is that the key focus of Homeworld has always been its compelling story and combat, and while this indeed worked out wonderfully this also means that there has not been much room to explore other aspects that you’d also expect to come with life in space.
Through RPG Mode, we have a means to give you an insight into what happens “behind the screens” in Homeworld. For instance, instead of just ordering your collectors to harvest with one click and you then putting ships in the build queue with another you will be harvesting the raw materials yourself. As a normal person in space, you will need to consider those things that you logically expected to be there but you didn’t see or have to deal with as a Fleet Commander.
In RPG Mode you are not born into the role of a high commanding officer on board the Mothership.
You will need to find ways to sustain yourself, and ensure matters such as supplies and fuel are accounted for as you travel the universe and seek to build up your fleet through various means.
At the same time, we wanted to keep this sense of freedom. You can harvest raw materials and process them, but that doesn’t mean that you must – you may prefer to travel the galaxy and earn the majority of your income through quests and collecting space debris or lost goods. In such a case, your exposure to the logistics aspect would be limited to keeping an eye on your fuel and other supplies. Or you could do both, and alternate between the two.
A similar concept was applied to the system of travel. We wanted to keep the idea of a big “main” campaign for all factions on the table, but at the same time we also wanted to offer some alternatives. In RPG Mode advancing the campaign for your race is encouraged (e.g. rewards upon completing certain parts, new areas that are unlocked upon reaching certain levels), but it not the only thing you can do. You can decide to go back to that previously visited map and suddenly take a left turn to explore other areas of space, or decide to take a breather by building up your fleet, income and supplies before proceeding.
Stargates connect nearby starsystems in real time, allowing you to freely move to and between areas.
Now that we have elaborated a bit on RPG Mode as a concept let’s take a look at how this translates to the game itself.
As mentioned previously, the goal of RPG Mode is to create the image of a big, living, dynamic galaxy. To that end we are aiming for a total of five playable races: The Hiigarans, Turanic Raiders, Taiidan, Kadeshi and Vaygr. As things are looking now the first build will launch with the Hiigarans as the only playable race with some content, but later on we will add other races with some starting content while also adding new content to the already playable races..you get the idea.
Each of the five races starts in its own quadrant of the galaxy, with their own maps, and own big main quest or campaign (story). Later on, as you travel further and farther, you’ll find areas that are used by several races, or might even venture into enemy territories, where some endgame systems may be set to take place. As you travel the galaxy you’ll learn many different stories and see many different things – among the map concepts are new areas of Karos, a military development and testing site for AIs, and a map where once a terrible battle was fought and sometimes actual ghost ships may be spotted.
Set 5 years after the events of HW2, you’ll visit both known sectors from the campaigns (e.g. Sarum) and brand new areas altogether. All areas have their own place in the universe, and exist in the same one galactic map.
Regardless of what race you choose, you'll be able to travel everywhere - but a Hiigaran player visiting the Hethlim Ice Fields may not get the same reception as a Vaygr player..
Since the goal of this first newsletter is to give an introduction of RPG Mode, let’s start by taking a look at those strange new UI icons you may have seen in some of the above screenshots:
Some maps and trade stations will require you to have a minimum trade and/or military level before you can access them. Leveling up both unlocks rewards and opens up more of the Homeworld universe for exploration.
Below is an overview of the planned systems for RPG Mode. There is a lot more to RPG Mode than what you see below (e.g. setting unit stats and prices, descriptions, creating maps, quest dialogues and rewards, event triggers), but we hope it will give you an indication of how far we are along and what will be coming in the future next to additional playable races and content for said races (quests, story, goods, etc).
Existing Systems
Trading is one of the key systems in RPG Mode. Ships can be purchased or repaired at military installations (e.g. Shipyards), while civilian stations deal in a variety of supplies and goods. The offered goods and supply/demand very per map, so aspiring traders will find plenty of opportunities.
Planned Systems (Near Future)
Planned Systems (Distant Future)
These systems will remain in concept stage until both the existing and planned systems for the near future have been completed and implemented:
Gathered raw materials in the Cargo hold (WIP). Adding cargo ships to your fleet will increase your cargo capacity (orange bar).
In later versions the type of materials available and amounts gained per harvesting run (efficiency) may vary per race, sector of space, and your selected skills. Ultimately, the refinery system will be expanded further, and the traject to turn materials into your own ships will become available.
With that we have come to the end of this first (20th anniversary-themed) newsletter. But worry not - you can still check out the [Images] section for more previews, or try out the mod itself while waiting for RPG Mode. We have also setup a preliminary Discord server that we hope to expand upon later: discord.gg/ekG3Wry
In the next newsletter we will be taking a look at the trading system in more detail, but for now do let us know what you think about RPG Mode so far - what are things you are looking forward to, want to know more about, or hope to see in this mode? Let us know in the comments (guests can post), and together we can truly create a living, dynamic Homeworld galaxy for you to travel in preparation for Homeworld3.
And with that, we will see you the next time!
-WH
Hello Hello, this is WildHeart speaking. How do you do?
At this time we're roughly half a year after the release of FX 1.39, and with Homeworld3 on the horizon the big question is: "What now?".
The short version is that Yes, we'd definitely like to try modding in HW3. The long version? You can read that below:
With the release of FX v1.39, the FXmod project has been put "On Hold". We are currently waiting for Homeworld3, which should be a lot easier to mod thanks to UE4. For us, it simply doesn't make much sense to go out of our way and have sleepless nights over building newscript libraries now, in HWRM, when a lot of that hard work will soon be obsolete in Homeworld3.
The other pieces of the puzzle are our real life situations, and the fact that we have more or less exhausted everything that is possible in HWRM. The increased frequency of "Out of Sync issues", which we later learned are caused by the true ballistics aspect of the 2.0 patch, meant that the mod's core concept (8 playable races in Multiplayer) had to be reconsidered. To that end we started creating additional Single-Player Content and features instead while working on RPG Mode. Then, Homeworld3 got announced.
Q: "What are the FXmod's plans for HW3? What about RPG Mode?"
HW_Lover: "It mainly depends on the difficulty of modding HW3 and the ability to mod HW3 at all, which remains unknown for now.
If it is possible to mod HW3 and it is easy enough, we will focus on building the RPG Mode in HW3.
Or, in case modding HW3 is easy but making RPG Mode on it is not, we will continue making RPG Mode on FXG in HWRM. But other than RPG, there will only be some fixes left for FXG in HWRM."
We'd like to wait and see what HW3 brings before we invest more time into developing RPG Mode in HWRM. But it would make little sense to move onto HW3 without RPG Mode having been unavailable in Homeworld Remastered at all..
So to that end, after talking with Hw_Lover, we decided that we will be releasing what we have on RPG Mode so far by means of a CLOSED TEST BUILD. This build features a (very) early DEMO version of RPG Mode - there are no quests and few maps. More than anything, it is intended as a showcase of the core systems that we have made for RPG Mode so far, and for playtesting these systems.
If you are reading this and are interested in trying out the RPG Mode's closed test, you can find the instructions on our Discord. We welcome your feedback and thoughts on RPG Mode so far, and would like to know you would like to see from it in HW3/HWRM. Those ideas and wishes will help shape this mode going forward.
Q: "Can I help develop RPG Mode?"
HW_Lover: Models are always welcome. But what RPG Mode needs most are the designs of this HW universe we are going to build."For those who are interested in helping, I advice you to get an idea of the HW universe we are trying to build by playing the RPG Mode Closed Test. You can use the Discord for discussing and giving feedback, I'll get the results via one of our guys.
The future of the FXmod will be centered around the development of our RPGMode. I'd like to interject with some more background information as to why we came to this decision below:
Back in the days of HW2Classic, the selling point of the FXMOD was that it ported over all races from HW1 and made them playable in HW2. In the present day, that is not something special - many mods have done it, though maybe not at the scale we have. But back then it was a big deal, especially since we added many new ships and features on top.
2015. Homeworld Remastered was released, and while it was great to see Homeworld get the love it deserves, there were a number of issues. Engine limitations and an overdose of out-of-sync issues (we recently learned this was caused by the "true ballistics" aspect of the 2.0 update) killed the Multiplayer aspect of FXG and many other mods.
So, while Hw_Lover and the others kept working on RPG Mode, which had been in development already, we also started making new Single-Player content instead, which had been neglected since the FXCommander days. This resulted in 3 brand new SP missions, 2 new tutorials, and the pride and joy of the HW:RM version of the FXmod: our 33-stage challenge mode, The Shimmering Path.
Now, after considering all options, we think that our focus going forward should be RPG Mode, regardless of whether that will be in HWRM or in HW3.
So far, the FXMOD told our story of Homeworld's 8 races - through Deathmatch (and later, the new Single-player campaigns). However, in the HWRM version of our mod some models still are using HW2C textures even now..and even the HD HWRM models will probably look outdated and of low quality in Homeworld3. Besides the fact that we'd have to redo and redesign all existing units, there is also the notion that the "8 Multiplayer races" model from HW2C has run its course by now.
So, the idea is that we will instead use all existing HWRM FXmod assets for RPG Mode instead of bringing the 8 HWRM factions over to HW3 as playable factions. What will come to replace it, if we decide to make other contents besides RPG Mode? Will HW3 even be modable, or will it not and will RPG Mode continue to be made on HWRM? We'll have to see!
Q: "What was the thing you were the most happy to have achieved in the HWRM version of the FXmod?
HW_Lover: "The Shimmering Path. Its popularity and the players' reactions to it are really beyond my expectations. The new AI is cool, too. Easy to adjust, being able to mine, repair ships and dock units, very challenging."
WildHeart: "For me, it's the Taiidan mini-campaign and the "bonus" stages of Shimmering Path. If only you could see all the work that went into the TAI Mini. . . designing a big map, thinking out every possible scenario, what players could do, making sure everything happens at the right time.. Did you know that there are 30+ pages of .lua code just for making the Keepers in HW2 M08 and M10 do what they do?"
And that's it for today! We hope to see you pop by the Discord for the closed test of RPG Mode - and even if you're not participating, you'll still find us there for updates, gameplay tips and matches from and with fellow FXmod players, and more.
See you in HW3,
-WH
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