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HW2 Mod: Point Defense Systems

Posted: 2004-06-20 09:19pm
by phongn
I recently discovered the HW2 mod "Point Defense Systems" and decided to load HW2 back up for a spin (I'd be playing SC4 Rush Hour more, but my poor computer can barely handle it ... I'd probably have to go to 1GB RAM to play it smoothly).

WOW, the game's different now. The designer implemented systems damage for all weapons now to simulate damage control ... hit a ship with enough firepower quickly enough and you'll knock it out temporarily until the DC crew can get their systems back online. That means frigates can suddenly be useful again (and they're much faster so they can cruise around the map in wolfpacks). Oh, yes, and the Vagyr Assault Frigate and the Higaraan Escort Frigate (it no longer carries flak guns) are capable of antimissile fire :D The targetting order has also changed so that DDs and BCs don't target FFs first.

Capital ships can have modular weapons emplacements now -- Higaraan ships have a pair of mounting pads to put a variety of weapons (Heavy railgun, rapid-fire medium railgun, 'shotgun' missile launcher and a heavy torpedo launcher). The CV also can mount a twin ion cannon in lieu of some sort of advanced sensors. Finally, they get this BC from Hell festooned with all kinds of weapons and able to build fighters and gunships (but not minelayers or bombers). However, the "extras" take forever to build and are weaker than the 'stock' weapons emplacements. They can also be destroyed, as opposed to the normal guns which are merely disabled.

The Vagyr have to research more, but eventually they can get a ship almost entirely modular so you can pick and choose what you want on it. Their 'special' ship is a carrier that's armed to the teeth. I haven't played them much, though. Their CIWS has been greatly beefed up, though, which was the original intent of this mod.

There are a lot more changes than I listed above, but those are the ones I immediately noticed. Most importantly, to replicate the HW1 feel, ships have hitpoints doubled.

The AI seems more agressive, too. In one skirmish I went to grab the center of the map ... and so did the AI. A fight quickly developed between my super-BC and the Vagur super-CV, myself winning as had a CV along to build some ion cannon frigates and ion platforms to disable the enemy carrier. In hindsight, I probably should have caputred it :twisted: But in maneuvering around to maximize my firing arcs* I inadvertedly got within range of a good number of missile platforms which proceeded to plaster my BC well enough before it could escape ... it was disabled, and only the heroic action of repair-equipped workers ensured that it could survive long enough to get back online and run.


* The add-on weapons for the BC and super-BC are on the top in the back, so their firing arcs are somewhat limited. I loaded them up with torpedo launchers in this case so I was maneuvering to give them a clear shot.

Posted: 2004-06-20 09:21pm
by The Kernel
Sounds pretty cool. I'll check it out.

Posted: 2004-06-20 09:40pm
by Uraniun235
I've been playing with it for awhile myself, and I have to say it's really breathed life into a game I had all but given up on. I love how the big capital ships are sprinkled with smaller point defense guns as well as the bigger guns.

Posted: 2004-06-20 09:55pm
by phongn
Uraniun235 wrote:I've been playing with it for awhile myself, and I have to say it's really breathed life into a game I had all but given up on. I love how the big capital ships are sprinkled with smaller point defense guns as well as the bigger guns.
On the Higaraan super-battlecruiser, I put on a pair of RF guns on the two slots in back and escorted it with another BC with a fire-control tower and a torpedo launcher. Four FFEs tagged along. I then found an enemy fighter wing (with a scout sensor ping) staging up so I hyperspaced them in (via shipyard hyperspace module) :shock: The amount of flak was unbelievable, just this huge, constant stream of firepower ...

Posted: 2004-06-20 10:15pm
by MKSheppard
So in other words, this finally fixes the trainwreck of HW2?

Posted: 2004-06-21 12:35am
by Howedar
Well hot damn, maybe it's time to reinstall HW2.

I'm too damned stupid to find the download link, where is it?

Posted: 2004-06-21 12:58am
by Uraniun235
If you're looking to burn an hour and a half...

Find and download a map called "Hyperspace Arena", then set the Unit Limit to High. The vast distance generally gives you time to amass a gigantic battlefleet, although you'll have to fend off some light attacks after awhile. Then once it's all finished, send in the fleet, and may God have mercy on your GPU.

Posted: 2004-06-21 01:11am
by Hotfoot
Oh baby...

looks like HW2 lives again

Posted: 2004-06-21 02:21am
by Xon
Howedar wrote:Well hot damn, maybe it's time to reinstall HW2.

I'm too damned stupid to find the download link, where is it?
http://forums.relicnews.com/showthread.php?t=21314
Bottom of the 1st post.

Posted: 2004-06-21 02:38am
by Howedar
Uraniun235 wrote:If you're looking to burn an hour and a half...

Find and download a map called "Hyperspace Arena", then set the Unit Limit to High. The vast distance generally gives you time to amass a gigantic battlefleet, although you'll have to fend off some light attacks after awhile. Then once it's all finished, send in the fleet, and may God have mercy on your GPU.
Psh, unit caps are always the first thing I disable ;)

Posted: 2004-06-21 01:12pm
by darthdavid
Hey, will this work with the homeworld classic gamerules mod?

Posted: 2004-06-21 04:55pm
by MKSheppard
Installing HW2 is a pain in the fucking ass, due to their 500 MB installer size. :roll:

Posted: 2004-06-22 05:30pm
by MKSheppard
I installed the PDM, and I can't seem to get it to work. Where are the
modular weapons addons, this seems like stock HW2 to me, suckey.

Posted: 2004-06-22 05:50pm
by Howedar
I'm not yet seeing a difference either.

Posted: 2004-06-22 06:05pm
by Datana
Howedar wrote:I'm not yet seeing a difference either.
Did you remember to add -overridebigfile to the commandline? Homeworld 2 refuses to load many mods out there unless that's there.

Posted: 2004-06-22 07:03pm
by Howedar
No, but I used the other install file and it works fine. I think.

Frigates are goddamned fast as hell and a Vaygr heavy cruiser I attacked started stabbing all of my fighters with pretty red beams.

Posted: 2004-06-22 07:37pm
by MKSheppard
Used bigfile and there are lots of new things int he game, but their
descriptions are all garbagey now.

Posted: 2004-06-22 09:58pm
by phongn
Make sure to use -overrideBigfile (it may be case-sensitive to properly work), but yeah, some of the fluff text is rather verbose.

Howedar: if you used the v4.8 installer EXE, make sure you get the other two ZIP files listed so you can get the fun BCVH (Higaraa) or CVS (Vaygr) and the various bugfixes.

Posted: 2004-06-23 05:20pm
by MKSheppard
Whats the point to HW2? I've tried it and it's sort of.....meh

Posted: 2004-06-23 08:45pm
by phongn
MKSheppard wrote:Whats the point to HW2? I've tried it and it's sort of.....meh
The point to HW2 or the mod?

Posted: 2004-06-23 11:08pm
by Uraniun235
MKSheppard wrote:Whats the point to HW2? I've tried it and it's sort of.....meh
What's the point of any RTS?

To crush your enemies.

Posted: 2004-06-24 02:12pm
by phongn
Shep, if you want to turn off unit limits and have the old options from HW1, grab the Homeworld Classic Rebalance mod. Extract the .big file into the /Homeworld2/Bin/Gamerules directory. You can (more or less) turn off unit limits this way :twisted:

EDIT: Just played a skirmish that brought my computer to its knees. No unit caps, resource injections of 2000RP every minute :twisted: I'm not quite sure how I survived, I lost my BCVH early on in a fighter trap when scores of bombers came out of nowhere, then my two resourcing areas got jumped on by battlecruisers and couldn't bug out in time.

At that point the computer (Vaygr) came gunning for my shipyard but I had a couple of battlecruisers and a bunch of pulsar gunships in the area which proceeded to obliterate the hyperjumping enemy BCs. Then this huge wall of bombers paid me a visit ... only the fact that I had escort frigates, monitors and battlecruisers being built by two remaining carriers and the pair of shipyards let me survive. Since monitors don't require any research or modules to build, they held the line until I could rebuild the production modules .

I got tired of dicking around and simply charged (at this point, I had four BCs) at sublight the enemy shipyard cluster. The enemy fighters were distracted by my horde of monitors, escort frigates and the few interceptors I was building. The enemy SYs died one after another; the computer attempted another mass fighter wave against my SY but that was slowly worn down. Then they tried taking out my BCs in much the same fashion and they wore a couple down bad, but not enough three more BCs I had built in the meanwhile (plus more FFEs, monitors, etc.) came to the rescue.

It got so bad that the game started using low-res textures (really blurry) to attempt to keep performance up.