Homeworld Remastered Collection

Homeworld Remastered Collection

[9CCN]FX:Legendary Fleet 1.0[ENG]
79 Comments
star_krafter 6 Feb @ 3:32am 
Thanks for keeping this mod Maintained.
TTV/Crimsomreaf5555 7 Nov, 2020 @ 8:50pm 
yet another mod that does not work anymore
the Way of Mandalore 14 Oct, 2018 @ 1:42pm 
this mod does not work
Csimbi 9 May, 2018 @ 8:55am 
@Unlimited_X
Thanks! You might want to include that in the description above so it's easy to find.
I tried the mod you linked already. The first mini-campaign crashes at some point, while the endurance mode was uninteresting to me personally (I am after campaigns with good stories).
Unlimited_X  [author] 9 May, 2018 @ 4:39am 
@Csimbi I'm sorry to say but after GBX introduced the 2.x patch a bunch of 'old format' mods could no longer be adapted(read my comment below). The survival campaign has been added in FX:Galaxy though and you can try it there (bear in mind that there could still be glitches or bugs, but it's surely runnable). Here's a link to the workshop page of FXG(eng ver): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=423694988
Csimbi 8 May, 2018 @ 11:37am 
Crashes the game with an access violation when I try to start the game.
Could not even try...
TennoTea 9 Jan, 2017 @ 4:33am 
So how to run this mod in Campaign? I subscribed and Downloaded it but all it does is break the game by only having Player vs CPU and campaign. Help?
FORCE-A-NATURE 9 Apr, 2016 @ 4:29pm 
How do I actulay get this to work?
ngsm 2 Mar, 2016 @ 10:57am 
When try run your mod , on first mission the game crash
seeing log says this
Warning, screen with name NewResearchMenu does not exist
Trying to retrieve strike group index 9, no such strike group.
HGN_HSCORE is marked as salvageable in the shiptuning but has no salvage points!
parameter: attempt to call global `getGameRubric' (a nil value)
stack traceback:
1: main of string "" at line 88
Error: Universe::createSquadron: could not find ship type (nccn_SiMuXiao) -- FATAL EXIT -- sobfactory/117:! --stack trace--
Veronw 26 Jan, 2016 @ 10:21am 
Hm, I wonder why they decided to change the file structure for the camp in the first place, either way, thanks for the reply :) Surprised there isn't a way to inject the units in just mission 1 and roll off from there, but I assume that the adjustments that worked previously no longer suffice. Think I'll pick the brains over on the HWR forums, see if anyone has any ideas that could help quick fix it.
Unlimited_X  [author] 26 Jan, 2016 @ 1:50am 
@Veronw File structures (especially for the campaign) has changed a lot and I don't think it's easy to handle all the issues. I guess the coming "merge" with FX:G won't include the whole campaign either, for it costs too much to dig in and maintain the original missions. We'll consider reintroduce some campaign mission as separated 'mini-levels' (just like the survival mode and "extra missions") instead, for we only have limited time and will focus mainly on the RPG mode.
Veronw 25 Jan, 2016 @ 10:15pm 
Would it be a relatively easy fix for users? Or would it require some more fine tuning than a steam comment could provide?
Fingerless 25 Jan, 2016 @ 12:29pm 
Ah, okay. Good news :)
(I just love having the OP fleet XD)
Unlimited_X  [author] 25 Jan, 2016 @ 12:24pm 
@ FewFingerDeathPunch we do have plan to merge FXLF(this) with FX:Galaxy in coming updates. We're currently working on the Chinese translation of <Desert of Kharak> so that plan is suspended at the moment, but I guess it won't take so long...
Fingerless 25 Jan, 2016 @ 10:52am 
Are these mods ever going to be fixed to work in the current version of the game? They're fantastic and it's a real shame to let them die when if you do fix them they'll never have to be updated again
Fingerless 31 Dec, 2015 @ 3:29pm 
Just managed to get a glimpse of the mothership before it vanishes in the first level too, turns out it was marked as an enemy ship, so uhh..yeah
Fingerless 31 Dec, 2015 @ 3:18pm 
Uhm, I really enjoyed this mod but I recently tried to play through the campaign again and it fails to load any of the missions (not from saves, just from starting the game again from any point) Any ideas?
gotomars5 14 Aug, 2015 @ 12:59pm 
Did they do somthing in the last 2 weeks i was playing the campaign just fine. the only time i would get that Access Violations thing was if i load into a new game while i was playing the game . Now when i load a mission it crash, or if i load a save campaign i get Access Violations. If i turn off the mod same thing except the first mission will run. It seems like somthing with the script if u need my info please let me know i want to help fix this was so close to beating the campaign againe.
Decagon 30 Jul, 2015 @ 4:04am 
I hate to be constantly reporting Access Violations, but I get them in level 11 and 15 of the HW2 campaign, the latter being only when the second hyperspace signal is detected. Why am I getting all of these errors?
Decagon 26 Jul, 2015 @ 12:22pm 
Oh, and make that level 10 in the HW1 campaign as well.
Decagon 26 Jul, 2015 @ 4:16am 
I keep getting a Access Violation error in the first level of the HW1 campaign, at the moment that the first Legendary Fleet ship hyperspaces in. Is this a known problem?
Shadow 13 Jun, 2015 @ 10:42am 
Yeah loading the HW2 campaign didnt work, but i did give me some buttons to click on the extra missions page, but they had no text in them. and they looked like they where part of a collaspable menu that had been collasped. Though i think they where not a part of your mod as they where tutorials missions, how to control stuff. Will wait for a update though looks good from the screen shots.
Unlimited_X  [author] 13 Jun, 2015 @ 8:58am 
@Shadow I'm not sure(since stuffs are a bit messy here now), but I'm afraid that the changes (newly-introduced Extra Mission) would have the same effect ragardless of Campaigns loaded. You can try that out, but I'll suggest waiting for an update.
Unlimited_X  [author] 13 Jun, 2015 @ 8:35am 
@Shadow After the most recent update, new changes has made this mod to fail in that case(HW1 Camp.). I'm looking into it these days and will try to get a FIX version soon.
Shadow 13 Jun, 2015 @ 6:11am 
For some reason even though i boot HWR with the Mod and the HW1 Campaign i still see nothing related to the mod. Am i doing something wrong and being a durp or is something wrong with the mod?
Nyaal 10 Jun, 2015 @ 5:10am 
no tutorial, broke all textures and models. extramissions crashes the game.
Bocaan 27 May, 2015 @ 1:33am 
sorry i mean the picture of the kadeshi mothership firing her gun
Bocaan 27 May, 2015 @ 1:32am 
oh no the evil ccp amaarian avatar is in homeworld!
jomo mojo 13 Apr, 2015 @ 2:45am 
Awesome- thanks for answering. Keep up the good work!
Unlimited_X  [author] 12 Apr, 2015 @ 10:38am 
@Ranik Check the "tutorials" to see if you have a forth Survival Mode. The skrimish isn't changed for now - new stuffs are in survival & campaign.
Liter of Cola 12 Apr, 2015 @ 10:22am 
So whenever I load the mod up, it starts the game but when i get to the menu and start playing nothings changed from the vanilla version. Any help here?
Zenduz 29 Mar, 2015 @ 6:44pm 
anyone else getting crashed starting the mission to collect the bentusi core in HW2?
Queco Jones21 28 Mar, 2015 @ 10:37pm 
Great mod, love the unique ships. Just wish there was a way to have my destroyers and battlecruisers along with the 9CCN ships. In my last run I had to retire all 5 destroyers just so I could build my cap of 2 battlecruisers (HW2). Other than that, great mod!
Ghost 28 Mar, 2015 @ 9:23pm 
@ Unlimited_X Good news, I think I got lucky! During the ending scripted event my ion frigates took the base. . . =D Thank you! This mod is great. Having a blast!
Unlimited_X  [author] 28 Mar, 2015 @ 11:39am 
@Ghost Try lowering graphic settings? I do get some reports that even they followed the designed way( lower the outpost's hp below 75%) they still got a crash, while some of others can even capture the outpost without crash(and get two outposts). If that didn't help I would suggest ignore the outpost; in future versions I'll consider a change to fix this.
Ghost 27 Mar, 2015 @ 10:33pm 
In M06 when I "Hit Em Hard" the game still crashes and says "access violation in several different languages. . . Any ideas?
Unlimited_X  [author] 27 Mar, 2015 @ 3:50am 
@Ent There may be future updates with other survival modes (not very near though - I'm super busy these days). The current survival can't be too hard to scare new players away;) Maybe I'll do a difficulty ranking for different missions when they're introduced.
Ent 26 Mar, 2015 @ 4:30pm 
@Unlimited_X his mod gives you unique FX units through the story (to be more specific, HW1 in m01/04/10, HW2 in m01/02/06/10)

After beating the survival I was hoping that it would be every missions xD And the difficulty could ramp up. The units are really fun to use.
DigitalQuack 25 Mar, 2015 @ 8:14am 
can u add them to the sklirmishes also ?
Unlimited_X  [author] 25 Mar, 2015 @ 12:58am 
@voidrunner_lxix It's like that "Royal Princess" shipyard. They are builders in the original FXC, but in FXLF they work like "support bases" that can dock and fast-repair ships. The outpost also have a self-defensive heavy turret array, which makes it a more versatile unit.
CrankyMcDuff 24 Mar, 2015 @ 10:24pm 
Love the mod, but the "Sweet Home" outpost has me a bit confused. Can I build stuff with it?
DigitalQuack 24 Mar, 2015 @ 11:58am 
Dude this looks sick if i was the ceo of gearbox i would hire you with no doubts
ĒQPD Deputy Niners 23 Mar, 2015 @ 11:33am 
SO AWESOME for hw:rm campaign :D. So refreshing!
Singrana 22 Mar, 2015 @ 11:22pm 
Any idea on a rough E.T.A for a working (and decently balanced) MP mod? the sooner we get a usable version the more likely FX will "win" the battle for hearts and minds of the HWR playerbase, and i for one consider this to easily be the best one from HW2 and would very much like it to be so in HWR
Forty Keks 22 Mar, 2015 @ 4:57pm 
I have a question: the units you get on the campaign are spawn at random or is there a way to pick them during the missions?

As for skirmish for now I can suggest you could replace the relic option for one of these beacons that let you spawn only one squad or ship for the player that caps it.
Or add some of the smaller ships on crates that anyone could find, like in the Complex mod
Unlimited_X  [author] 22 Mar, 2015 @ 12:35pm 
@jomo mojo Don't worry your computer is fine:). This is a sort of protection we add to prevent theft, seeing that "don't blablabla" file is just how it works. 9CCN ship access in other gamemodes (such as skirmish) may be later introduced so stay tuned :)!
jomo mojo 22 Mar, 2015 @ 12:04pm 
Love the mod- the vulcan is awesome. I am a noob modder and trying to mod your mod for my personal use. Namely, I want to make some of the 9CCN ships available for construction at super high costs. When trying to extract the .big my program crashes I get a file that says "dont ever try and extract me"

So: is this you trying to protect your work from getting stolen, or your fans from themselves? I understand both, but more importantly did I just infect my computer with something?
Unlimited_X  [author] 22 Mar, 2015 @ 11:40am 
@AliBenKenobi This mod gives you unique FX units through the story (to be more specific, HW1 in m01/04/10, HW2 in m01/02/06/10). According to me, you'll feel the campaign in a different way since these units have their very own characteristics. And HW2's mission 15( return to hiigara) is greatly modified - I'm sure you'll experienced something new:) Can't promise these changes are "better" than original RM, but we did want to make the story in a different taste with these honored FX units.
AliBenKenobi 22 Mar, 2015 @ 10:57am 
Thx 4 the info! I have only played 3 missions in hw2 story yet. Does this mod enhance the the story mode or is it better to play original RM? I remenber playing a single player mod for cata back then where you would have a lot more infested ships from mission 1 to end. I really made the story mode alot better than the original.
I hope i can play something like fx 1.72 again in multiplayer soon. Would really help because it was balanced better than RM is now.
WildHeart|GENESIS| 22 Mar, 2015 @ 10:26am 
The FXmod is not fully ported over from HW2 yet. Consider this a preview. In this version you can only try the new Survival mode (Tutorial) and see (some) of the FXmod ships appear in the campaign.