Homeworld Remastered Collection

Homeworld Remastered Collection

124 ratings
Flag Commander 2.0 - REMASTERED - Open Beta
File Size
1,917.440 MB
Apr 6, 2015 @ 2:42pm
Mar 6 @ 7:47am
170 Change Notes ( view )

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Flag Commander 2.0 - REMASTERED - Open Beta

A total conversion mod for the Wing Commander universe taking place in the timeframe of Wing Commander III and IV. The mod is, as the original games, heavily centered around fighter and bomber warfare, while keeping a healthy importance to capital ships. Play as the Terran Confederation, the Union of Border Worlds or the Kilrathi Empire (another faction is being remastered to HWRM 2.0/2.1 and will come soon).

This is the Beta version of the mod for Homeworld Remastered compatible with the 2.1 version of the game. I am currently rebuilding the mod since that big update, so right now two of the four factions (Terran Confederation and Kilrathi Empire) are playable in addition to the vanilla ones. You can play both against the AI (of the vanilla factions only) in local or in multiplayer. If possible, please use the command -luatrace (with the dash) in the small box at the bottom of the mod selection window when you start the game. If you experience a crash to desktop, go to your Homeworld folder, and find the file called HWRM.log in \Homeworld\HomeworldRM\Bin\Release\ and post in the comments the last few lines of that file (you can open it with Notepad), it will help me locate the issue.

Unit guide available here: http://download.wcnews.com/files/mods/wc4homeworld_playerguide_v1.45.pdf

Latest update:

-- Added the Skipper long-range stealth cruise missile for the Kilrathi faction. This weapon is built like a fighter for a high cost (850 RU) and can kamikaze on enemy ships for ~ 50,000 damage, has unlimited range and a manually-activated cloak that can make it "skip" (thus the name) defensive gauntlets such as fighter patrols and terminal defences. Of course, anti-stealth units will still see and destroy it.


- automated convoy system spawning transport ships from a randomly-placed Jump Buoy (always 35 to 40 km away), bringing extra resources to your base. Defend your transports and raid enemy transports! Bounties highly recommended for the games.

- three factions from Wing Commander 3: Heart of the Tiger and Wing Commander IV: The Price of Freedom. The Terran Confederation, the Kilrathi Empire and the Union of Border Worlds, all of them with their units and research.

- compatible with the vanilla factions of Homeworld: Remastered, which were slightly tinkered in order to be survivable in the new type of carrier warfare offered in the mod. The new icon system might cause some of the old factions' icons to look bad, though.

- emphasis on carrier warfare, with powerful fighters yet unable to damage capital ships and bombers (corvettes) equipped with devastating anti-ship torpedoes.

- balance between offence and defence as torpedoes can be intercepted making a properly escorted fleet a very tough nut to crack.

- fuel management for strikecrafts (fighters and bombers). This feature, as far as I know, implemented for the first time ever in a Total Conversion for HW2/HWR, makes carriers critical to bombing ops, as all strikecrafts will have a limited range beyond which they will lose most of their speed and will go back to their carrier automatically. Now, hitting the enemy carrier is a very good tactic to neutralize an overwhelming strike force!

- carrier battle mode, with starting fleets limited to a single carrier and its battlegroup, forcing you to hunt the other one and try to break its defences before it does the same to you. Midway in space!

- hero fighters, unique upgraded fighters and bombers with named pilots from the original game, giving you the extra edge you need.

- Ammunition management system.

Highlights of the new feature: bombers have a limited amount of anti-ship torpedoes which will be indicated in an additional bar when you zoom in on the craft, and as soon as they fired it, they automatically head back to a place where they can land to reload. To make sure the reload takes place correctly, select the option to keep the craft landed, as it might take a few seconds to reload. Launch the crafter after, with a shiny new torpedo. When the torpedo is reloaded, you can attack again.

Each bomber class has a different number of torpedoes, which is indicated in its description. The RTB (Return To Base) system is initially automatic, sending your bombers either to a close carrier if there is one or to a random one.
Thanks to goldfish_boy for reporting the bug which allowed me to achieve that very important milestone.

Thanks to Krnt and PulsarMagic for the improved fuel script.

In the future:

- more high definition models, to take full advantage of the Remastered game and offer models as good as, or even better-looking than the vanilla Remastered factions. Possibly new factions.

- More single-player missions. Planned campaign.

- Improvement in the game mechanics.

- Return of all the features from the HWRM 1.x versions of the mod.

Credits given to:

- czacen, for making the initial mod several years ago,

- the Wing Commander community, for being so supportive and making new models of the fighters and capital ships,

- the Blue Planet mod team and the Ancient-Shivan War team at www.hard-light.net(campaign) for the hyperspace animation used in this mod,

- the Wing Commander Saga team for their awesome models and textures of the Kilrathi fleet as well as the initial template for the new icons,

- the Phoenix Interactive mod team, for their support and advices on the art of HW2/HWRM modding. Merci, les gars !

- Krnt for his coding help,

- Klavs81 for some of his incredibly detailed models of old Wing Commander ships, now present in the game.

Mod initially created by Aaron 'czacen' Thomas who vanished half a dozen years ago after publishing this mod and allowing me to tinker with it and improve its gameplay and balance features. This is the definitive version, hosted by the Wing Commander CIC fansite www.wcnews.com, and uploaded to the workshop with their authorization.

Integration of the hyperspace animation used with authorization from the Blue Planet FreeSpace mod, hyperspace/subspace animation created by the Ancient-Shivan War team[www.hard-light.net]

Kilrathi Empire ships' models and textures by the Wing Commander Saga Team[www.wcsaga.com], integrated with their authorization,

Additional models/textures by Klavs81 and DefianceIndustries.
Popular Discussions View All (9)
Mar 6 @ 7:30am
Questions / Ideas / Bugs
Jun 4, 2015 @ 12:03pm
The Work In Progress thread
Rufus Shinra
Mar 19 @ 7:47pm
PINNED: General Failure at start-up? Here's the fix!
Rufus Shinra
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The Mighty Goldfish Jun 23 @ 1:25am 
Yes, this is the latest version of the mod, and works with the latest version of the game.
romans1verse17 Jun 22 @ 2:41pm 
is this the latest version?
ShadowDragon_79 Jun 21 @ 7:34am 
I'd agree to "The Mighty Goldfish"... After all, in the WC-Games you had to get a lock for each single torpedo, too.
Rufus Shinra  [author] Jun 17 @ 3:47am 
Yeah, it would be a pain in the a** to balance, but it would seriously improve the CPU usage.
The Mighty Goldfish Jun 17 @ 3:37am 
Hmm. I think they should launch then one at a time, but with less delay than than they currently have. If you did all at once it'd make bomber wings largely pointless since you'd achieve the same result with one or two individual bombers.
Rufus Shinra  [author] Jun 17 @ 3:32am 
Dunno if anyone is still playing the mod, but I have a question here: would it bother you if bombers dropped all of their torpedoes at once rather than once in a while? The prices would probably be increased to compensate for the additional challenge it would cause to the defending side, though.
The Mighty Goldfish Jun 15 @ 2:42am 
As far as I can tell it only happens with Sora, so it is most likely an issue at his end, although other mods work withour issue.
Rufus Shinra  [author] Jun 15 @ 1:52am 
Not really, sadly. I'm not the one who made the models. And as I said, I do not know whether it's even this causing the issue (the large size of the models is more likely to just increase the game's initial loading time).
edwin.gibson Jun 14 @ 3:01pm 
Is there a way to turn down that Ship detail? So for those with lag because of it, are no longer effected.
Rufus Shinra  [author] Jun 14 @ 11:14am 
Might be the fuel scripts acting up. Strange, though, I don't remember other lag reports.

Well, the scripts and the fact that the models used by this mod are probably among the most detailled in the HWRM community (and some in reserve are even more detailled). ^_^;