The v1.2 Modernized mod is the second incarnation of the v1.2 Community Patch first released in 2006. v1.2 Modernized is not a total overhaul of the base game; it is a basic mod that aims to preserve the experience of vanilla Homeworld2, mainly focusing on the implementation of new graphical effects, HODs, sound effects, UI elements and scripts developed for and utilized in the Tactical Fleet Simulator (TFS) total overhaul mod. This mod incorporates several new features, including some new game modes from the Homeworld2 modding community, new maps, and a single new Bomber unit for both races (which can be disabled in the game setup if one desires to play using the traditional ship roster).
While the mod was designed with PvP multi-player in mind, it will work with the single-player campaign.
v1.2 Modernized is being built from scratch independently of the original v1.2 Community Patch (v1.2.16 and earlier).
v1.2.18 introduces several graphical enhancements developed for TFS v2.9: high-resolution UI texture scripts for 1080p screen resolutions, a modified Assault Craft launcher model, a new missile trail effect for Torpedoes and Fusion Missiles, a larger selection window for Badges, and a modified laser sprite for the Laser Corvette. CnlPepper's advanced shader model has also been implemented in this release.
The following is list of changes and additions included in the 1.2.17 build:
Additional Credits:
Battlecry, lead developer of the Tactical Fleet Simulator (TFS) modification.
-Mikail: Defined Rules game mode and Survivor game mode.
-IcePirate: MP Risk and MP Strikers game modes.
-Axel: Battlecruiser Ion Cannon Turret
This post is being made to announce the initiation of a successor project to the long-dormant v1.2 Community Patch which was last updated back in 2008.
At this time I am not sure whether or not I will build upon the existing v1.2CP mod (v1.2.16) or build a spiritual successor mod from the ground-up. The aim of this new project will be to incorporate the latest FX, SFX, ship HODs and script files developed for the Tactical Fleet Simulator v2.8 mod into a simple mod optimized for enhancing the vanilla Homeworld2 experience.
As with the original v1.2 Community Patch, the new mod will feature a number of modifications to the default specifications of strikecraft including dynamic dogfighting scripts and smoke trail damage effects. Another feature that might be included, depending on user feedback, is the implementation of CnlPepper's parallax shaders from the Homeworld2 v2.0 project.
Stay tuned for further updates.
v1.2.15 Community Patch Released (6/10/07) v1.2.16 Community Patch Released (10/16/07)
Homeworld2 v1.2 Modernized (Build 1.2.18) raw .big file release. This build includes some of the graphical elements and enhancements being developed for...
Homeworld2 v1.2 Modernized (Build 1.2.17) raw .big file release. For a comprehensive list of changes and additions included, see the release description...
Homeworld2 v1.2 community patch (1.2.16 build). This is the original, classic Community Patch. See list below for additional details.
GunMetal's Map Pack (v1.0) A map pack consisting of maps made by GunMetalXENO.
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Im assuming you changed the difficulty/ AI fleet scaling. If so can you re-up the difficulty for Thaddis Sabbah and Balcora? The last week Ive started both maps with near full fleets (forgot to build the 3rd BC before I was halfway through Thaddis) and both missions were completely neutered (Balora Gate seemed largely the same as v1.1). Balcora especially, which I steamrolled through in under 10 minutes.
Instead of the 10 or so BC's in v1.1, the defence fleet around Makaan's flagship consisted of maybe 3 or 4 destroyers, 1 BC, the V. dread, and 35+ Assault Craft and some lancers. Which, after nearing the prox detector/Sajuuk with just a probe of my own I think, all started advancing towards my MS while most of my fleet was up where the V.Shipyard is on the upper left of the map, but all that meant was scuttling about 8 frigates and using the MS and 4 carriers to quickly replace them with flak's to deal with the assault craft while I tasked the destroyers and BCs move back and kill the V. capitals which were lagging behind the strike craft swarm.
I didn't bother to try but I suspect if you had a full wing of Strat Bombers, once you've cleared the initial attackers and Shipyard, you could just gun for Makaan and finish the map in under 5 minutes
Good day gents
May I ask if this is going to be applied to Homeworld remastered, both Homeworld 1 and 2? Some kind of great-musthave-unofficial patch?
I plan on eventually recreating this mod for Homeworld Remastered after Gearbox releases their major patch that "fixes" squadrons and formations, but with a more limited scope: I might not be able to port over the Strategic Bombers because Gearbox is making it really difficult for us modders to update/edit kitbashes of stock ship HODs.
But you can expect some variation of this mod for Remastered at some point in the future.
So have you made the mod for the remastered version yet? If so, which folder would I actually send it to?
Just wondering if anyone knows what is up with the player vs CPU crashing out to Desktop, if anyone still pays attention here.
I did a clean install of HW2, patched to 1.1 and then to modernized.17 (my pc is pretty ancient and some of the lighting detail in .18 is just a bit too much for the comp to handle smoothly) and it seems to have largely stopped.
Question, what did you have to do in order to reduce the fighter trail length?
There is a value that determines the engine trail length for each individual unit in their .ship file. The same is true for modifying missile trail lengths.
How would I use this with the Halo-Homefront mod or is it not possible
You would have to extract the contents of the v1.2CP mod and Halo Homefront mod and manually add the files you want from v1.2CP to Homefront. It will be a time-consuming process and would require some basic knowledge of Homeworld2's file structure, but it is certainly doable.