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PDS 7.3.1 available
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| Mostly harmless |
Posted on 10-07-2006 00:49
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Posts: 141 Joined: September 15 2005 |
Oh and while i remember does anyone know why when trying to target some subsystems you can only get a move order? So Italy won that was a bit of a shock. I don't think zidane will forget. |
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| yasotay |
Posted on 10-07-2006 02:55
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Posts: 637 Joined: September 09 2005 |
Sun Tzu - for us computer challenged, is there going to be a full up zipped file (as in unzip, move to data file) with all of the little changes available soon? I have not been very successful at integrating smaller files in the past |
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| Sun Tzu |
Posted on 10-07-2006 09:17
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Posts: 528 Joined: September 08 2005 |
Yasotay: Ok, I'll zip a patch soon. Mostly harmless: restricting research is easy see the Player_* functions on the wiki. |
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| yasotay |
Posted on 11-07-2006 00:24
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Posts: 637 Joined: September 09 2005 |
Thanks Sun Tzu, |
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| Ironwatsas |
Posted on 11-07-2006 04:08
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Posts: 856 Joined: October 21 2005 |
I have returned to tell you this one thing that could set PDS on a track to greatness. Again. So understand my full meaning when I say PIMP THIS FREAKIN NEW DUELTYPE FOR ALL IT'S WORTH. ![]() I'm saying more than three ships at once variying by level, which there should be more of, with naturally occouring objects to flex the tactical muscle of those whose tactical muscles need flexing, more ships to simulate earlier model vessels (i.e. Cush taskgroup consisting of an Imperitor IV, Selangor, three Lothringens, and two squads of Avengers protecting 2 MCS' engage a Vaygr Claidmore BB escorted by some earlier model frigates on a commerce raiding mission.) Also use this as leverage in inter mod relations. Put this on all versions of PDS and warlords evolution. Trust me when I say this is one of the best things to happen to PDS since PDS weapons on HW2 spacecraft. Someone had to say it. Now I leave to parts unknown. Forever. Again. BYE. See ya in August |
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| TelQuessir |
Posted on 11-07-2006 05:55
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Posts: 2598 Joined: August 30 2005 |
I won't be able to get at 7.3 by conventional means so I need a kind volunteer to burn it to CD and mail it. |
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| yasotay |
Posted on 11-07-2006 21:23
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Posts: 637 Joined: September 09 2005 |
Copy Gold Leader |
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| TelQuessir |
Posted on 13-07-2006 02:52
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Posts: 2598 Joined: August 30 2005 |
Thanks Y - I would like to create a 4E development of PDS using tried and true 7.2 mechanics. Making that without the resources created by the 7.3 project is simply not feasible... More details on this in a separate thread. |
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| yasotay |
Posted on 14-07-2006 03:15
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Posts: 637 Joined: September 09 2005 |
Have downloaded the 7.3.0.rar file from the front of the thread. Confirm this is the file you want me to burn and forward. |
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| TelQuessir |
Posted on 14-07-2006 06:02
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Posts: 2598 Joined: August 30 2005 |
Hm, that and the patch debug (first post) and the duel gametype on page 4. Thanks for the QRF support. |
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| Silent_Assasin |
Posted on 14-07-2006 21:12
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Posts: 43 Joined: June 28 2006 |
What are you shooting for in the 4E dev? Didn't find the thread for this sry. Edited by Silent_Assasin on 14-07-2006 21:23 ![]() USMC Pilot candidate |
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| yasotay |
Posted on 15-07-2006 00:55
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Posts: 637 Joined: September 09 2005 |
Roger Copy all. Have both 7.3.0 .rar and newduel.zip Will launch soonest. |
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| TelQuessir |
Posted on 16-07-2006 06:48
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Posts: 2598 Joined: August 30 2005 |
Valhalla copies, use previous coordinates for launch. 7.4 ops will commence upon package retrieval. I'm so filled with hate this moment (despite some relaxative and physical training soultions) that I want to make something ![]() See, its good motivation, at least for drow. |
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| Sun Tzu |
Posted on 21-07-2006 12:33
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Posts: 528 Joined: September 08 2005 |
I'm getting slower than ever under the current tropical weather of Paris ead:Before I can get anything substantial out of my softened mind, here is something to play with: the building preference for CPU. The attached file can be put in the data:ai directory. It actually implements the CPU build preferences that were not taken into account in the former versions (line 120 was commented out). You can easily modify those preferences in the CpuBuild_PersonalityDemand function (line 51); a couple of aternative tuning are included (lines 65 and 72).
Sun Tzu attached the following file:
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| Brit |
Posted on 04-08-2006 15:57
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Posts: 43 Joined: November 04 2005 |
I was thinking about a way to make the capturing process more realistic. I was thinking of making the blue boarding beam/ infiltrator pods a weapon, and giving each ship a certain health which would represent their marine complement. As the marine/infiltrator boarded a ship, the marine health bar of the target ship would go down. If the infiltrator died, the marine bar would not regenerate, as marines do not regenerate. When the marine bar goes to zero, it represents that all of the marines on the defending ship have been killed, and thus the ship is yours. It will then transfer to your command (or possibly just self-destruct). This would more accurately simulate real life. I will report back later with updates and progress. edit: this is presenting unanticipated complications regarding how the boarding coding actually works. Any help would be greatly appreciated Edited by Brit on 06-08-2006 18:30 |
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| TelQuessir |
Posted on 10-08-2006 11:08
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Posts: 2598 Joined: August 30 2005 |
I still need someone to snailmail me a CD containing 7.3. No CD = no appreciation from me XD |
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| TelQuessir |
Posted on 11-08-2006 02:37
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Posts: 2598 Joined: August 30 2005 |
No news on the Yas disc for a month, MIA assumed ![]() |
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| Sun Tzu |
Posted on 13-08-2006 14:07
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Posts: 528 Joined: September 08 2005 |
Downloading it. Attached is a small test file with the no resourcing AI, with the modified "early assault" game type to use it. Attention: you must select 'no resourcing' as the resource tuning AND as the AI level of difficulty. This is interesting as one sees how HW2 handles the pure military part of AI management - however, it seems to me that it should be used only in scenarios or specific gametypes like a 'survivor' one. On this last topic, I'm still trying to make one work without heavy scripting (ie using the HW2 AI rather than overwriting it with gametype scripts). I'm still stuck on resolving the AI hyperspacing 'bug', but I'm confident I'll find a way around soon. When I'm finished with that last part, something like a 7.3.1 will be released. Back to work! EDIT: file reattached. *Vaygr curses against the forum software*
Sun Tzu attached the following file:
Edited by Sun Tzu on 13-08-2006 22:42 |
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| Cromy |
Posted on 22-08-2006 03:24
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Posts: 3 Joined: October 23 2005 |
Well I?d like to start off with a nice hello. Its been a while since I?ve come to the forums if I ever did the first time around. I?ve always enjoy homeworld 2. And when I found pds back when it was in the low numbers, it really increased the gamming experience. Back then my connection was a real deterrent to downloading mods so I never really got the feel for all version just some of the major ones that changed it around. Even downloaded that new fangled contraption of a mod not sure of what the name of it was then, but when ever a missile went off I went blind and some scenarios I could even control the fighters they moved so freaking fast. Ok so I?m not much of a micro manager, but I try. So I checked back here just outta curiosity about a week or so ago and find someone has been working on revamping vs. 7.3 which I was like YES, returning to the basics. So I down load it and get greeted with a nice buggie introscreen. So I just back in the thread and find a solution to the problem. Well fixed. Then to my eye I find a bit of info that has always escaped me when ever I had my ships attack something, HOW to use the point defense systems while attacking! Lovely. I must say your endeavors here have created a quite enjoyable game again, not to say the other versions or less so, just beyond my simple grasp of tactical understand, which is point and shoot and watch what happens. But now that I have this I can try to learn some tactical understand of game play. Hell for the first time this go around I was able to actually win. Manage to destroy to Vaygar battle ships. One using that uber higgarian carrier, the Praetor class I think, the actual name escapes me right now. And a compliment of strike craft and corvettes. The next go around was in assaulting the main force of the vaygar in my skirmish ,though this time it was mainly over whelming firepower though I did lose the uber carrier and a portion of strike craft. So to sum it all up, Excellent piece of workmanship Mr. Tzu, I?m looking forward to any updates you do. Though a heart felt thanks to the PDS team for creating the PDSverse, even if their latest renditions confuzzles me.:beer: |
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| TelQuessir |
Posted on 22-08-2006 08:48
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Posts: 2598 Joined: August 30 2005 |
Why do you think I created and encouraged the concept of V7.3 in the first place? Because First Era works fine and dandy and I'd like to play with different forms of 3D naval warfare outside of the 6km box of stock HW2. By the way, from the managerial perspective, if V7.3 does not provide a pathway to projects like UE, it is not meeting the purpose of its existence. First Era is a good "boot camp" for PDS style gameplay mechanics. If people want to remain at that stage and not explore extensions of the basic PDS concept, then I'm not interested in having it at all. No time? Delegate. Be responsible for your contributions, no matter how small. If I have a good RL career going on and still can post here and maintain UE's development with no problems, so can you. I need a status on the V7.3 CD mailing, and have, a month ago, requested that V7.3 publicity be independently posted on the front page of this website, and a 7.3 downloads section be created and maintained. I'm not obliged to maintain that for you as that task has already been delegated to yourselves, with relevant access to admin controls on this site. Don't want to see such posts? Show me evidence of initiative that V7.3 actually exists as a major and successful part of the PDS universe. To recap above - V7.6 to V10 exists for a reason. If you don't like it, make a point to, because the interface and scripting elements in V7.3 exist to shore up the presentation of such as UE which is wholly based on V7.3's simplicity. I should not have to repeatedly remind everyone of that fact, because UE's gameplay concept already says so. And do tell me how "overly complicated" the new versions are. I don't need one-liner comments that serve no purpose other than to antagonise those who are working on improved and more intuitive battlespace automation - which from what I heard is the most desirable aspect of PDS First Era fictional "realism". Edited by TelQuessir on 22-08-2006 08:53 |
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