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PDS 7.3.1 available
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| Sun Tzu |
Posted on 25-12-2006 10:18
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Posts: 528 Joined: September 08 2005 |
I've been toying with CFHodEd for a while and it's rather easy to put a model (ie meshes + texture) into a fully functional HOD with it. For example, this is another try with the Thunderbolt heavy version (just taking a plasma tube from the Lavi, and messing things up with Wings3d and CFHodEd) : ![]() So no, Maya is not needed to import ships into HW2. But of course serious work with the meshes or textures require some real skills and time. FX Taiidani models and Cush models have no color stripes and no badge. Color stripes are relatively straightforward to do: it is just adding alpha channels to the diffuse and glow textures. If you have Photoshop that is rather easy to do (or the Gimp if you can go around its bizarre way of handling alpha channels). Oh and the base textures are exported in one click by CFHodEd. The badge thing is more complex as it is done in the mesh. Thanks for your suggestions, mrWho! I would agree with many of them. However, I'm working on a significant change with unitcaps and more generally how you get new units that will make the issue of individual costs/roles a secondary one. In this respect, if you have any ideas of what would be a few typical Imperial Taiidani units (10 squadrons max), that would help me adding stuff into the concept. Edited by Sun Tzu on 25-12-2006 10:41 |
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| mrWHO |
Posted on 25-12-2006 18:22
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Posts: 485 Joined: September 02 2005 |
Quote In this respect, if you have any ideas of what would be a few typical Imperial Taiidani units (10 squadrons max), that would help me adding stuff into the concept. I think that in initial stage, ITN (imp. Taiidan Navy) should be a mix of HGN and Vay tactic. I mean: they should be high tech weapons, fast and manuverable ships (just like HGN, I think about new Taii ship like QJE and Shamshirs more than HW1 refited ships) but they would rely more on brute force and firepower (like Vays) than tactic and fancy stuff of HGN (I mean for example their light assaul carriers Marques-A, they are not very powerful in numbers/stats, but when used in good way they are beasts ).Naturally, despite heavy industrial level of Imperial Taiidan regions those ships would be very expensive so their Task forces would be smaller than typical HGN. If you compare HGN fleet to ninja team, ITN fleet would be like SWAT team that would reather blow up whole door than sneak around of them . |
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| yasotay |
Posted on 26-12-2006 04:10
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Posts: 637 Joined: September 09 2005 |
I agree that the ITN would be very firepower oriented, because they would have to have more for the smaller organizations they field at the moment. Mr. Who is correct that the QJE and Shamshir would be good starting organizations, since both are (by PDS'verse canon) Taiidan designs that they produced for the Vaygr. I think that the ITN at least in the early stages of conflict would prefer long range engagement to try and even the odds before coming to terms. i would not be surprised to see the ITN with a Vaygr destroyer hull with two missile arms instead of the one on current Vaygr designs. If the ITN is coming out then they might even sortie with the Vanaar Jet, which they have kept classified from the Vaygr. However the Vanaar with its massive weapons loadout would be 8000 RU at least. Its use would severly limit the availability of other units, so as not to give the Uberfleet. It would however turn the balance of power from the current lead by the HGN in capitol firepower. If we finds someone to do the texture work, I have the new Taiidan frigates and carrier files from the Tanis shipyard. |
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| mrWHO |
Posted on 26-12-2006 14:49
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Posts: 485 Joined: September 02 2005 |
http://forums.relicnews.com/showthrea...e=12&pp=15 Scroll a bit down to see some kickass Taiidan fighters concept arts. There should be few more concepts few pages back. BTW ships ideas for ITN: Inteceptor- base on HW1 scout hull, with enchanced main body and two light long range missile launchers. Armed with two kinetic plasma miniguns and two long range anti-bomber missiles. Good as inteceptor, poor as dogfighter. Medium fighter- base on HW1 inteceptor, armed with one kinetic plasma minigun and Taiidan version of Assault ion cannon. Medium bomber- (HW1 bomber) armed with twin fusion missile launchers and two plasma cannons (same as Vaygr Saracens have). Assault bomber- (HW1 bomber) armed with 4 more external medium missile launchers. slower and less agile than medium bomber. Heavy drone fighter- base on HW defender, fragile but mass produced and armed with 3 kinetic pasma miniguns. Light assault corvette- base on HW1 light corvette, two plasma cannons and one bottom exernal fusion missile launcher. Less armed than bomber but with better armour and engine output, better for fast hit & run strikes. Heavy assault corvette- base on HW1 heavy corvette, armed with 4 assault ion cannons. Good frigate killer. Recource collector- base on HW1 repair corvette, asteroid harves and field repairs. Shamshir A - same as Vaygr Shamshir B - same Shamshir C - same as vaygr. Edited by mrWHO on 26-12-2006 18:54 |
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| yasotay |
Posted on 26-12-2006 15:57
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Posts: 637 Joined: September 09 2005 |
Thanks for the Relic thread! I had missed that one for some reason. You are right that there are some great ideas on that thread. Sadly I cannot even get the BBX done it appears. Sun Tzu is considering putting the Vanaar Jet in game to give it a try with EE's original coding, just to put some "new blood" into the PDS'verse. I take it that from Sun Tzu's comments above that there is a potential for some of the 2nd Gen Taiidan models to be put into PDS with some work done on them. |
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| Mostly harmless |
Posted on 26-12-2006 18:46
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Posts: 141 Joined: September 15 2005 |
Is it me or do Vaygr strikecraft have a dogfighting edge were hiigarans are big ship munchers? Always though a Awacs frigate would be nice. An old Ion cannon frigate with only point defence. More vaygr ships would be nice as there are alot more hiigaran ships currenly. The way that we're currenly going, is the Haarsuk not a shipyard replacement? For missions and campaign only. I like the arbiter. It has a kinda brawler feel. |
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| mrWHO |
Posted on 26-12-2006 19:20
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Posts: 485 Joined: September 02 2005 |
Any news on Taiidans? I mean does FX team or EE gave us a permission to use their ships?? Anyway, More Taiidan Ideas: Escort Frigate- (base on HW1 Assault frigate) armed with 4 anti strike craft Ion cannons and few additional 50mm flechete reapeters (same as Vaygrs) turrets and two plasma bomb launchers (upgraded HW1 version of weapon with same name). Light destroyer- (base on assault frigate)- 4 anti strike craft assault ion cannons(ICA) and two medium ion cannons (in pace of plasma bomb launchers), no additional turrets but it have additional external engines (like Vaygr Chevalier DL). Fire suppresion frigate- (base on ion cannon frigate) armed with heavy ion cannon and two external fusion HVT launchers (kinda like HGN lorithgen or Vay Merkavah frigates) EW/flottila leader frigate- (base on DFG frigate) armed with few 50 mm flecheted reapeters and shitload of EW stuff. Light Cruiser- (base on HW1 destroyer)- armed with two heavy ion cannons, 2x turreted light SHARG heavy kinetic guns and few 50 mm flechete reapeters, few ICA. Guided missile Cruiser- (base on HW1 missile destroyer)- 8 fusion HVT launchers, 4 HVR launchers and few 50mm reapeters 2 or 3 ICA. Fleet Carrier- base on HW1 Carrier, can't build frigates, but it's much better armoured than Imperator Carrier (although a bit slower), armed with reapeters, ICA, few HTV and HVR (launched from front hangar like from Marques CVA). Battlecruiser- HW1 QJ or EE QJ mk.2, powerfull as Vaygr cunterpart but it has it's main cannons turreted so it's much harder to outflank it. Cruiser/Carrier- current QJE. Battlecarrier/CnC ship- base on QJE, less heavy weapons but extended hangar and ECM/EW sphere. Battleships- base on EE Vanaar Jet- armed with 2 very heavy ion cannons that are turreted (although they have limited radius to front), 2x heavy SHARG cannons, some additional ICA, reapeters,some HVR launchers. |
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| tasman_devil |
Posted on 01-01-2007 20:35
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Posts: 2 Joined: December 30 2006 |
i've got a question: why is it that on the player vs. cpu i can only select the first map and nothing else and the first game style (safe mode) and nothing else... (ver.7.3.1 i think) is there a mappack that I missed or something? That must be downloaded too (not just the 75megs of PDSv7.3.1?) Edited by tasman_devil on 01-01-2007 22:49 |
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| TelQuessir |
Posted on 02-01-2007 04:24
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Posts: 2598 Joined: August 30 2005 |
Good to see some active conferencing going on. Now where shall I rule over? (note to self, get 'drow priestess robe' equivalent next month using fashion budget) |
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| Sun Tzu |
Posted on 03-01-2007 01:15
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Posts: 528 Joined: September 08 2005 |
OGL: good to see your clients and staff did not keep you out of PDS for the New Year ![]() tasman_devil: something must be wrong with your commandline or your install, you should check both. There are some maps in those megs ![]() mrWho: FX guys don't answer pm's or so it seems, and I did not have the time to put the Vanaar-Jet in game to see how it behaves. Do you have or know where I can find the HW ships in obj format? That would help bringing a few of your ideas into reality. My initial question to you was to put together a few ITN-VGR units like this one http://www.pds.homeworldaccess.net/forum/viewthread.php?forum_id=4&thread_id=509&pid=6602#post_6602. That will be of immediate use for the unit caps/building revamp. |
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| mrWHO |
Posted on 03-01-2007 07:15
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Posts: 485 Joined: September 02 2005 |
@Sun Tzu: Use program Called "Deep Exploration" to convert HW1 shipd format to .OBJ (however I'm not sure if it exetract models with full textures). Ohh and you need to extract models from HW1 first (there shoud be some programs on Karos Graveyard page). |
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| Sun Tzu |
Posted on 04-01-2007 14:29
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Posts: 528 Joined: September 08 2005 |
Ok, I got them. There is a bit of work to make team colours but that should be ok; I'll see what I can do about the badge too. However a quick browse through the model obj confirms that anything above the heavy interceptor is very low poly and that an upgrade to HW2 standards is rather needed (like the light corvette --> daughter of the wind conversion). Where are the 3D artists? ![]() |
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| mrWHO |
Posted on 05-01-2007 12:17
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Posts: 485 Joined: September 02 2005 |
I have an Idea for new game mode that would be an mix of current "pre-battle initial task force customization game mode" and "customizable ships duels" mission (that one that have a menu where you choose 3 ships vs 3 ships). Player choose Forces for both himself and for AI, number and types of ships is only limited by initial amount of cash you set in starting option - it works like this: a) in pre-battle stage player buy 3 Al-khalids (which normally is limited to one ship). b ) when battle begin player will have only one Al-khalid (I mean caplimits would be same as in skirmish), when this one will be destroyed, second will jump in and with destruction of second, third will appear. -player cannot build anything during actual battle. -player can choose shipyards and utility ships too (exept collectors because asterod mining would be disabled and repair option require cash if I remember correctly), player can also use carriers to repair his fighters. - player will win if he destroy all enemy ships. possible issue: Both palyer and AI would want to sit and defend his starting point which would be an only good point of defence as he would will get reinforcements directly into battle while attacker would have to move his forces from his starting point. possible solution: -customizable spawn points number option. Player would choose a number of spawn points for players (from 2 to lets say 5 per player). Every spawn point would be in some distance from any other spawn point. Every ship that come as reinforcement would randomly pick a spawn point in what it will appear. Again Al-khalid example: fist one would appear at start location, but another two would appear at any of 5 spawn points. This would put tactical combat to whole new level as you would have to mannage battle and multiple reinforcements from multiple vectors. This also allow to have few Deliverance, or Deliverance and Cush/Nalthoran ships in one fleet (although not in the same time, but in the same battle). What's need to be done: - rescript 'customizable duels" menu to allow multiple ships and add cash count that would change when player buy any ship. - script game to remember what ships we bought in menu and hyper them into map in proper time (when ship that share it's caplimit is destroyed) - script game to spawn customizable number of spawn points that would be located in some distance to starting location. (possible starting option- "fully random spawn points" - all spawn points would be randomly located in some distance from map center). - another starting option would be "visibility of spawn points",when enabled players se their spawn points in radar as sensor pings, whe disabled players can't see hostile spawn points. - someone should pick some good fanmade 2p,3p and 4players maps (larger maps would work poor in this game mode, I think) and set them to 2 players starting locations. To summarize how would this game mode look: 1) I choose this game mode. 2) I choose amount of starting cash. 3) I choose number of spawn points per player to 4. 4) I set spawn point location to "near (but as I said not too near each other) starting location". 5) I buy ships for my fleet and AI fleet (you could also make an Multiplayer version) 6) Game start. 7) Initial fleets appear at starting points (which isn't a spawn point, it's only a point of appearance of first wave). 8) Fleets battle with each other,ships go down, reinforcements hyper in. 9) fleets exchaust its reinforcements. 10) When one player loose all it's ships and reinforcements he loose. ...so do we have a scripter ??? Edited by mrWHO on 05-01-2007 12:18 |
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| mrWHO |
Posted on 05-01-2007 23:22
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Posts: 485 Joined: September 02 2005 |
BTW I remember there was fully finnished Turanic Raiders Battleship, here: http://forums.relicnews.com/showthrea...137&page=1 HNG has Cush and Nalthoran allies. Vays had Taiidans. Taiidans could have Turanix mercenaries as allies. |
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| Ironwatsas |
Posted on 06-01-2007 15:58
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Posts: 856 Joined: October 21 2005 |
If we're going to do Turanic Raiders, we should find some way of filling out their fleet, i.e. converted civilian 'technical' ships or lend-leased Imperial Taiidan vessels. Maybe it's time to dust off the old Monitor and Callisto AMC? |
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| Mostly harmless |
Posted on 06-01-2007 17:12
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Posts: 141 Joined: September 15 2005 |
Unless we use the Turanic Raiders to bulk up the taiidan fleet. |
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| Ironwatsas |
Posted on 06-01-2007 22:57
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Posts: 856 Joined: October 21 2005 |
Or use Taiidan to bulk up the Raider fleet. It'll probably come down to a coin toss/drawing straws/Russian roulette/Tel or something, but more civilian ships onhand can't hurt. |
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| Mostly harmless |
Posted on 06-01-2007 23:33
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Posts: 141 Joined: September 15 2005 |
It'll more than likey come down to evrything. Although I would like to watch the russian roulette. |
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| yasotay |
Posted on 07-01-2007 04:38
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Posts: 637 Joined: September 09 2005 |
I have the Turranic BB if we elect to include it into a new fleet. |
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| Sun Tzu |
Posted on 07-01-2007 21:20
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Posts: 528 Joined: September 08 2005 |
The old ITN fighter is in game with team colours. The badge is yet to do, and so are the hod details (collision meshes, engine glow and so on). No need to say combat behavior and specs are far from done. Any concrete suggestions about those are welcome. The naked model: ![]() Same, but dressed: ![]() [URL=http://img403.imageshack.us/my.php?image=ss00056cb2.jpg]In a swarm: [/URL]
Edited by Sun Tzu on 07-01-2007 21:43 |
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