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PDS 7.3.1 available
Cobalt Shiva
All good points, Relaxation. I guess I'm just a bit old-fashioned.

In the big fleet engagements, I've noticed one thing above all: it is next to impossible to get a ship out of the fight once it is into the fight. That goes for fighters as much as capital ships. Retreat is almost always suicide.

It's not that I try to always play Jutland-style, it's just that - given the psychology of human-on-human engagements - most non-scenario games end up that way. Against AI, sure, I'm all for variety.

Points on the Vaygr attack cruisers understood and recognized. Makes it fracking hard for the AdM to win any line engagements, so I suppose they'll have to avoid those strategically. I have to say that the Vaygr 'engines' approach doesn't seem to be paying off...an awful lot of CA crews must be biting it out there, because no cruiser can outrun HGN bombers, and they don't have the armor or firepower to hold them off.

Um. Would putting more HVM launchers on the CAs be an acceptable solution? HVMs are scary, they give hitting power, and they wouldn't draw power from the engines.

Which reminds me - Vaygr LACs? I'd say, either make them automated or face a massive slave rebellion. Attrition rates in LAC squadrons are horrendous.

Awesome work, guys, glad to see the community is still going. Had my doubts there for a while.
Edited by Cobalt Shiva on 03-10-2006 21:36
"This is tactical control..."
 
bandy019
The Vaygr Failaka class corvettes can make Hiigaran admirals poo their pants on a regualr basis. Try out a duel with 3 Failaka squadrons against an Arbiter class. As soon as the Arbiter is within sensor range give them a direct attack order and watch the fireworks. I would be thouroughly surprised if u lose more than 3 units in the entire attack which should take no more than a few seconds.

I rarely use the Vaygr capitals because quite frankly they are outclassed currently by their Hiigaran equivalents. When engaging a Hiigaran fleet containg multiple capital class vessels, the LACs are actually quite useful. If timed correctly, LAC squadrons supported by an AlKhalid can devastate an enemy cap ship. The LACs draw away most of the PDS fire which allow the missiles launched from the top rack of the ALKhalid to reach their intended target unscathed with devastating results. Try it out. (Dont try it out on a Deliverence class however because it wont work. Nothing ever does. Its the big bully in the playground. Accept it or lose y0ur lunch money the hard way.)
 
Homdax
I just made a BIG file of this. Zipped it up and is shortly available at the URL: http://www.pds.homeworldaccess.net/do...PDS731.zip
80,5 Mb.

Looks great, Sun, Inert! :beer:
king-o'da'bigfile
 
EviLincarnatE
Woohoo! Go Homeboy! I cant wait to try this baby out!Grin
 
Mostly harmless
Could a lirhraa be placed in the battlecruiser, big ship support catogory as well as where it is presently? I have always wanted the option to choose. Multiple lirhraa or a deliverance.
 
TelQuessir

Quote

When all the fecal matter hits the rotary impeller, I don't need buzzwords, I don't want network-centric warfare or an integrated battlespace, I want tough, reliable, simple ships that work. This is war, not a Defense Department think tank.


Enough tools are already provided for attrition-based warfare, while NCW and stuff like that presently function in supporting fluff. Priority should be given on the part of developers to create gameplay tools to make technological/doctrinal superiority concepts viable versus en masse employment of brute force.

Most of these things don't need micromanagement, like 'witches' giving small escort craft radar shadowing automatically, and capital ships with excessive electronics capability bestowing own-taskgroup units with fire control bonuses. Not a big bonus, but noticeable against less organised opposition. If full scale war results with datalinked ship formations engaging equally well equipped opposition to V7 like classic mayhem, that's war to you, but don't diss the fluff.

It is what makes PDS separate from the rest of them CnC/Starcraft clones out there. No one wants to read about how a 100 ship taskforce faces off with another 100 ship taskforce piecemeal, veteran fans of the space ballet genre want to see how it is done and what is working under the appearance of order wrought from chaos.

Thats why you see all the technical terms held in RL like importance here. Does it affect the conduct of semi-automated TF warfare or reduces the amount of firepower you can field? Quite the opposite, because it makes all the difference in RL ops if you have a quick reaction artillery battery tied to your advance maneuver groups, ready to provide fire support at a moment's notice.

The fact that even in stock HW2 you can reorganise a fleet a hundred times over in an hour to suit a changing battleground without any shock to the fleet's efficiency already points to a highly mature NCW-like doctrine and just about perfect crew training that allows seamless dynamic integration with varied arms and force structures - all in combat. Should fluff be modified to say that everyone is using drone ships for attrition warfare (esp. for hazardous assault roles) these days?

I find that community initiative is one thing, and quality and adherence to organisational identity another. That's why administrators like myself exist. Prove me wrong. And then you'll have a wonderful game in which you yourself plays an active role in shaping.
Edited by TelQuessir on 09-10-2006 02:14
 
Sun Tzu
So I finally get hold on a PC and a PC Homeworld 2 CD. I try 7.3.1 to see that there were still bugs with UI text :/

Now that I can see them, it's easier to fix them.

I attach the fixed UI files (together with some typo and grammatical corrections).
Sun Tzu attached the following file:
ui_731_files.rar [17.47kB / 395 Downloads]
 
BoinKlasik
Any time i try to download the 7.3.1 version I end up getting a page that says invalid key or missing file. Anybody have an alternate mirror or a fix?

edit mroe info: I have tried both the link in this thread and the direct link listed later, it is after i press "download file" that it shows this screen (normally its the page you just get to "click here" and the dl starts)
Edited by BoinKlasik on 19-10-2006 06:16
 
Homdax
Did You try the link listed in the Download section of this site?
king-o'da'bigfile
 
Sun Tzu
I assume that the issue was connected with FileFront's recent classifying 7.3.1 as an 'official' release. Check out this url:
http://files.filefront.com/PDS_v731/;5462831;;/fileinfo.html
 
BoinKlasik

Quote

HomeBoy wrote:
Did You try the link listed in the Download section of this site?


odd even though the download link forwarded me here:
http://hosted.filefront.com/PDS72
which is what was origionally posted anyway, the file downloads now, mabye my network was just being stupid.

thanks though.
 
Mostly harmless
Had a wee fiddle with offensive counter for my own enjoyment. Thought i would let other enjoy it? Sorry if i cause any offense.

I find it very hard and every so often they enemy hyperspace on top of you with a overwelming fleet. Its far from a perfect fiddle.

It pops in leveldata\campaign

Looks alot like the other one but at the bottom of scenarios. Leaves the Original to compare.
Mostly harmless attached the following file:
rapid_counter.zip [11.94kB / 347 Downloads]

Edited by Mostly harmless on 26-10-2006 03:11
 
Dominatus

Quote

bandy019 wrote:
Just pick and choose what parts you want to upgarde Dominatus. Dont change any of the ship folders that you like as is and just change up the building and research scripts a wee bit.

Umm... Editing the files for the game is a bit out of my league right now.
I do not even have a clue where to begin... :no:

Quote

bandy019 wrote:
By the way, any luck fixing the graphical problems you described in the other thread?

Yes, actually. Turns out my game undid my changes when I told it to use the advanced details, and turning them back on really messed up the shadows, so I have to turn them off.

I never knew I was missing so much detail... so many antennai... Shock

The mesh and textures are still messed up on the Praetor though (near the engines and behind the bridge).

Quote

Relaxation wrote:
Um, have you tested my version yet?

No, because I thought it would permanetly mess up the existing game, and it sounded like the changes you made turned the Praetor from a vessel that could hold its own long enough to escape a bad situation into a vessel that had tissue paper for armor and spit-wads for weapons...

I could try it, but what if I want to revert it? I do not know which files need to be backed up...

Quote

Relaxation wrote:
You've also never appreciated the challenge of the older PDS mods, which the majority of the community does. Back in the days of Penguin Mayhem, there was a constant flux of power between H n V - in some releases, Vaygr would have the advantage over the Hiigarans and vice versa.

True. I have no clue what you are talking about when you say "Penguin Mayhem".
What comes to mind there is a rather comical image of penguins running amok in the city zoo... Grin

The only PDS I have ever known is 7.3.0 to 7.3.1...

Quote

Relaxation wrote:
Hawks - aesthetically no different to Progenitors. It also acts as a second set of Avengers - not how they should be tactically employed or rather fair.

I think they look really cool. I have never seen anything like them, and I love the little buggers. I use them exclusively for my drone flights.

Perhaps you could make some weapons loadout changes that turn the Hawk into a real space superiority fighter? Make it faster and more maneuverable: no onboard pilot means it can go as far as the frame can take it. More erratic flight patterns to evade point defenses and missiles, and more agressive behavior would also be keeping to the "telepresence" control for such units. After all, the pilot is not in harms way, and should be more agressive with the craft, and the AI wingmen follow his lead.
 
Chewy
I am actaully glad that the deliverance is going to be removed although i just discovered PDS like 5 days ago i was able to defeat a Al-Khalid with my Deliverance with only taking maybe 5% dmg?

I just bandboxed all his modules and my deliverance would just dance around the ship knocking them out one by one. Heck the Al-Khalid used his nose ion beam maybe 4 times total.

Also can anyone tell me waht all the spheres represent? Like how the nightengale III has a white sphere while the deliverance has a teal-blue sphere around it.

Another question i have is exactly how does the autodock script work exactly? My strikecraft would have one ship left and 1% life left and still would continue fighting w/o docking at all.
 
TelQuessir
Spheres - support frigate white sphere represents distance you need to park a damaged ship (or vice versa) next to the FS for it to assist in repairs.

For carriers and battlecarrier hybrids the spheres represent command and control bonuses (as well as masking for small escorts) for its immediate task force.
 
Mostly harmless
If you do remove the Deliverance can the Prince of Hiigara V(I?) get those args(640x2?). Its too pretty a sight to lose.

Could you also increase the squadron size of the Khopesh to three? Increase the cost of them by a half also. So they survive a little longer. Failakas eat them.
 
Chewy
Question

is the harsuuk's health correct or in fact is all the numbers for damage and health correct? I find it odd how i can bring all my weapons to bear on something like a sorceress III or kaghan and my harsuuk would lose by a large margin.

For example i was playing a game with the AI and an Al moukar started to blast on my harsuuk. I would lose 10% health basically per ion salvo. While when i face an Al khalid with the harsuuk i acutally last long against that the al moukar. Am i just misunderstanding something?

Also regarding my questions about the sphere colors if white is repair support then why does the heavy fight and marquess b also have them? I can kind of see why marquess b would have this since its labeled as a secondary repair dock but a fighter??

Also is there a way i can find out what bonuses the other colored sphere does. Like i want to know if the imperators external aviaonics bay is important enough to not build a 2nd harsuuk or if i should keep my arcadia in the front because of the purple sphere
Edited by Chewy on 12-11-2006 04:36
 
Sun Tzu

Quote

is the harsuuk's health correct or in fact is all the numbers for damage and health correct? I find it odd how i can bring all my weapons to bear on something like a sorceress III or kaghan and my harsuuk would lose by a large margin.

For example i was playing a game with the AI and an Al moukar started to blast on my harsuuk. I would lose 10% health basically per ion salvo. While when i face an Al khalid with the harsuuk i acutally last long against that the al moukar. Am i just misunderstanding something?


Hgn carriers are conceived as support ships, unlike their Vaygr counterparts. The Mouakar weapons pack more punch in less time, compared to a Khalid (which is far more resilient). This being said, I believe the haarsuk/praetor is there to be improved.

Quote

Also regarding my questions about the sphere colors if white is repair support then why does the heavy fight and marquess b also have them? I can kind of see why marquess b would have this since its labeled as a secondary repair dock but a fighter??

Also is there a way i can find out what bonuses the other colored sphere does. Like i want to know if the imperators external aviaonics bay is important enough to not build a 2nd harsuuk or if i should keep my arcadia in the front because of the purple sphere


Do you know that PDS did not change at all the (ugly) stock HW2 colour system? Pfft Support influence (repair rate and so on) and sensor distorsion are both represented by white in HW2.

There are 27 multiplier variables and probably over a dozen abilities with influence zones, ie approx 40 different things that can be represented with different colours. So you must make choices.

I attach a small file to patch on the PDS install, that plays a bit with those colours. Look into the file with a text editor if you need info. As you will see, it is easy to change or add colour settings if you like.

Edit: if several spheres have the same radius, only one will be displayed. So if you want to see them all, you must slightly modify the radius in the ship/subsystem files.
Sun Tzu attached the following file:
abilitiesandmodifiersuicolours.rar [638Bytes / 361 Downloads]

Edited by Sun Tzu on 12-11-2006 22:49
 
TelQuessir
Haarsuk and Imperator require a V9/V10 like battlespace for proper functionality - otherwise the close ranges of V7.x or before won't give them leeway to employ fighters and strategic missiles to maximum effect.

----

The Deliverance was conceived as a centrepiece of a non-battleship centric force - and as such represents a more 'modern' variant of the PoH.

Seeing no recognition of the ship's role in any discussions, no effort will be made to push for removing it. At the end of the day, these custom platforms built on stock HW2 ship models are my creations, so don't waste my time if you either won't or can't hold a proper discussion regarding their fate.

If you want to think otherwise, go spend the time necessary in adding 50-odd manually placed hardpoints on a HW2 ship using HardED then code out something resembling a WW2 battlecruiser in terms of weapon density. Lovely aren't they?
 
Chewy
thx for the color mod sun tzu

Quote

Seeing no recognition of the ship's role in any discussions, no effort will be made to push for removing it. At the end of the day, these custom platforms built on stock HW2 ship models are my creations, so don't waste my time if you either won't or can't hold a proper discussion regarding their fate.


what exactly is the role that you envisioned tel?

So far i see it as a mobile attack carrier more then anything else. So far i've just used it to strike at weaker ships or assualt weapon systems on large ships. Its proven to be pretty effective by using strikecraft and corvettes as a fighter screen then sending in the deliverance with destroyers tailing it.
 
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