Homeworld Remastered Collection

Homeworld Remastered Collection

141 ratings
Flag Commander 2.0 - REMASTERED - Open Beta
File Size
1,782.113 MB
Apr 6, 2015 @ 2:42pm
Dec 1 @ 7:25am
201 Change Notes ( view )

Subscribe to download
Flag Commander 2.0 - REMASTERED - Open Beta

In 1 collection by Rufus Shinra
Flag Commander
2 items
SECRET MISSIONS 1 optional content available here: http://steamcommunity.com/sharedfiles/filedetails/?id=1177490387

You can vote for Flag Commander for ModDB's mods of the year at this link: http://www.moddb.com/mods/flag-commander Thanks!

Two new factions with a dozen ships each, for the Confederation and the Kilrathi of... Wing Commander I and II!

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 three of the four factions (Terran Confederation, Union of Border Worlds 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://steamcommunity.com/sharedfiles/filedetails/?id=1177630694

Latest update:

-- Added compatibility for the new additional content featuring Wing Commander I and II (optional download) with two new ship sets for the Confederation and the Kilrathi, taken from and inspired from Wing Commander I and II, with even more detailed models, featuring the first game porting of Klavs' models. Flak batteries, pancake Dralthi and huge battlewagons are available for you to redo Kurasawa 2 and cry again, this time in HD. The Union of Border Worlds does not have ships in this mode.

-- Massively improved the Skipper missile code. Now, just attack a target with it and will automatically cloak periodically on its way in until it reaches its target for massive damage.

-- ECM feature for the WC III/IV factions: all fighters and bombers have a chance of defeating enemy missiles at close range. The chance depends on the technological level of the faction and the fighter. An old Border Worlds' Scimitar or a cheap Kilrathi Darket will have a 15 % chance of countering that pesky missile. An Excalibur? 75 % chance... Oh, and the Kilrathi EW frigate can now neutralize roughly a third of missiles and torpedoes within 1,000 metres of her.


- 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.

- Wing Commander Prophecy era ships (DefianceIndustries and others are working on a huge remastering of these ships).

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.

- Deathsnake for his model of the Tolmacy, imagined by NinjaLA and conceptualized by Howard Day, as well as the Gettysburg and the Crossbow.

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]

Most WC3/4 HD Confederation and Kilrathi Empire ships' models and textures by the Wing Commander Saga Team[www.wcsaga.com], integrated with their authorization,

Additional models/textures by Klavs81, Deathsnake 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
< >
rambo2525 Dec 6 @ 3:30pm 
The AI is really good and doesnt sit there. It makes a variety of ships to counter yours.

Yeah I dont know what happened there, think I posted something and it didnt post.
rambo2525 Dec 6 @ 3:26pm 
lol predator 2, must watch
Rufus Shinra  [author] Dec 5 @ 5:49pm 
rambo2525 Dec 4 @ 10:07pm 
Damn steam
rambo2525 Dec 4 @ 10:06pm 
@ siren
Very smart! Prepare your self... this is truly great man...king Willy says so to Danny Glover in the alley
rambo2525 Dec 4 @ 10:04pm 
@ Jedi
Sorry it's the phone
rambo2525 Dec 4 @ 10:03pm 
If it ever crashes again you must post the log file best to send it to the devs. Remember don't restart anything copy that log file...give on Facebook if you want or post first and last 20 line's in discussion thread. Hope this helps but that log will help devs
Rufus Shinra  [author] Dec 3 @ 6:50am 
Could be a messed-up download from Steam, it happens randomly on most Homeworld Remastered mods: http://steamcommunity.com/workshop/filedetails/discussion/403171608/458605613412923164/
Siren Dec 3 @ 2:43am 
also im getting start up failure now after i just loaded the game the first time x.x
Siren Dec 3 @ 2:09am 
Hows the AI in this one?