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7.3 Campaign
Inert
Sorry for being so inactive lately Sun Tzu, I didn't realize how much of a burden school is this year. Really.

Anyways, I haven't fixed the barbershop beams yet, but I have an idea of what's causing it: the ion beam effect is composed of multiple textures placed on top of each other. Ordinarily, when you zoom out perpendicular to the ion beam, it is pure white with no blue. But when you rotate it you see the blue/white of it. That's because of the underlying "blue" texture. I don't have the time to delve into fixing it, but I would like to throw it out here for you guys.

If you could, I would like you to find out which files are connected to the ion beam effect; it would help me out greatly. Then it'll be a matter of either altering the .lod effects, or removing it altogether. We also could make an entirely new beam, but either way I need the files for the ion beam combo.

If you're too busy then I understand. I am busy too. Pfft

On the other hand, I have been thinking about a new approach towards PDS-skirmishes, turning it more into a point-buy thing.

Players will start out with one command ship (some large capital ship). They will have a fixed number of rus, which are "crew members". Each ship costs a reasonable number of crew members (i.e. interceptor = 1, bomber = 2, heavy fighter = 2, etc.). Buying them will take time, also known as "training time". Each unit will hyperspace in.

Fighters, corvettes frigates, capital ships, they all will have lifepods, jettisoned when they die (salvage chunks) which can be returned to the command ship (resources dock with battlecruisers? possible?). Thus you never really lose anything. You can also capture other lifepods and "recondition" the crew for your purposes.

In this way, you can remove the limit caps.

Thoughts?
 
TelQuessir
And how do you propose to get rid of the asteroid mining gametypes we currently have? Custom RU counts are best done in separate full installs (V7.6?) because you can't run them beside the conventional gametypes. Unless you redo 7.3's entire game system or spend a lot of time in fluffy scripting.
 
Sun Tzu
Take it easy, Inert. I'm slower than ever too, with real life constraints and all.

I'm afraid Tel is right about the work involved in your idea. It is a completely alternative gameplay. Very interesting but lots of work :sigh:
 
yasotay
It is a busy time of the year for everyone.

I have to agree Inert that while the idea is very interesting, it would be a rather long term project. Sadly for us, the small 'evolutionary' method is far more practical.
 
dogos
Sorry if this is off topic now, but about Relaxation and Mostly Harmless' ideas for the MS weapon systems, wouldn't a TFS style weapon selection system be a reasonable idea?

Have a range of weapons available to the user, each being effective against only certain type of unit (Fighters, Frigates, Capships etc), and of (very?) limited use against other classes. Or effective against more unit classes, but further limited in range or power.

Also the heavier/broader use weapons could become available as you progress through to the later missions, hopefully balancing out with the larger fleets you come across late game.

Just a thought, though i'm wondering how far you've got with a defensive armament.
 
Inert
That... would be a problem I suppose. Pfft Very well then.
 
dogos
It wouldn't be too much of a hassle, the HGN carrier has to option of a 87mm Ion cannon attachment, at the cost of a sub-system slot. It could be pretty much that, but with a couple more choices?
 
TelQuessir
It wouldn't be too much of a hassle to get it done, but its practicality within a semi-automated (by design) TF scale battlespace is limited at best.

For specific units in scenario type gameplay it is great so players may control the loadouts of specialised strike units. Weapon selection for present-generation capital ships was ruled out altogether back in version 4 or so, even for so called "modular" warships.

Modular warships can be reconfigured during operational deployments... in mobile shipyards. You don't magically replace a 15 inch naval gun with a Harpoon missile battery in RL. Capital ship variants go around this by creating mission optimised versions of large hulls for things like escort cruisers to go with less flexible assault ships. All these concepts do away with the comparatively primitive HW2 subsystem weaponry idea... that we first implemented in PDS version 1.

That's how we evolved.
 
HMS Fearless
Erm, hi...(sounds stupid, I know) Grin

Well, I started to play PDS Mod recently, and first of all I'd like to give you a thumbs-up for what you're doing here.
I know just enough about computers to guess what a hell of a work this must be.
As a fan of military SciFi like Honor Harrington or the Starfire novels I allways longed for a space-rts with some military logic in.

Anyway, after starting the campaign a big questionmark kame up in my mind.
Why has the start to be that hard?
M1 can be beaten guite easy, might take a bit longer to finish it, than in original due to the much tougher fighter-crafts, but...
Well, starting M2, I was in for a nasty surprise.
The moment fleet intel finaly surendred the controlls back to me, Bishop one was allready going cridical an B2 followed before I even finished off Bishop one's killers (note, I brought the max of 5 Blade an a thunderbolt squadron from M1).
The instant Bishop 2 blew up all surviving enemys made a beeline for Bishop 3 (logicaly) an the carrier launched some quite substantial reinforcemends.

Now here's my question: will you rebalance the missions for weaklings like me in the coming versions?
I sure hope so Wink
 
Sun Tzu
That mission is a bit too hard to my liking too. Two tips:

Quote

The instant Bishop 2 blew up all surviving enemys made a beeline for Bishop 3 (logicaly) an the carrier launched some quite substantial reinforcemends.


Like in stock HW2, going after the carrier construction bay too soon is a mistake (this triggers scripted reinforcements for the Vaygr).

Quote

The moment fleet intel finaly surendred the controlls back to me


Wrong! you are in control from the first sec! Most of the initial briefing is done without freezing the game and you lose valuable time if you wait for it to finish to issue your first orders. Pause the game as soon as you can at mission start and send orders.
 
TelQuessir
I could make the whole package a bit easier - it was deliberately difficult as folks (myself included) were complaining about the HW2 campaign's lack of difficulty.

Quote

As a fan of military SciFi like Honor Harrington or the Starfire novels I allways longed for a space-rts with some military logic in.


That's why I built the darn thing. V10 full version is however stalled due to a lack of such appreciation. Otherwise there are HH-themed high speed/long range battlespace configs already released, to varying degrees of scale.
 
HMS Fearless

Quote

Sun Tzu wrote:
Like in stock HW2, going after the carrier construction bay too soon is a mistake (this triggers scripted reinforcements for the Vaygr).


trust me, I had bearly enough units for an atempt to cover the transports, so i sure didnt went after the carrier Grin
Problem is, somehow the carrier was relocatet.
It is now outside that 'triangle' the Bishops are forming, quite close to the right colum.
So, sending units to the transports allone brought them close enough to the carrier to trigger the launch.

besides, the carrier launches anyway the instant Bishop two is save (or dead). Wink

@ Tel Quessir
A few anditional fighters (some avengers maybe) would allready help a great deal here.
 
Mostly harmless
That missions been alot more difficult in the past.

My question is do people find it difficult to complete or its it just hard to get that perfect result? With all the bishops Safely docked and a health fleet? I like the fact that there are loses and having to give up on lost causes.

My only gripe is the mission ending before the bishops have docked and loosing out on a set of gunships.
 
HMS Fearless
well, personaly I would settle for four Bishops save. Grin
 
Chewy
i actually found the mission a breeze. I only wasn't able to save bishop one because i splitted up my forces to deal with bishop 2 at the same time. My only loss i think was the carrier they give you to start with either the arcadia or imperator forgot and that was becuase i sent it out to duke it out with the sorceress III.
 
Mostly harmless
Life ain't ever perfect. So when is war?
 
TelQuessir
The Arcadia (Bishop aux. carrier conversion) can actually duke it out with the S-3, provided you handle her HH style - run and gun. Luring the witch near the MS means the banana's autocannon and HVM arrays come into play, but may risk your fighters more (proximity to capital ship CIWS when launching/recovering).

Believe me, the lack of player resources is deliberate. You have just enough to succeed, with a feeling that you and your AI crews have worked for it. Unlike the cakewalk of stock HW2. No immersion.
 
iletoj
Just installed 7.3.1 a few days ago. For M02, the only way I could save all 6 bishops was to jump arcadia to protect bishop 1 asap - pause the game while the MS is still hyperspacing in. Also sent the other frigs to protect and repair bishop 1. As soon as the fighters start launching from the MS, I sent my 2 blade squadrons to deal with the corvette bombers. Then had the LSF join my bomber group and positioned them between bishops 2 and 3, a few kms above the plane to dive bomb the carrier when most of vgr bombers are gone. Also had the arcadia building drones asap to add more guns to the fighters.

On another vein, I couldn't wait for the rest of the campaign so I enabled the stock scripts by renaming ascension.campaign. Then I found out the hard way that M07 had some bugs. For those interested, below are the fixes:

vgr_m07_e1z2.ship should use vgr_shamshiriicth instead of vgr_shamshiriictg in the LoadSharedModel function to prevent a crash because of incompatible hardpoints.

vgr_m07_bb.ship causes a crash because the LoadShipModel was use instead of LoadSharedModel.

Fixing those files allows M07 to load - assuming the ascension.campaign was renamed as above.

To the dev team, thank you for the mod :thumbs::thumbs:
 
RumpNissen
yo

i'm always getting stuck at the first level, nothin happens after I destroy the jump gates and the remaining fighters.

what am I suppose to do?...
 
Sun Tzu
Did you download and patch the bug fix that I posted earlier in this thread?
 
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