Older, yes. Wiser, I hope so. Busier, I look back at the time I spent with HW2 and can’t comprehend how I could be that focused again…
Sorry for the long story in advance…
I have been modding for a long time, starting with rewriting code on data casettes on a VIC20 (warfish!) to doom and duke nukem levels, command and conquer bytecode editing and then into the quake era and total annihilation. Homeworld one in general was too much fun to play to spend time modding and enjoyed the mod work of others and just tweaked around the edges. The engine limitations also presented a large barrier.
When homeworld 2 came out I was eager to dive in since I was able to quickly realize how flexible the engine really was after decompiling my first big file and reading through the extensive documentation and toolset that was provided soon after release. I won’t lie, it was frustrating, tantalizing and infuriating to see how close the HW2 engine was to the space RTS engine I had dreamed of since HW1 was released, and the mod community pushed it Hard. Months of fighting the toolset, lots of cheap beer, late nights and millions of Polys, hardpoints and pixels later Warlords was released. There were also so many great community contributions, discussions and tools and experiments, ridiculous experiments that payed off big. But as time went on it was obvious that there would be no more support, that many of the engine limitations would never be resolved in an efficient manner (lua version, sob group control, collision issues, hardcode on races, hyperspace wtf ,toolset support, etc) and it was time to move on. I don’t believe I released a definitive version of Warlords beyond .6 and even that had some scripting errors that broke research and game modes.
At that point I made the source models and textures freely available for any mod, shelved warlords and currated mods for a few other games such as empire at war before moving into sins of a solar empire (great thanks to Lavo on continuing SOSE to this day) I also continued to create models and textures on a special request basis, but moved most of my modding time into coding from scratch. Much of the last 5 years has been spent with xna, directx11 learning the core functions of a game engine and making small prototypes of various gameplay ideas. I even came close to getting a hw1 like game out of proof of concept but realized that it would never scale without extreme effort and time and how I hate UI coding with an infernal passion.
Between family and work my time to mod has been reduced significantly and my desire has been focused on a lot of different gameplay ideas. That being said I am very excited to see what remastered brings.
TLDR; will we see another warlords? Depends on the efficiency of the toolset\conversion and if some key features or limitations got addressed. Otherwise I have some original universe ideas.