The Crossfire mod is a continuation of the HW2 story. Sort of an 'unofficial expansion' if you prefer. We are expanding on the original story, gameplay, and units. Keeping the original 'feel', yet adding to the experience. The balance will be preserved as well, so while that Mothership may have more than 2x the original armor, the new Heavy Destroyers and Super Battlecruisers will still make short work of it.
2 Brand new races will be introduced, as will the Progenitors (who will have a complete and fully capable fleet), and we will be keeping the Hiigaran and Vaygr. All five will be playable in skirmish and multiplayer games, and all five will appear in the singleplayer campaign.
These two new races, the Sarac and the Jägaar, have backgrounds well tied into the HW2 story, and will have their own new 'styles' of play.
The Sarac - An ancient and powerful race. Not much is known about the Sarac. Mainly because their history was lost along with the history of the Progenitors. That and no one has ever encountered a live Sarac and lived to tell about it. Proper use of strategy is almost their religion. They examine strategies from all encountered races, and learn from them. When they attack, they usually do so quickly, and with force and numbers to ensure a solid victory.
The Jägaar (Their leader is called Jarach') - The main adversary of the Sarac. Jarach' modifies his ships from any salvage found, utilizes any strategy that fits his current needs, and has somehow obtained a hyperspace core. The rest is revealed in the story.
All original units will be used and many more will be added. Super Battlecruisers, Heavy Destroyers, and Heavy Defense platforms for each race are just a few of them. Brand new sounds, voices, and of course weapons and fx will be made for the new units.
Each of the Super Battlecruisers will have it's own specail attributes/abilities. For instance, the Vaygr SBC will be an 'uber' anti - strikecraft ship, with a selection of buildable weapons that will still keep it as an anti - strikecraft ship, but will vary it's use (there may yet be other additions to it as well).
New skirmish and multiplayer maps will be added. Bigger, and with some new scenery as well. Including Balcora, which will have black holes in the area of play that players will need to be wary of.
A few new game features for skirmishes and MP games will be included, such as a playlist to choose what music is played during a battle (if any). As well as a few other gameplay variables.
New shaders will be used (thanks to CnlPepper). What does this mean? In layman's terms, bump maps and shiny things (not to mention a few other enhancements they provide, like atmospheres for planets).
There will be two campaigns. The first will be the main campaign (playing as the Hiigarans and beginning 3 years after the reuniting of the trinity and the opening of the eye of Araan), and the second will follow the same storyline, but with a different path, and played as a different race (so from a different perspective).
A final addition that we are planning, is fully 3d modeled animatics.
Well, I think I covered most of it. Here's a bit from the introduction script:
The Intro Script:
Sorry, you'll have to wait for the mod for the rest!
;Scene starts with shipyard Nabal (NOTE: Nabal is not neccesarily the same ship from the original story) in an outer system.
Nabal Crewman: Sir, our sensor are picking up a massive hyperspace signature, but......
Nabal Catptain: But what crewman?
Nabal Crewman: Its energy pattern matches no known ships.
;A hyperspace gate opens and a progenitor-like mothership ship roughly 4 times the size of a Vaygr flagship comes through. Then sits idly.
Nabal Crewman: It's huge!
Nabal Captain: Stow it crewman! Attempt to contact whatever is in control of that ship.....and send a communique to Hiigara. They need to know about this.
Nabal Crewman: Yes sir.
;A few seconds pass.
Nabal Crewman: Sir communique has been sent to Hiigara, and we're hailing the alien ship now.
;A few more seconds pass.
Nabal Crewman: Sir, the ship's failing to respond to our hails.
Nabal Captain: Keep trying. Send out scouts to recon the ship. Maybe it's abandoned.
;A squadron of scouts departs the shipyard and moves toward the alien vessel. They beging flying parallel to the hull of the slien ship. After they get halfway down it.
Scout: Sensors are picking up thousands of abnormal power signatures.....the hull is thicker than anything in our databases, and is made out of a compilation of materials. Our scans can't penetrate very far into the interior.
Nabal Crewman: Still no response sir.
Scout: There's no signs of defense weaponry. No Ion Cannons, Pulse Lasers, Phase Cannon Arrays.....nothing.
Nabal Captain: I don't like the looks of this. Any openings or ports?
Scout: Yes, Sensors are picking up about twenty exterior doors on this side alone, varying in size. The largest doors could easily accept a mothership. (NOTE: The amount of doors, and the amount of doors that will actually be used are still unknown)
;The scouts reach the back of the ship and stop.
Scout: The engines are huge! No match on the engine type.
Nabal Crewman: We've received some strange signal. We're trying to decode it now.
;The scouts continue around the hull.
Scout: This side seems identical to the other sir.
Nabal Captain: Head over the top, and keep scanning.
;The scouts move up the hull to the top of the ship.
Scout: Scans are showing increased activity within the hull.
Nabal Captain: Get out of there at the slightest sign of hostility!
Nabal Crewman: Sir we've decoded the message. It's a strange form of the language used by the progenitor's. It says, as best as we could translate it, "What language do you go by?".
Nabal Captain: Send a message containing our basic charactersets. Make sure that's all it contains!
;A few more seconds pass.
Nabal Crewman: Sir, we're receiving a response.
Alien Ship: Bring me the Sajuuk-Khar.
Nabal Captain: Who are you, and what are your intentions?
(a few seconds pass)
Alien ship: I have no wish to speak with you. (the voice sounds a little more impatient) Bring me the Sajuuk-Khar.
;By this time the scouts have reached the front, gone down around the bow, and are flying along its bottom toward the stern.
Scout: Sir, sensors are reporting a massive amount of activity now. Wait..........some of the doors are opening.
;Some of the hull doors open, and several squadrons of alien fighters fly out.
Nabal Captain: Get out of there NOW!
;The alien fighters form strange formations.
Scout: Yes sir, returning to dock with afterburners on.
;The alien fighters fly towards the scouts.
Scout: They're as fast as we are! We can't outrun them!
;The fighters attack the scouts as soon as they are in range.
Scout: Defensive manuvers!
;The scouts split into several directions, attempting to out-fly the fighters, but the fighters compensate for this and quickly destroy them.
Nabal Crewman: They're gone sir.....
Nabal Captain: Send an updated communique to Hiigara.
;Scene fades and reemerges in Hiigara high-orbit. Sajuuk is the focal point, but there are several docking stations, and several heavy defense platforms visible.
Hiigara High Command: Karan S'jet, we have receive a communique from shipyard Nabal at 'Sarum' (NOTE: The name I will use for of this system is still unknown). They have made contact with an unknown vessel of massive proportions. The response asked for the Sajuuk-Khar.
Karan: Do they have any information about the ship?
Hiigara High Command: Only that it's roughly three times the size of the largest known motherships, has no defensive weapons, is hyperspace capable, and is composed of many materials. Most of them matching Progenitor era compounds, but some are completely unknown. Scans could not penetrate to the center of the ship.
Karan: Is it hostile?
Hiigara High Command: Several squadrons of ships resembling our fighter class vessels emerged shortly after the response was given and destroyed a scout squadron sent to study the ship, but they have since docked and shown no further hostility.
Karan: Battlecruisers "Havoc" and "Starlight", follow me. High Command, tell Nabal that we're on our way.
;Sajuuk and both battlecruisers enter hyperspace. The scene fades, then switches back to the shipyard Nabal and the alien ship. Sajuuk exits hyperspace in front of Nabal facing the alien ship, with Battlecruiser "Havoc" on it's port side, and "Starlight" on the starboard.
Karan: Shipyard Nabal, what is your status?
Nabal Captain: We're fine. It's hasn't moved or attacked us since destroying our scouts.
Alien ship: Sajuuk-Khar, you have come.
Karan (in a commanding tone): What is your name, and why have you attacked us?
Alien ship: My name is Jarach' Duur. I attack only when strategically correct.
Karan: Where did you come from, and why have you asked for me?
Jarach':"Where did I come from?".....so long ago.........................
And Here's the ship roster:
*Seer (Seer class Scout Craft) - Small Kinetic Guns - Strong vs. None
*Nanite Fighter - Nanite Pulse Cannons - Strong vs. ?
*Drone (Automated Fighter) - Rapid-Fire Energy Cannon - Strong vs. Fighters + Corvettes
*Mover (Automated Corvette) - Rapid-Fire Plasma Cannons + Burst Missiles - Strong vs. Frigates + Capital Ships
*Defender (Anti-Mine/Missile Corvette) - Soon To Come!
*Junkyard Dawg (Automated Capturing Unit) - Soon To Come!
*Cleanser (Cleanser Class Frigate): - Rapid-Fire Energy Cannons + Antimatter Pulse Artillery + Burst Missiles - Strong vs. Fighters + Frigates
*Silencer (Silencer Class Frigate): - Heavy Plasma Gun + Nanite Cannons - Strong vs. Corvettes + Capital Ships
*Keeper (Keeper Class Destroyer) - Ion Phase Cannons + Nanite Cannons + Neutron Cluster Missiles - Can dock Fighters - Strong vs. Frigates + Capital Ships
*Beholder (Beholder Class Destroyer) - Antimatter Pulse Artillery + Rapid-Fire Energy Cannons + Nanite Cannons - Strong vs. Fighters + Corvettes
*Dreadnaught (Dreadnaught Class Battlecruiser) - Rapid-Fire Energy Cannons + Phase Array Cannon + Nanite Cannons - Can dock Frigates + *Destroyers - Shiphold 10 ships - Strong vs. Frigates + Capital Ships
*Redoubt (Light Defense Platform) - Coming Soon
*Fortress (Heavy Defense Platform) - Rapid-Fire Heavy Plasma Turret + Nanite Cannons + Antimatter Pulse Artillery - Strong vs. ?
*Resourcer (Automated Resource Unit)
*Matter Refinement Facility (Mobile Resourcing Facility) - Can build resource collectors, probes, and other mobile refineries? - Soon To Come!
*Ocular (Single-Burn Reconnisance Device) - also sens distortion and prox abilities
*Gravity Matrix Probe (Gravity Distortion Device) - Soon to Come!
Super Capital (listed in game as capital):
*Sajuuk (Super Battlecruiser) - Heavy Phase Array Cannon + Nanite Cannons + Heavy Plasma Burst Turrets - Can dock *Fighters + Corvettes + Frigates - Shiphold 10 ships - Strong vs. Capital Ships
*Foundry (Foundry Class Mothership) - Soon To Come!
*The Great Forge (Forge Class Shipyard) - Rapid-Fire Plasma Cannons + Nanite Cannons - More to come!
*Gnat (Standard Reconnaissance Unit) - Small Plasma Guns - Strong vs. None
*Hunter (Fighter Killer Squadron) - Rapid-Fire Small Plasma guns - Strong vs. Fighters + Corvettes?
*Reaver (Capital Killer Squadron) - Ion/Heavy Pulse Beam Guns - Strong vs. Frigates + Capital Ships + Subsystems (After 'Accurate Targeting Upgrade' has been purchased)
*Gremlin Gunship (Anti-Strikecraft Corvette) - Small Plasma Guns + Pulse Beam Guns - Strong vs. Fighters + Corvettes
*Demon Gunship (Anti-Frigate Corvette) - Small Rapid-Firing Fast Traveling Dumbfire Missiles (Salvos, rather strong but very inaccurate) - Strong vs. Frigates + Capital Ships
*Raptor (Antimatter Beam Corvette) - Antimatter Beam Cannon (beam made from extremely rapid firing plamsa gun, weaker than Demon's missiles) - Strong vs. Frigates + Capital Ships
*Bandit (Appropriation Corvette) - Pulse Beam Guns - Strong vs. Capital Ships
*Hornet Frigate (Hornet Class Frigate) - Very Small and Fast Rapid-Firing Missiles (homing) - Strong vs. Fighters + Corvettes
*Heavy Plasma Frigate - Rapid-Fire Plasma Guns - Strong vs. Frigates
*Reaper (Reaper Class Frigate) - Ion Beam Cannon (can overload to cause more damage but the recoil also damages the ship) - Strong vs. Capital Ships
*Strikecraft Production Facility - Soon To Come!
*Frigate Production Facility - Phased Pulsar Repeaters + Small Plasma Guns - Can dock 2 resource collectors + ? - Shiphold 10 ships + Has 2 module, 1 sensor slots
*Capital Ship Facility - Very Small Rapid-Fire Dumbfire Missiles + Small Pulse Beams - Can dock ~? resource collectors - Has 5? module, 1 sensor slots
*Utility Ship Facility - Soon To Come!
*Locust (Locust Class Destroyer) - Heavy Plasma Guns/Cannons + Rapid-Firing Fast Traveling Dumbfire Missiles (Salvos?) - Strong vs. Frigates + Capital Ships
*Dragonfly (Dragonfly Class Battlecruiser) - Very Heavy Plasma Turrets + Heavy High Yield Homing Missiles (use destroyer death explosions) + Pulse Lasers - Can hold 5 ships + Has 2 module slots - Strong vs. Frigates + Capital Ships
Demolition Facility - Soon to come!
*Sentry (Sentry Platform) - Rapid Fire Plasma Guns - Strong vs. Fighters
*Guardian (Guardian Platform) - Heavy Plasma Guns + Heavy Pulse Lasers - Strong vs. Frigates + Capital Ships
*Resource Station - Pulse Lasers - Can dock 2 resource collectors
*Retriever (Retriever Resource Unit) (uses a laser to salvage from asteroids, and a tractor beam to salvage scrap)
*Detector (Proximity Sensor)
*Shroud (Sensor Distortion Probe)
*Research Ship - Ship allows abilities to be researched
*Worker - Builds production ships
Super Capital (listed in game as capital):
*Scarab (Scarab Heavy Battlecruiser) - Very Heavy Plasma Turrets + Heavy High Explosive Homing Missiles (use destroyer death explosions) + Pulse Lasers + Rapid-Fire Plasma Guns - Can hold 10 ships + Has 2? module, 1? sensor slots Strong vs. Capital Ships
*Diadem (Sarac Mothership) - Small Pulse Beams + Small Plasma Guns - Can dock ~? resource collectors - Shiphold 20 ships + 5? module, 1 sensor slots - Can build workers, probes, and platforms
*Sentinel (Sentinal Class Scout) - Soon To Come!
*Enforcer (Enforcer Class Fighter) - Soon To Come!
*Stinger (Stinger Class Bomber) - Soon To Come!
*Ion Beam Corvette - Soon To Come! (two turrets, on on top and bottom, short range Ion Beams, thinner than normal
*Infiltration Corvette - Soon To Come!
*Manipulator Frigate - Soon To Come!
*Electrostatic frigate (Fury?)- weapon that charges, then fires lightning bolts - Strong vs. frigates + capital ships
*Point Defense Frigate - ion pulse weapons - Strong vs. fighters
*Saboteur Frigate (Minelaying Frigate) - Maybe To Come!
*Anti-Munitions Drone Frigate - Maybe To Come!
*Carrier - Soon To Come!
*Construct (Construction Base) - Very Small Salvo fired dumbfire missiles + More To Come!
*Obliterator (Obliterator Class Destroyer) - Strong vs. Capital Ships
*Decimator (Decimator Class Missile Destroyer) - Small Rapid-Fire Homing Missiles + Large Dumbfire Missiles - Strong vs. Fighters + Corvettes + Frigates
*Vindicator (Vindicator Class Battlecruiser) - Soon To Come!
*Defender (light) - Soon To Come!
*Protector (heavy) - Soon To Come!
*Gatherer (Resource Collectiong Unit)
*Processor - Soon To Come!
*Sensor Distortion Probe - (Also A Proximity Sensor)
*Hyperspace Inhibitor Probe - (Also A Gravity Well Probe)
Super Capital (listed in game as capital):
*Redeemer (Redeemer Class Heavy Battlecruiser) - Soon To Come!
*Leviathan (Super Battlecruiser) - Ionized Pulse Repeaters + Heavy Ion Cannons + Phazed Antimatter Array + Heavy Plasma Mauler + Drones + Soon To Come!
*Jäi-Maarus (Jägaar Flagship) - Soon To Come!
Hiigaran (additions to the original fleet):
*Liberator (Liberator Class Heavy Destroyer) - Heavy Fletchette Cannons + FLAK Turrets + Heavy Torpedos
Super Capital (listed in game as capital):
Lazarus (Super Battlecruiser) -
Vaygr (additions to the original fleet):
*Plasma Maul Corvette (Heavy Plasma Corvette) - Soon To Come!
*Arsenal (Heavy Anti-Frigate Capital Ship) - Fletchette Cannons + Penitrator Cannons + Heavy Plasma Pulse Cannon
*Battlenaught - Soon to come!
Super Capital (listed in game as capital):
Vanguard (Super Battlecruiser) - More To Come! - Strong vs. All Strikecraft
Get the current unpacked version here:
Not Available at this time.
Unpacked version installation instructions:
Download and extract all three compressed files to your Homeworld2 - Data directory. Then create a shortcut to your Homeworld2.exe, and add the -overrideBigFile command to the target line.
Or get the current packed (.big) version here:
Packed (.big) version installation instructions:
Download and extract all the Crossfire.big file to your Homeworld2 - Data directory. Then create a shortcut to your Homeworld2.exe, and add '-mod Crossfire.big' to the target line.
Current Release Notes:
--The only changes from version 0.1 are that we fixed the Locale Error (I.E. description being screwed up).
--While the Progenitors are playable, several elements of the race are slightly incomplete. Most notably the icons, the research upgrades and the ability/weapon upgrades via research, the Light Platform, and the Defender. These will be
implemented in the future.
--This is an early release and thus the new races and ships are not completely balanced. Especially with the inclusion of Sajuuk as the Progenitor Super Battlecruiser while the other races still lack their SBCs.
*The music track title will not be displayed when first starting a skirmish game. When the next song starts, or the skirmish game is restarted, the title of the first song will be properly displayed.
*Occasional CTD or lag when zooming to sensors as Progenitors on some maps. We are not yet sure why this is happening, so please PM me if it happens to you.
*Occasional CTD when loading a Skirmish battle on some maps. Again we are not yet sure why this is happening, so please PM me if it happens to you.
*Sometimes the Foundry refuses to launch constructed AttackDrones until the entire build queue is finished.
*Progenitor Defender is not yet working, we haven't had the time to tend to it.
*Progenitor Keeper will ignore any ships in its path while attacking. This occasionally leads to it ramming into enemy Capital Ships and promptly exploding.
*Frequent CTD when Progenitor Fortress is built.
*Occasional CTD when Vagyr Plasma Maul Corvette launches.
Please report to me any bugs that you encounter using PM either on here, or the Crossfire website.
ROSTER OF OPEN POSITIONS:
I don't care if you have an hour to work each night, or 3 hours out of a week, that's your perogative. As long as you finish your work when you say (or provide proof of progress if there's some reason that you don't) you'll be accepted. You will also receive credit for any work that you do for the Crossfire team, and all rights to your work (unless the job is shared with another person/s in which you have half the rights, and any distribution of that work would require consent from both/all of the creators). Any quick/one-time work will still receive credit (even just testing/debugging).
***Anybody who can make textures is needed, and if you also have any UV mapping experience as well that'd be great though I can UV map the models myself if you can't.
*Anybody who can work on scripting (weapon, ship, fx, etc), 2D/3D Graphics, Dockpaths, Modeling, Animations, etc, or just plain Testing and Debugging would be granting extra help that would speed up the development of the mod.
**PLAYTESTERS! Now that the release is out we need playtesters! No application is required, just send me a PM with your results, or even just comments/opinions of your gameplay experience.
The Main Crossfire Team (updated at the time of last release, but team members can PM me if I forgot to include your name here):
Crossfire at Moddb