Page 8 of 10 FirstFirst 12345678910 LastLast
Results 351 to 400 of 487

PDS Mark V Discussion Thread. (v7.0)

  1. #351
    Lithium
    Guest
    Well I gave the latest download a try, v7.1 I believe. Playing both a standard game, then a trainer assisted one, with various hard/expert CPU baddies. In the end, I found it to be much of what I stated earlier.

    While PDS is fun, I simply cant get past the overly exhaustive battles, and near zero reload rates of some weapons.

    Its my opinion that you cant go right or wrong with this mod. Im not for it, or against it. I say that mainly because for me, it appeared that no weapon or ship was largely discernable from any other normal ship, in terms of speciality or function. Nevertheless they were quite nice to look at.

    I feel as if the experience/importance of scaled battles is lessened or cheapened by the fireworks show induced with PDS. A hundred missiles, and a thousands rounds of ammo all on screen in brilliant collor detracted from the ships and what little realism they had.

    While i may not appreciate its unique features as much as others do, i can recognize it's high level of quality easily. Its good stuff, and i hope to see more work of this caliber down the line.

  2. #352
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Hehe, that's exactly my point for freezing PDS development (got too huge) and going for a totally separate project (NGCS).

  3. #353
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    whats NGCS gonna consist of?

  4. #354
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Scroll back in this thread, read and learn. One page is not a lot of distance.

  5. #355
    Light_Dragon
    Guest
    I just wanted to point out that in multi, it seems some of the cruisers might be causing out-of-syncs. (and what does NGCS stand for?)

  6. #356
    DarkShaman
    Guest
    Next Generation Combat System, IIRC.

  7. #357
    I just saw a link to PDS trailer on some remote site in the middle of uncivilised Internet... positively surprised, I downloaded the trailer, hoping it's the one I remembered. Well, it wasn't, also, Gundam? "WTF" is the best description of my feelings. I thought I can get it from PDS website still... oh wait, what is this? NGCS... more Gundam... what. Seriously, I am at a loss here... in which direction did the mod go since, uh, year ago? Do the ships are even still based on HW universe?

  8. #358
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Are the ships even based on the HW universe now?

    Well that is for the end-user to judge. From my perspective I simply used the HW2 universe for my own ends, having a RL like system of ship components, military doctrine and the "arms race" that leads to the present, rock-stable ship configurations.

    The next generation of shipboard technology for PDS (v8) requires something better than the tiny 6km bar brawl scale of the stock game, so we have NGCS. Naturally as the scale gets bigger and bigger one can experiment with a much more lifelike rendition of post-modern space combat - and so the 23rd century Solar System alternative universe was born.

  9. #359
    Lithium
    Guest
    Zoe Poledouris, stated the 23rd century dies.
    And the wheels are turning and turning, as the 23rd century dies.

  10. #360
    BitchX
    Guest
    Hmh, finally today decided to try out the latest version and installed HW2. However, I quickly encountered some very weird lighting related issues. For example, the light hue's are very boxy and the same goes for the ion beams. The light hue around them either consists of multiple spheres along the beam or simply the beam appearing huge.

  11. #361
    Thats glare - prolly set too high.


    Daton

  12. #362
    When will that twin hull carrier be released ?

    What was the program that was used to make the Trailers for Point Defense Systems v7.0 ?

    They are very smooth and the ones that i have tried just look awful.
    Last edited by adamstrange; 17th Jan 06 at 11:33 AM.
    strange...as wonderfull as it may be,i'm still...up here... floating...and no one even seems to notice.

  13. #363
    Member
    Join Date
    Oct 2005
    Location
    City of Lights
    A prototype has been released on the PDS/NGCS forum. It is pretty brutal for a carrier. Look for 'haarsuk'.

  14. #364
    BitchX
    Guest
    Any idea how to fix the problem Katon? Identifying it is fine and dandy but fixing it helps more

  15. #365
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Inert has made a new ion beam effect:


  16. #366
    Very nice, where can I download it?

  17. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #367
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    I assume that is in the beta of NGCS available at www.pds.hwaccess.net
    HWSHOTS | JST-ONLINE | HOMEWORLD ARCHIVES | CROSSFIRE
    TEH ALL POWAFUL "PLEASE MAKE HOMEWORLD 3" PETITION
    NEWS! "hwaccess.net" and related sites have a new home at
    www.homeworldaccess.net. Still WIP.

  18. #368
    Member
    Join Date
    Feb 2005
    Location
    Right behind you... And slightly to the left.
    Currently I do not think it is in the beta yet (apologies) for I had the misfortune of developing it after the beta was released. It should be in the next release though, but I can't say.

  19. #369
    That is a damn purdy shot. And purdy ion beams.

    -Stefan-

  20. #370
    zenprime
    Guest

  21. #371
    Member mr. WHO's Avatar
    Join Date
    May 2004
    Location
    Wroclaw/Breslau
    Sweet, I just do two corvette modernisations , one scenario and a lot of betatesting and it was enough to make it to credits list
    I guess that few (hundreds) of such small things and an iron hand of Tel'quessir created one of the best mods for HW2.

    BTW any progress with NGCS ? (I haven't looked closer to PDS website forum since NGCS beta 2).

  22. #372
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Pretty good closure I say.

    NGCS progress - there is, just not published yet. My main priority is getting my writing skills back to operational status. Best way to do that is writing medieval-fantasy stuff, for me at least.

  23. #373
    Intercept course punched in Elukka's Avatar
    Join Date
    Jan 2004
    Location
    Hyvinkää, Finland
    Wowee, nice ions. Any idea when they could be downloaded?

    Also, maybe the links in the first posts should be updated:

    http://www.penguin-mayhem.net/pds
    "doll house baby collectible porcelain at penguin-mayhem.net"

  24. #374
    DarkShaman
    Guest
    Up until yesterday those led to the pds.hwaccess.net site. The old penguin-mayhem site is gone. And I was in the middle of combing through the old threads...

    Anyway, those are some awesome ions. *hint*

  25. #375
    Ancient Clan of Hex&Square yasotay's Avatar
    Join Date
    Feb 2002
    Location
    Boweivelville
    http://www.pds.hwaccess.net/news.php

    The current site for NGCS and PDS.
    Yasotay
    Ancient Clan of Hex&Square

  26. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #376
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    O omgf...I'm on that board, tablet, 2by4 whatever...
    "Memorial Plaque"

    /me is not worthy

  27. #377
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    What website? *Indian head shake* Oh, that one.

    I guess we forgot you at the wrong moment, Homy. You obviously deserve better treatment than that (will tell zen)

  28. #378
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    V8.0 underway. See website. A beta package has been released, details:


    Phase I Features:

    - Fixing of undereffective close in weaponry, and overeffective fighter defense shields. No more invulnerable heavy fighter phalanxes - close assault with these hogs should be hazardous at best. Also gives battle frigates a great advantage against the small craft with their "personal" arsenal of CIWS.

    - x3 effectiveness for all directed energy weapons. They are not laser pointers.

    - Capital scale weaponry should not bounce off fighters' armour, no matter how heavily it is protected. Big plasma and kinetic shot will destroy all fighters and corvettes in a single hit, if they hit. Allows for rendering of battlefield hazard from stray shots.

    - Remodelling of battle engagement ranges (conceptual only). The present battlespace is a good rendition of the deadly close-in arena where everything runs on full automatic mode. Doesn't require much brain power in letting a tactical computer run a task force, right? Letting capital scale weapons engage at 5x their present range will allow for NGCS-like simulator gameplay while retaining the detailed and visually impressive close in battlespace that is the key feature of PDS.

    This final feature is the main target of PDS 8.0. We are implementing a new layer to the PDS battlespace, one that hopefully allows for an optimal compromise between traditional RTS, and hardcore simulator gameplay, if not delivering two gameplay experiences at once - managing a battleship engagement literally beyond visual range by assigning targeting priorities with the sensor manager, while simultaneously directing a second front of close-action against fast attack craft and assault ships.

    Simply imagine PDS now as merely a component of a larger naval engagement in the heavens. 8.0 will thus deliver a multi-spectral gameplay experience - and our main enemy here of course is CPU power. Good excuse to finally perform optimisation for PDS weaponry I say.

    V8P1 also contains the following additions/bugfixes for PDS7:

    - Hitpoint fixes for Prince of Hiigara IV and Supermonitor
    - Improper hardpoint orientation for one of the Marquess A's torpedo catapults
    - Operationalisation of LiirHra Block 17 and 18 class CLs, and MRAM2-EC (not proliferated yet outside LH 17/18).
    - AI ships start off with aggressive tactics in skirmish games, resulting in the elimination of early-game exploits (important in duel and scenario gametypes)
    - 1 scenario added to "PDSV8 Scenarios" section depicting a LiirHra cruiser raid (from V7.1 test package)

    Notes:

    I have renamed the gametypes for the skirmish menu - they now start with the "PDSV8" prefix for easier recognition.

    Unzip into HW2 directory over PDS7 installation.

  29. #379
    Member
    Join Date
    Jun 2004
    Location
    In a text book
    It is peanut butter jelly time
    there is no place like 192.168.1.100

  30. #380
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    What, just peanut butter jelly? Do you need some proper motivation?

    (Download link - see PDS website, downloads page.)

  31. #381
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Introducing the Longinus class modified Resolution II marine assault transport.

    http://www.pds.hwaccess.net/forum/vi...=502#post_6565

    Look there for download link and screenshot.

  32. #382
    Ancient Clan of Hex&Square yasotay's Avatar
    Join Date
    Feb 2002
    Location
    Boweivelville
    Great Ogle-de-Bogeldy!! That brings new meaning to the word "assault" !

    Now it has a purpose in life other than being a bullet magnet in a general engagement.

  33. #383
    Awesome stuff Tel!

    Is the Haarsuk or BBX going to be in the full 8.0 release?

  34. #384
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    A little 6mb file just made the monster PDS7 install obsolete.

    That's because we now have a working fully automated, naval simulator-oriented, Harpoon style V7.4 on the homepage. If you like Honor Harrington style cruiser action, that's for you.

  35. #385
    Hello, I tried this mod, I think and I must say, it is quite nice. But I'm kind of confused. My friend told me to go try PDS 7 or whatever, saying the fleet action was great and pretty and all that fun stuff. But when I go to download it and install it, all I get is a couple scenarios where I don't really do anything. I just sit there and watch the game play itself, which is kind of strange when one is playing a game to, well, play the game, not watch a movie. In a game. That is a game. About a game. Okay, I confused myself.

    Did I download the wrong file? Is there some other version that had all these ships my friend was telling me about? Am I suppose to not have to interact with the game? Please help me.

  36. #386
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Watch a movie? The V7.4 demonstration is intended to be a precursor to a "Grand RTS" concept with each mission spanning 5000km of vacuum.

    What you want is V7.0 + V7.2.

    Now get me a new name for V8.0 so I don't confuse people

  37. #387
    Eagle114th
    Guest
    I am quite confused, I have nearly 60 mb of PDS v6.1 and 8 to 9 mb of V7.4 PDS full installation. Am I supposed to install V6.1 first, and then install v7.4 over it?

    If v7.4 is standalone, then I will be bloody damned because their file size are so tiny compared to full version of v6.1?!

    :fright:


    Eagle out...

  38. #388
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Small file size = GOOD.

  39. #389
    Eagle114th
    Guest
    So I am supposed to throw v6.1 into trash can while only installing v7.4? And secondly, how hell did you manage to reduce the size of files so dramatically?


    Eagle out...
    Last edited by Eagle114th; 7th Mar 06 at 10:52 PM.

  40. #390
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Erm, reconstruction will work such wonders.

    And yes, if you want to keep the old PDS versions do separate it from NGCS and 7.4. Wierd things happen otherwise. But I can't stop you from putting a 7.4 DHG into 7.0 and you can watch it slaughter everything in a 180km radius and evade everything with Newtonian physics.

  41. #391
    If one desires to he can integrate the new releases into previous versions.

  42. #392
    Tel, do you have any specific requirments for scenarios? I was thinking of making some for PDS 7.x. Are there any general guidlines you follow?

  43. #393
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Scenarios are easy to make once you figure out how the existing ones I made work - the one I created for PDS-AS-V1 (don't ask me what it means, see website) was finished in 10 minutes.

    WTF, that fast? Yep, because I did some roleplaying to pre-plan and document the engagement, so it was easy to develop.

    I think the key requirement here is to keep it simple. We have room for elaborate scenarios like what Thorin had written on the PDS-AS Hiigaran OOB forums on the PDS website but those too, are limited in scope so as to allow for quality in presentation and backgrounding.

    No one needs a grand fleet engagement that causes 100,000 casualties in 5 minutes, that achieves nothing in terms of strategic gain.

    So yes, follow the examples existant on the website.
    Commander, Fleet Development Board
    Homeworld 2: Point Defense Systems

  44. #394
    Thanks for the advice, I'll start doing some research and hopefully have something to contribute.

  45. #395
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    SDI and "Cosmic Dragon" projects for PDS-AS 7.6 completed, see website, as usual, for the full deal.

  46. #396
    I haven't been following PDS-AS's production: which of the latest versions is compatible with the 7.0 release? If so, will the patch (v7.6?) also fully update 7.0 without installing earlier patches (7.3, 7.4 etc.)?
    "When the stars become choked by the dust of war..."

  47. #397
    Charvell
    Guest
    7.6doesn't run for me. The game works fine but the player vs cpu files crash.

  48. #398
    Member
    Join Date
    Oct 2005
    Location
    City of Lights
    Are you playing on a mac?

  49. #399
    Charvell
    Guest
    No. Using Win. XP. and ATI Vid. card. New game install.

    Not sure what's happening. Game tries to load and about half way through loading a scenario it just shuts down and boots me back to Windows.

  50. #400
    ThorinDP
    Guest
    Monitor your memory usage with the Windows Task Manager. If it goes too high, it may close the program. Also, I sometimes get that spontaneously. The randomness of this event is accented by the number of times I have to close and reopen while I test and develop.

    You may want to look into yout HW2.log file and show us the last few lines in that log file to give us some clue as to what is the problem. The file is located in the same folder (release) as the game application.

Page 8 of 10 FirstFirst 12345678910 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •