Homeworld Remastered Collection

Homeworld Remastered Collection

166 ratings
Flag Commander 2.5 - REMASTERED - Open Beta
File Size
1,749.921 MB
Apr 6, 2015 @ 2:42pm
Nov 23 @ 4:07am
229 Change Notes ( view )

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Flag Commander 2.5 - REMASTERED - Open Beta

In 1 collection by Rufus Shinra
Flag Commander
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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

SECRET MISSIONS 1 optional content available here: http://steamcommunity.com/sharedfiles/filedetails/?id=1177490387
Two new factions with a dozen ships each, for the Confederation and the Kilrathi of... Wing Commander I and II!

Latest update:

-- Complete redesign of the fuel and ammunition management system, stats displayed in the unit screen.
-- Three mini solo missions to showcase the units and gameplay mechanics, more to come.


- 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.
- four factions from Wing Commander 3: Heart of the Tiger and Wing Commander IV: The Price of Freedom. The Terran Confederation, the Kilrathi Empire, the Black Lance and the Union of Border Worlds, all of them with their units and research.
- 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 the unit icon next to the vanilla stats and as soon as they fired all their torpedoes, 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 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,
- DefianceIndustries for a large part of the Border Worlds and Black Lance ships
- 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.
- the 9CCN mod team for the excellent AI script, available here: http://www.moddb.com/games/homeworld-remastered/downloads/hwrm-custom-ai-script-v10#downloadsform

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)
Jan 2 @ 11:33am
Questions / Ideas / Bugs
Nov 20 @ 1:55pm
PINNED: General Failure at start-up? Here's the fix!
Rufus Shinra
Jun 4, 2015 @ 12:03pm
The Work In Progress thread
Rufus Shinra
< >
Rufus Shinra  [author] Nov 19 @ 3:29pm 
Heh, it was a few internal modifications, no big content upgrades - just that some small corrections can affect bigger files.
KillroyIsHere Nov 19 @ 2:18pm 
Any patch notes available?
Rufus Shinra  [author] Nov 10 @ 11:28pm 
There's a thread named General Failure at start-up? just above. Please follow the instructions to fix your download.
thatDoughboy Nov 10 @ 10:04pm 
I keep crashing on Launch of the mod. :(
Rufus Shinra  [author] Oct 27 @ 12:15pm 
Broken is a pretty strong word, which relates to a mod that doesn't work, period, AKA goes CTD when you start it. So I believe it was underserved. The Excalibur issue was a remnant of another attempt to rework the missile mechanics entirely, fixed now. Fighters come solo now due to the fuel and torpedo mechanics - their cap limit and construction time/cost have been modified accordingly. As for the fighters, you might want to check the stances (passive, agressive, defensive). The transports have been fixed. They were working well for the Confed and I did not expect what was a pretty weird bug.
Gistobal Oct 27 @ 3:11am 
The mining transports don't seem to be working, if they are indeed meant for resource drop off. Collectors just fly past them. I dunno if it's my settings, but fighters dont choose targets automatically (which is the default in HM). They just stand there and take the beating if they don't get a specific order to attack. Also, why are run of the mill ships like Dralthi and Hellcat bought in single ships while the experimental super fighter Excalibur bought in squadrons?? It should be the other way around. Btw, I remember these fighters coming in squadrons before remastered? This mod seems kinda broken, needs an update?
Rufus Shinra  [author] Oct 18 @ 11:42am 
I'm not the one who made that preview, it was some mod reviewer who did it several years ago. I have no clue how to make a video. Hell, pretty much everything in it is completely out of date, from the models featured in it to the gameplay mechanics.
candykid21 Oct 18 @ 11:12am 
i wish you would have thought more when making that video prfeview. you dont really show much for visual following that fighter aroundandmoving the cam likeyoudid. the begining of video showsreally nothing but middle and end of video not bad just doesnt show ernough to interest
Rufus Shinra  [author] Oct 15 @ 1:47pm 
For which factions do you see this issue?
Eo'Raden Ensis Oct 15 @ 12:36pm 
Hi. The mining shuttles dosn't drop their cargot at the mining transports, instead they are goining to the main starbase. Any idea, what is the problem? Thanks