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Comment History  (210 - 240 of 3,482)
Pouk
Pouk Dec 29 2012, 7:31am replied:

Yes that seems to be a pretty good description.

+1 vote   mod: R.E.A.R.M. - The Unofficial Homeworld 2 Expansion
Pouk
Pouk Dec 7 2012, 10:47am replied:

I wish I had something deep and touching to say, something people usually do in these kind of situations, but to be honest (I hope at least that counts) I don't have anything, sorry. I'm ...armored. I used to want to play my mod with someone alive at least once rather than against CPU and my ultimate fantasy was that one day I'll randomly stumble upon a REARM video I didn't know about on youtube and it'll really touch me. And so on, stuff you might expect. But none of those things ever happened. Well yeah there are vids, a couple made by friends in the REARM dev group, but those aren't vids I didn't know about. The only ones left are two 30 seconds bits featuring two loadouts of Modular destroyers, not doing much, just sitting and maybe shooting. It's nice and all, but not moving (heh, pun).
What I got instead mostly was getting my models stolen and then being accused of beying the lowest scum for not sharing in the first place. (but to be fair that thing is closed. Well almost, the last remnant is the long Beghins's 1/10 review. But in general I saw through it and let the models be used freely by everyone for the benefit of a loved old game as a whole.)

So if you got what I was describing, you've probably realised I don't invest emotions into this thing, it's better that way. I'm doing it out of interior motivations as a deep respect for the aesthetic canon of the game and the most wonderful nostagia, but from outside, I'm too armored to actually fully appreatiate what you said. Thank you anyway, I'm just sorry I can't give you a deep heartfelt thank you. If I said something more touched it wouldn't be honest.

+1 vote   mod: R.E.A.R.M. - The Unofficial Homeworld 2 Expansion
Pouk
Pouk Nov 29 2012, 9:38pm replied:

Work, heavy sleep deprivation here and there and a terrible feeling of guilt every time I start up some game instead of doing something useful. So you know, things are kind of normal really.

This mod, it's not finished. It's not a priority either, not much. If i had a load of time and unleashed myself, I would do something quite more interesting that a mod. But right now I don't even have a time to work on the mod. And every time I look at it, I see too many unfinished things it's deeply discouraging. For instance, there's an untextured model of Nassar Carrier, unfinished Research Station, a need to start and finish a Vaygr Research Ship, unfinished model of a Drone Frigate with working drones, I want to remake the Pulse Destroyer engines because I don't like them, there's a load of work on a third mystery ally race...
And don't even get me started on Kadeshi...

I don't even know where to start. The best shot probably is to forget the mod as whole, make myself stop knowing it exists basically and just take one single thing from it. A Research Station for example. And don't even start the mod, just put it in plain HW2 to avoid any distraction and just work on that. And in the rare moments of free time slowly gradually chip away assets from the unfinished list.
But right now, nothing is moving.

+2 votes   mod: R.E.A.R.M. - The Unofficial Homeworld 2 Expansion
Pouk
Pouk Jan 4 2012, 12:14pm says:

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Pouk
Pouk Dec 28 2012, 11:44pm replied:

I've put a "christmas preview" up just a few days ago. You'll find the link amongst the pictures, not in the download section (it's intentionally a bit under the radar, because it's a very much WIP version).
The subsystem looks like this now:
Media.moddb.com
Though I'm planning to revisit it once more and fix that sharp transition between blue and yellow that is amateurishly split by the edge.

+1 vote   media: Rearm Super Carrier
Pouk
Pouk Dec 28 2012, 7:22pm says:

Use the updated model of the capital facility from the latest release. It's more detailed.

+2 votes   media: Rearm Super Carrier
Pouk
Pouk Dec 28 2012, 7:20pm replied:

Yes it is faster and the design was meant to reflect that.

+1 vote   media: WIP Christmas preview version for download
Pouk
Pouk Dec 28 2012, 7:17pm replied:

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Pouk
Pouk Dec 28 2012, 5:42pm says:

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Pouk
Pouk Dec 28 2012, 5:34pm says:

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Pouk
Pouk Dec 28 2012, 3:00pm replied:

Well then you'll be the one surprising people with platform MDDs in a multiplayer, because no one else will expect it.

+1 vote   media: Modular Destroyer Platform Production
Pouk
Pouk Dec 28 2012, 2:59pm replied:

No they won't. No Vaygr primarily combat ship will have the ability to produce platforms. This is a part of intentional asymmetry.

+1 vote   media: Modular Destroyer Platform Production
Pouk
Pouk Dec 28 2012, 2:57pm replied:

Sorry, I'm not getting it. Are you describing a bug or a state of mind?

+5 votes   media: Modular Destroyer Platform Production
Pouk
Pouk Dec 28 2012, 7:40am replied:

It really might be the Progenitors, I need to check that. Thanks.
Ah sorry, the German locale isn't updated. You can fix it yourself if you don't have a problem with shifting few files a bit. Simply copy the missing text from English locale folder (specificaly buildresearch.ucs file, open in notepad) into the German one. I'll fix it the next time, hopefully even find someone to translate the rest of the text.

+1 vote   media: WIP Christmas preview version for download
Pouk
Pouk Dec 27 2012, 7:28pm replied:

Alright, that sounds actually way better and more optimistic than I expected. As I said for me it's extremely hard to recognize the level of progress, so thanks.
Except for the crashing, that's not good at all. Was it in a normal skirmish?

+1 vote   media: WIP Christmas preview version for download
Pouk
Pouk Dec 27 2012, 10:32am replied:

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Pouk
Pouk Dec 27 2012, 10:15am says:

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Pouk
Pouk Dec 27 2012, 10:11am replied:

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Pouk
Pouk Dec 27 2012, 10:11am replied:

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Pouk
Pouk Dec 27 2012, 7:06am replied:

The destroyer is still very much WIP. The only reason the front turret is not 60% smaller (or a twin flak turret) is that I'm experiencing some breaking problems with export form CfHodEd. The ship doesn't even have goblins yet. What you have here is a WIP shot.
The whole purpose of the Light Destroyer's existence is (well apart from eventually having a new lighter but weaponized facility for Supercarrier) is to get me back, to enjoy the ship making and to gain some momentum. Adjustments by someone else would defy the purpose.

+1 vote   media: WIP Christmas preview version for download
Pouk
Pouk Dec 27 2012, 6:44am replied:

Broken? Weird, it does work for me.
Vaygr Flagship? Yeah it's there.

+1 vote   media: WIP Christmas preview version for download
Pouk
Pouk Dec 27 2012, 6:04am says:

Any feedback or initial observations?
Does it feel improved enough or does it feel the same?

+1 vote   media: WIP Christmas preview version for download
Pouk
Pouk Dec 26 2012, 8:53am says:

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Pouk
Pouk Dec 26 2012, 8:50am replied:

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Pouk
Pouk Dec 24 2012, 2:59pm says:

Does your UI really say "OMGWTF!!!" ?

+1 vote   media: Yon can gamble with everything!!!
Pouk
Pouk Dec 23 2012, 6:11pm replied:

I installed HW just to compare the speeds (compare them simply visually -lame, but it would very quickly give you a rough idea), but as I said earlier I'm either blind, or HW simply does not have an option to turn off nlips.

+3 votes   download: HW Remastered - DEMO
Pouk
Pouk Dec 23 2012, 7:02am says:

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Pouk
Pouk Dec 23 2012, 5:29am replied:

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Pouk
Pouk Dec 22 2012, 1:07pm says:

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Pouk
Pouk Dec 22 2012, 10:29am says:

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Pouk
Pouk Dec 21 2012, 7:56pm replied:

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Pouk
Pouk Dec 21 2012, 7:54pm replied:

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Pouk
Pouk Dec 21 2012, 2:00pm replied:

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Pouk
Pouk Nov 12 2014, 12:09pm says:

Awesome, I love it.

+5 votes   media: T-90SM 2560x1600
Pouk
Pouk Oct 20 2014, 9:11pm says:

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Pouk
Pouk Aug 12 2014, 5:26pm says:

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Pouk
Pouk Mar 21 2014, 11:15am replied:

That's an awesome idea. I had to drop depris for frigates because even that was too much, so FX debris sounds great.

+2 votes   media: Testing debris for fighters
Pouk
Pouk Oct 16 2013, 5:45pm says:

...and you might have mentioned they are taken from the REARM mod.

+1 vote   media: New badges
Pouk
Pouk Jul 9 2013, 12:10pm says:

Interesting ship.

+1 vote   media: New Modular Cruiser Model
Pouk
Pouk Apr 8 2013, 11:29am says:

It's a ship from a game called "Spaceforce rogue universe": Cdn1.spong.com

+1 vote   media: Ghost Corvettes
Pouk
Pouk Dec 29 2012, 11:11pm says:

And it's from a multiplayer game, so for me it's kind of double cool.

+1 vote   media: Taiidan Interceptors
Pouk
Pouk Dec 19 2012, 11:04am replied:

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Pouk
Pouk Jul 20 2012, 3:20pm says:

Good job, as always.

+1 vote   media: Defense fighter
Pouk
Pouk Feb 18 2012, 2:46am says:

Detailed and really nice.

+1 vote   media: Wallpapers
Pouk
Pouk Feb 15 2012, 8:23pm replied:

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Pouk
Pouk Feb 13 2012, 6:47pm says:

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Pouk
Pouk Feb 5 2012, 5:13pm replied:

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Pouk
Pouk Feb 5 2012, 2:02pm says:

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Pouk
Pouk Jan 30 2012, 4:56pm replied:

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Pouk
Pouk Jan 27 2012, 5:15pm replied:

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Pouk
Pouk Jan 23 2012, 10:30am says:

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Pouk
Pouk Dec 8 2011, 8:24pm replied:

Oh I see.

+2 votes   media: Collector
Pouk
Pouk Dec 5 2011, 1:12pm says:

Could we get a perspective view?

+1 vote   media: Collector
Pouk
Pouk Nov 29 2011, 12:51pm replied:

This is a composition from two separate screenshots, you can't see this in-game.
It is actually technically possible to try to play Homeworld 2 with nvidia 3D vision though, but the result supposedly doesn't work at all.

+2 votes   media: Anaglyph Spearhead BCs
Pouk
Pouk Nov 15 2011, 11:15am replied:

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Pouk
Pouk Nov 12 2011, 1:42pm replied:

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Pouk
Pouk Nov 10 2011, 12:35am replied:

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Pouk
Pouk Nov 10 2011, 12:28am replied:

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Pouk
Pouk Nov 8 2011, 3:57am replied:

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Pouk
Pouk Nov 8 2011, 3:45am replied:

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Pouk
Pouk Oct 26 2011, 4:06am replied:

Well you remember how nothing worked out and I wanted them to be primary the HW1 style, so I did it as we talked about it. In case of the Drone Frigate, there's a codeRed launch animation and 84 turrets with just joints but no mesh in one innate subsystem. The subsystem's there so the drones can be disabled by attacking at the controlling "dome" atop of the antenna on the nose of the frigate. (at first it was meant to be buildable, but no, I decided for the Drones to be a standard equipment of the frigate, less micro and less required controll. There will be one module slot for some extra drone related things though.)
In the case of the BC it's just a subsystem again, this time with all the mesh for all those 42 Drones. It's all included, because I don't think I want to make them animated as well. Technically there's nothing preventing me to do it, it's just there's load of them. And well the BC is not the primary carrier of the drones, I give my attention to the Drone frigate, but I'm not spending that amount of time in the place no-one will even notice.

+2 votes   media: Battlecruiser Drones
Pouk
Pouk Oct 15 2011, 12:10pm says:

A very nice one, I really like it. I don't see any problem about relating it to Hiigaran Destroyer at all.

+1 vote   media: Rurik
Pouk
Pouk Oct 4 2011, 2:34pm replied:

Yes this is the left/rear side and we see the engines. Plasma launchers are located in the arms.
How it really looks from all sides can be seen here: Moddb.com

+1 vote   media: Nassar Heavy Plasma Corvette
Pouk
Pouk Aug 15 2011, 10:20pm replied:

In his previous picture he stated that the smaller one is Battlecruiser and the new one is a Battleship.

Looking great by the way.

+1 vote   media: Something
Pouk
Pouk Aug 7 2011, 5:39pm replied:

Yes that's what I'm saying.
I haven't tested it yet, I have to try it to see if it can be avoided, that's simply just the worst case scenario, which may or may not be true.

But finding answer for that is also beneficial to one specific example in my own mod, so don't worry I won't look at it.

+1 vote   media: Probe texture and shape analysis
Pouk
Pouk Aug 2 2011, 3:52pm says:

It got me thinking about the Z-rotation movement of this probe. I looked into the RDN madstate documentation and I'm not exactly sure at the moment if it's possible to trigger animation when you start moving your ship, that's something I'll have to test.
But if not, it can rotate from the moment it exits the hangar to the moment it's deployed, I hope it wouldn't be a big issue.

+1 vote   media: Probe texture and shape analysis
Pouk
Pouk Jul 20 2011, 4:31pm says:

Turn Sajuuk into swordfish, Pride of Hiigara into scalar fish, Vortex into turtle and make Complex Aquarium Wars...

No seriously now, what is the point of having space piranhas in Homeworld 2? Yeah, you said "test", but is it so important to make 3 pictures about it?

+2 votes   media: ss
Pouk
Pouk Jul 20 2011, 3:01pm replied:

The way I see it the main reason why it's this way is because you make your textures from scratch (it appears), while Jkberna enhances the original ones.
I'd need to see them both next to each other in game to be able to tell what I think about it.
Do you have any suggestions? Ideas how to match your styles? Because I've got nothing.

+1 vote   media: defender
Pouk
Pouk Jul 20 2011, 2:49pm replied:

So you're gonna be bringing the Interceptor while there's already one fighter by Jkberna and you worry about a match of styles (more if Jkberna will decide to make the Scout). Hmm, interesting situation.

+1 vote   media: defender
Pouk
Pouk Jul 20 2011, 2:03pm says:

Now about the actual differences:
Jkberna does make the HW1 models slightly his way. It's not much different, just details, and I'd be afraid if you'll force him to strictly follow the original models you'll take a bit of fun out of it for him. Just consider it.
On the other hand I really do understand your point of view, you want the original models in HW2 standards and nothing else and you're not exactly getting what you want.
The thing is that nothing is ever perfect unless you do it yourself the way you exactly want it and you really have a load of time. You've got two modellers here now, both are good. One does things all the way, from model, hod to weapons (which is the type that is pretty hard to find) and the other one is fast but maybe not that exact. The first thing is to know which one you want to do what. For example it's good that Jkberna does Defender, it's a small ship, exactly for him. While I'd let Dark Sentinel to do the large ones.

And now I should finally actually talk about the Defender differences.

+1 vote   media: defender
Pouk
Pouk Jul 20 2011, 11:46am says:

I like the sound effects.

+1 vote   media: Gameplay video
Pouk
Pouk Jul 20 2011, 11:32am says:

Could you pls update the hods in dropbox when you'll include these goblins into them?

+1 vote   media: Kudaark detailed
Pouk
Pouk Jul 16 2011, 5:25pm replied:

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Pouk
Pouk Jul 16 2011, 2:20pm replied:

Hmm, ok. It seems you're decided.

+1 vote   media: Taiidan Ion Cannon Frigate Wallpaper
Pouk
Pouk Jul 16 2011, 1:30pm replied:

Well the situation is obviously like this:
It's either:

-Fighters in squadrons in the HW2 style. But no Support Frigate, at least not as we know it with external docking, because you can't latch-dock a whole squadron and make it look good at the same time.

-Single fighters. More micromanagement, dead fighters won't get automatic replacements. But then the Support Frigate can work perfectly.

In my opinion it's more a question of the intended gameplay style. Do you want to recreate the HW1 in HW2 completely with its gameplay (single fighters)? Or this is not a factor and you rather want to have a HW1 race in HW2 (squadrons) more than an improved and upgraded HW1 in better engine?

+1 vote   media: Taiidan Ion Cannon Frigate Wallpaper
Pouk
Pouk Jul 16 2011, 1:03pm replied:

Now thinking about the Support Frigate (which I'm guessing you'll make the last because of the different chassis), the project will have single fighters and bombers, not squadrons, is it correct?

+1 vote   media: Taiidan Ion Cannon Frigate Wallpaper
Pouk
Pouk Jul 16 2011, 9:58am replied:

I'll wait for weapons.

+1 vote   media: Not WIP
Pouk
Pouk Jul 16 2011, 7:57am replied:

Sharp edges all over the ship, lack of goblins, those things are obvious.
But the ship as a whole is great. You can go with just adding goblins to this and Kudaark. And just increase your polycount standards with anything bigger than frigate, Skaal Tel, Skaal Fa and Qwaar-Jet would deserve more.
But still I really like this ship, you shouldn't think I don't.

Also what about hod, is it prepared for some nice in-game picture? I'd like to make another one for the main project site.

+1 vote   media: Not WIP
Pouk
Pouk Jul 13 2011, 7:42pm replied:

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Pouk Jul 13 2011, 6:29am replied:

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Pouk
Pouk Jun 19 2011, 1:26pm replied:

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Pouk Jun 19 2011, 1:00pm replied:

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Pouk
Pouk Jun 15 2011, 3:08am replied:

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Pouk
Pouk Jun 11 2011, 11:18pm says:

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Pouk Jun 10 2011, 9:31pm says:

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Pouk Jun 9 2011, 10:22am says:

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Pouk
Pouk Jun 8 2011, 11:29am replied:

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Pouk
Pouk Jun 6 2011, 9:27pm says:

I just only noticed the background. I have to say that you're the only one I've seen making the Homeworld background right.

+2 votes   media: UXMOD-Screenshots
Pouk
Pouk Jun 6 2011, 6:13pm replied:

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Pouk Jun 6 2011, 6:07pm replied:

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Pouk Jun 6 2011, 5:14pm replied:

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Pouk Jun 1 2011, 2:51pm replied:

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Pouk Jun 1 2011, 2:39pm replied:

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Pouk Jun 1 2011, 10:23am replied:

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Pouk
Pouk May 28 2011, 9:04am says:

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Pouk May 27 2011, 10:59am says:

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Pouk May 25 2011, 10:58pm replied:

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Pouk May 25 2011, 10:12am replied:

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Pouk
Pouk May 25 2011, 10:01am replied:

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Pouk
Pouk May 10 2011, 7:15pm replied:

Yes, I know, that's why I said that reuploading doesn't help.

+1 vote   media: R.E.A.R.M. 0.0.3c - trailer
Pouk
Pouk May 8 2011, 6:35pm says:

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Pouk May 5 2011, 3:30am says:

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Pouk
Pouk Apr 30 2011, 4:03pm replied:

The next logical step is of course to have them for Hiigs as well, no one would forgive me having so many new Vaygr ships and the hullpaints only for Vaygr. So yes, they will, I'm just not sure how they're going to look like yet.

+2 votes   media: Chevron style paint on Missile Battlecruiser 1
Pouk
Pouk Apr 30 2011, 1:29pm replied:

By something like this for the Hiigarans you mean a new BC, not new hull paints, right? Because you're talking about Modular BC.

Let me tell you I've got a big problem with Modular Battlecruisers, you most likely won't ever get a proper Modular BC, except one specific case, but that won't have a higher firepower than the regular Battlecruiser.
Problem with modular ships is obvious. You won't make the new buildable armamanent weaker than the standard weapons, why would you, that wouldn't make any sense. But that means that a modular ship is in result stronger than normal ship, just look at the Modular Destroyers. And I don't want to repeat that again, I don't want a regular BC with firepower of 5200 and next to it a Modular BC with potential firepower somewhere on 7000, that is definitelly really not going to happen. It would firstly be ridiculous, secondly impractical and generally I really don't like that at all. It won't happen.
So Battlecruisers won't be modular. As I said except one case, which is a defensive BC which is going to be the first big Hiigaran capital ship in line waiting to be built. And as as I said, that's not going to have higher firepower than normal BC, so it doesn't matter.

Completelly different cases are Heavy Cruisers and Dreadnaughts, both will likely allow you to get really crazy with weapon modularity.

+1 vote   media: Chevron style paint on Missile Battlecruiser 1
Pouk
Pouk Apr 27 2011, 3:30pm replied:

I don't think it's odd, they indeed are quite similar.

+1 vote   media: 0.0.3c recap - Turanic Allies
Pouk
Pouk Apr 19 2011, 9:10am replied:

The main difference from the preview are the Turanic raiders, I've spent quite some time improving them. But there are still a few things in a WIP stage (the Hiigaran Research station, Kadeshi, localization...), due to earlier release. Earlier release from two reasons: firstly the delay was getting to be seriously way too long and secondly, I want to publish on Desura (where the 0.0.3c is currently awaiting authorisation). I hope you'll overlook those details, as they'll be fixed in the next 0.0.3d, which shouldn't take long.

Also, there's going to be a second download with an installer, so at the end you'll have three ways to install this mod.

+1 vote   download: R.E.A.R.M. 0.0.3c
Pouk
Pouk Apr 18 2011, 11:19pm replied:

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Pouk Apr 11 2011, 9:17pm replied:

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Pouk Apr 11 2011, 9:09pm replied:

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Pouk Apr 11 2011, 10:27am says:

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Pouk Apr 10 2011, 6:02pm replied:

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Pouk
Pouk Apr 4 2011, 6:12pm replied:

Any fantasy about our mod merging will quickly fall apart when you start further thinking it through. Who would be the leader, what about the large difference in both mods gameplay etc.
The current situation is good as it is.

+1 vote   media: Noise Shells
Pouk
Pouk Apr 1 2011, 2:37am replied:

Elevate your head up and as the LCD gets brighter, you'll clearly see all the tubes.
...or increase the brightnes on your monitor or the picture itself.

Mololu, why the bridge on the left side again? Is it a purpose?

+1 vote   media: Lazarus Cruiser Alternate Views
Pouk
Pouk Mar 21 2011, 7:36am replied:

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Pouk Mar 14 2011, 9:55pm says:

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Pouk
Pouk Feb 2 2011, 7:06am replied:

Because there will come the hard times, just like in every other mods, the real life issues or simply the fade of interest, and because your technical leader isn't in charge at all, he's not doing the easy work and it's not his pet project, he may easily drop. That's why I thing that you, as the person with by far the highest motivations, should put the mod together yourself.

+2 votes   article: HW2 Taiidani Needs You
Pouk
Pouk Feb 2 2011, 6:57am says:

Hi. Hey the project is interesting, but I can't be the technical leader, because my own project takes so much time that I have none left for others.
But still I can help you on the quality control side, open each HOD and give you a looong list of what the ship is missing. But I'm not doing the fix myself and I'm not checking the raw models, only the HODs. I could just report what the lazy modder choosed not to do at all or what he did wrong. (I'm good at that because I see loads of mistakes in every model I get from others).
Also, what bothers me a little is your part of the job. I know you've set things in movement twice, once with the thread and once here, but you should probably be more than just a leader who let others do the work. Will you for example collect the ships and unify the health and damage values, etc.? Will the base of the mod be on your harddrive? I'm guessing that's the duty of the technical leader. It seems to me that your technical leader can build up the whole mod and you'll get the credits for it. I think that if you would learn to mod yourself, at least the values in the .ship file, you would have a better control over it and you wouldn't have to rely on others. And your own involvement would prevent the effort to fade away. And in case you can do at least the basics, then why don't you want to?

+2 votes   article: HW2 Taiidani Needs You
Pouk
Pouk Jan 30 2011, 7:27am says:

Very interesting. Is this mod based on the Classical Taiidani Remodelling thread from Relicnews Forum or you are making all the models from scratch yourself?

+1 vote   mod: HW2 Taiidani Project
Pouk
Pouk Jan 21 2011, 10:11pm replied:

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Pouk Jan 8 2011, 12:25am replied:

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Pouk Dec 28 2010, 12:00am replied:

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Pouk Dec 27 2010, 11:51pm replied:

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Pouk
Pouk Dec 25 2010, 1:20am replied:

ok

+1 vote   media: Christmas preview
Pouk
Pouk Dec 23 2010, 12:08am replied:

Any result?

+1 vote   article: R.E.A.R.M. is looking for the help with presentation
Pouk
Pouk Dec 17 2010, 10:40am replied:

I think the new version should work, at least in the Mac compatibility mode.
But this means you can still make a screen out of the SP campaing. For example the Supercarrier should be buildable there.

+1 vote   article: R.E.A.R.M. is looking for the help with presentation
Pouk
Pouk Dec 16 2010, 8:47pm replied:

Riiight, you don't have the REARM working, sorry I didn't realised that. I completely forget it.

Well but that's a big problem then. How can you make REARM wallpapers when you can't play it at all. That's the whole point, that someone else can take that whole part of my job for me.

+1 vote   article: R.E.A.R.M. is looking for the help with presentation
Pouk
Pouk Dec 16 2010, 6:44pm replied:

What do you mean you can't make print screens? With the Scroll lock key or even with the Print screen key? If nothing works, there are still other screen capturers, for example FRAPS can do still images too.
But anyway, I can't upload you some of my screenshots, the point of this test is also to see people's taste for composition and in-game unit arrangement, because they should be able to do that all themselves. Well I've seen your deviantart profile, but I still need to see your own screenshot with your own graphics and with your own idea of what you want to say by that picture.

+1 vote   article: R.E.A.R.M. is looking for the help with presentation
Pouk
Pouk Dec 16 2010, 5:59pm replied:

Well, good I guess.

+2 votes   media: Bathtub of blood
Pouk
Pouk Dec 16 2010, 5:00pm replied:

Ok great. Try to make something and I'll be looking forward the result.

+1 vote   article: R.E.A.R.M. is looking for the help with presentation
Pouk
Pouk Dec 14 2010, 8:22am says:

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Pouk
Pouk Nov 30 2010, 7:12pm says:

Leviathan, make some realistic map this time. :) You are good in those geometric patterns, we know, but I think this geometry probably shouldn't be your primary map making subject.

+1 vote   media: Unfinished version of the map Implosion
Pouk
Pouk Nov 30 2010, 12:46pm says:

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Pouk
Pouk Nov 28 2010, 9:43am replied:

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Pouk
Pouk Nov 27 2010, 11:03pm replied:

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Pouk
Pouk Nov 25 2010, 7:46pm says:

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Pouk
Pouk Nov 24 2010, 3:33am replied:

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Pouk
Pouk Nov 12 2010, 9:22pm says:

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Pouk
Pouk Nov 12 2010, 3:58pm says:

So the 182nd Sobani Warfleet has nothing to do with black&red "Ferin Sha" Sobani fleet? Well, I get it, you don't have to make any relevance to the HW2 story, if it's more than a half of century after the HW2 story (even more when it's not actually explained how big the Ferin Sha fleet really is), but I'm just asking.

Also, nice reference to NOD with the "Peace through Firepower".

+1 vote   media: 182nd Tactical Fleet
Pouk
Pouk Nov 3 2010, 9:12pm replied:

mine?

+1 vote   media: Proof that I'm alive
Pouk
Pouk Nov 3 2010, 7:08pm replied:

NEED.......YOU TO STOP TALKING ABOUT IT.......!
Seriously, last time I've told you that third time is enough. Too bad that making a private group and invite to download everyone except you is the stupidest idea on earth, now the only thing I have left is to try to convince you to stop, which apparently and unfortunatelly I'm not succesfull in.
What will make you stop?

+3 votes   media: Proof that I'm alive
Pouk
Pouk Oct 30 2010, 10:01am replied:

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Pouk
Pouk Oct 5 2010, 11:50pm says:

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Pouk
Pouk Oct 2 2010, 7:59pm replied:

"Killing time" is ingenious.

+1 vote   media: 10 letters
Pouk
Pouk Oct 1 2010, 10:12am replied:

Ok I'll do it, I'll put sensors under modules so even production ships can have names.

I was in fact searching for some Culture names I could use to present this update, but since I don't know more about it I dropped the idea.
But this is actually the first time in years when I'm tempted to read a book.
(what I just said won't make sense to a lot of people)

+1 vote   media: 10 letters
Pouk
Pouk Sep 27 2010, 7:03pm replied:

I've made it so you can't target it and it's basically impossible to destroy it. Letters are supposed to become a part of the ship.

+3 votes   media: Naming your ships
Pouk
Pouk Sep 24 2010, 4:25pm says:

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Pouk
Pouk Sep 19 2010, 5:31pm says:

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Pouk
Pouk Sep 15 2010, 10:37pm says:

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Pouk
Pouk Sep 14 2010, 4:58pm replied:

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Pouk
Pouk Sep 14 2010, 12:02pm replied:

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Pouk
Pouk Sep 11 2010, 7:41pm replied:

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Pouk
Pouk Sep 8 2010, 10:51am replied:

Fifth from the left? Modular Frigate, after some research help from Hiigarans you can build the Plasma or Kinetic turret on it. But I still don't count it as a new design, the way I see it I have two ship, one of this two exist in three variations.

+1 vote   media: Bombers
Pouk
Pouk Aug 31 2010, 7:14pm says:

Is this nornal? It's more than two hours.

+1 vote   media: Bombardment Frigate - Plasma FX
Pouk
Pouk Aug 27 2010, 2:56am says:

Chocolate!

No, name is not settled yet.

+1 vote   media: Bombardment Frigate
Pouk
Pouk Aug 20 2010, 4:00am replied:

It's pretty even, although it tends to win with the additional weapons.
It's just a different ballancing between the firepower, armor and cost.

For more information read my comment here (fifth from top): Moddb.com

+1 vote   media: Lance Platform
Pouk
Pouk Aug 19 2010, 8:47am replied:

You seem to be the only one who get the rainbow reference.

Also the cooldown time is 4 minutes. It's not very frequent, but it's reasonable.

+1 vote   media: Special Attack
Pouk
Pouk Aug 19 2010, 8:33am says:

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Pouk
Pouk Aug 18 2010, 6:11pm replied:

You're right, if it's damageable there's no problem anymore. I don't want to use it here, but the concept is worth using one day.

+1 vote   media: Supercarrier facility
Pouk
Pouk Aug 17 2010, 1:51pm replied:

It would be nice if you'd know and tell me if it is possible to increase the docking capacity, but I'm pretty sure it's not. Well you can do miracles, so maybe you can think of something, but I tryed that and nothing.

So how would you make modular weapons on subsystem. It's no problem to build them only in the presence of the subsystem, yes, but after the facility is destroyed they'll stay floating in the space where the facility used to be.

+1 vote   media: Supercarrier facility
Pouk
Pouk Aug 16 2010, 11:01am replied:

Good description.

Also I believe it's fair to say that even there is a lot of research, you have from the start the weapon with most damage, you have to unlock only missiles with longer range. And also all the research makes sense. Similarly to the HS gates opening Vaygr Hyperspace modules, Artillery frigates will from no on be unlocking long range missiles for other ships (maybe not for other artillery ships, but definitely for all the ships which don't rely on artillery weapons).

There is a lot of interesting information and I even started making MBC video with commentary (damage/health ratio, special attacks, weapons, reminding people they can swap between the targets during the missile salvo and that the can even stop the special attack salvo and continue it later...), but it all ended with terribly hating my own recorded voice. I suppose I could make a video with just a text, but it's pretty stupid as well. Or just don't wasting my time and let the people to see it for themselves (it was supposed to be a preview rather than instruction anyway, because there's nothing complicated about it when you actually play it for yourself).

+1 vote   media: Missile Battlecruiser 2
Pouk
Pouk Aug 15 2010, 9:00am replied:

That's a good question. I did proper test battles only against Hiigaran BC yet, but I can tell you the result against Vaygr later today.

The filosophy of this ship is to sacrifice the armor for the firepower (if we want to be realistic, it's always something for something).
-Normal BC's have 240000 health, this one has 200000.
-Vaygr BC has 5404 damage, this ship has 5835.
-It has one extra weapon slot (the little flat surface behind the missile silos)

Results:
-Without extra weapons, it will actually lose the battle against Hiigaran BC. You can try outmaneuver it, but until you find a big asteroid, MS or Shipyard to hind behind, you will lose. It's because of his armor. His damage and his weapon systems makes him more efficient against non military ships and frigates (main weapons are missiles and you can deal exact amount of missiles to every frigate).
-With extra weapon (3 missile launchers, 3 special attack missile magazines, 1 drone facility), it will basically always win.

Extra weapon slot, as I said, can have drone facility (minetraps and drone minelayer) or missile launchers and magazines.
-Missile launchers are heavy fusion, cluster and long range (artillery armament). It's just three tubes, but it helps.
-Special attack subsystems, as I call them "Salvo Magazines", are subsystems allowing you to fire a special attack activated by Z key. It does two times less average damage than you would have with missile launchers, because it has 4 minute reload time, but it strikes all the 15 missiles at once.

Those launchers and subsystems cannot be replaced. That's the approach I will have for Vaygr modularity -you can choose your weapon, but the choice is permanent. It's an idea I have from Mololu and he has no problem with me using it.

+2 votes   media: Missile Battlecruiser 2
Pouk
Pouk Aug 13 2010, 7:24am says:

Thank you guys, that's really the best thing you can tell me, that it fits and looks like original Vaygr ship.

+1 vote   media: Missile Battlecruiser
Pouk
Pouk Aug 7 2010, 12:52am replied:

It's not brand new, but it wasn't in the last release, so yes.

+1 vote   media: Destroyer Update 6
Pouk
Pouk Aug 4 2010, 3:36am replied:

I enjoy it, so it's hardly a big sacrifice, but really thanks.

+2 votes   media: Destroyer Update 5
Pouk
Pouk Aug 3 2010, 8:57pm replied:

What he meant was to change the trigger to something measurable. You can't detect the subsystem lost, but he suggested to detect the change in the effect the subsystem has. And the point was not to detect if the defense field is on or off, but to detect the subsystem presence to get the defense arm into place before it can move.
I personally think it's way too complicated to actually work, but I'm just guessing.

+1 vote   media: Destroyer Update 5
Pouk
Pouk Jul 27 2010, 10:27am replied:

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Pouk
Pouk Jul 26 2010, 10:39pm says:

Well thank you guys, but to be honest you two are the very first people saying they like it (but I guess you may be commenting just the engines, or the whole video, not the so very disliked defense field generator).
I'm waiting for the certain group of people to show up, so I can hear more interesting things these modules reminds them.

+1 vote   media: MDD modules
Pouk
Pouk Jul 26 2010, 12:07pm replied:

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Pouk
Pouk Jul 25 2010, 8:25pm replied:

I won't put it on the rear slot.

+1 vote   media: Destroyer Update 4
Pouk
Pouk Jul 25 2010, 8:12pm replied:

It wasn't meant to be taken literally. And it definitally wouldn't look better on top.

+1 vote   media: Destroyer Update 4
Pouk
Pouk Jul 24 2010, 5:59pm replied:

You have to research it and then you can manually build it on the bottom weapon slot on single modular destroyers.

+1 vote   media: Destroyer Update 2
Pouk
Pouk Jul 19 2010, 9:46am replied:

great

+1 vote   article: R.A.D.A.R. - REARM Analysis Diagram And Review
Pouk
Pouk Jul 9 2010, 12:29pm replied:

Kushan beams were completely red, Kadeshi and Taiidan had the pure blue.

Now Hiigaran have the same blue as everyone else, so I wanted to make Kadeshi a bit different. The color of beam did make sense in HW1 -blue = hot, red = colder, which fitted the fact that for Kushans it was a new technology, while everyone else already mastered it. But the HW2 mixed things a bit. Hiigarans know Ions perfectly now, so they turned from red to blue, plus there are Progenitors with yellow (which may or may not make sense depending on your point of view).
But to me it look more like it doesn't matter anymore, so I made Kadeshi Ions a little bit purple. To me it fits them, because I'm making a red + blue color theme for them and shifting it to red is better than to anything else (green) anyway. I wanted them different and this was the best choice (considering the history, logic and aesthetic).

+1 vote   media: Kadeshi Ion beam
Pouk
Pouk Jun 29 2010, 3:33am replied:

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Pouk
Pouk Jun 29 2010, 3:05am replied:

I'm glad the LODs help, but I started to thing about fifth LOD level anyway, just beacuse of the High Command swarms.
But FX, interesting. I remember you were talking about it, but I'm still not sure what exactly do you mean. Muzzle flashes? I'm not even sure if I have your muzzle flashes, my swarmers have blue fire, similar or the same as progenitor drones. I had to reconstruct most of the weapon details as weaponfire files because I didn't have yours, so even if it would have similar effect, it's likely not your file, so it should be fine, shouldn't it?

+1 vote   media: Only in High Command
Pouk
Pouk Jun 29 2010, 2:40am replied:

What do you mean you hate 2d art on the computer?

+1 vote   media: The Ice Fields
Pouk
Pouk Jun 28 2010, 11:25pm replied:

I think every modder had to be considering making this (I know I did), or even a mini campaign with Makaan getting the HS core there, that would be nice.
But where did you see the official environments/concept you are talking about? I've never actually seen that place, only read about it.

+1 vote   media: The Ice Fields
Pouk
Pouk Jun 28 2010, 6:17pm replied:

And what about swarmers with my LODs, did you try them? How they affect the FPS on your machine?

+1 vote   media: Only in High Command
Pouk
Pouk Jun 28 2010, 9:07am replied:

It shouldn't be that bad, but I won't know for sure until I'll try it on a weaker machine.

Kadeshi High Command swarm isn't done yet, I'll need to find a best formation for them and of course to see if the game have no problems with that high number of units.

+1 vote   media: Only in High Command
Pouk
Pouk Jun 27 2010, 4:54pm replied:

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Pouk
Pouk Jun 27 2010, 1:23am replied:

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Pouk
Pouk Jun 26 2010, 1:21pm replied:

Homeworld simply doesn't run in 3D.

+1 vote   media: Supercarrier in 3D
Pouk
Pouk Jun 26 2010, 6:28am replied:

That's your problem.

+1 vote   media: Only in High Command 3D
Pouk
Pouk Jun 24 2010, 2:31am replied:

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Pouk
Pouk Jun 24 2010, 1:19am replied:

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Pouk
Pouk Jun 23 2010, 8:30pm says:

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Pouk
Pouk Jun 21 2010, 7:36pm says:

The aesthetic and shape and basically everything on these guys looks like from HW1. This is a very good work.

+1 vote   media: Lizaanj heavy corvette
Pouk
Pouk Jun 13 2010, 12:43pm says:

basically, people have three choices:
1) To keep the unitcaps extra low, you'll get the simplified gameplay with frigates that are not useless.
2) To try the high unitcaps on the small map, which will give you a massive scale battles.
3) Or go for a real large scale strategy with a high unit caps on a large maps. There are an open possibilities I want to explore in the future.

+1 vote   media: High Command
Pouk
Pouk Jun 4 2010, 8:57pm replied:

If it wouldn't be BC it wouldn't have the needle. And yes, it was inspired by swarmer of course, swarmer is one of the finest Kadeshi designs.

+1 vote   media: Kadeshi BC concept
Pouk
Pouk May 30 2010, 8:25pm says:

You are way too fast. :)
Wait for the 24 hours and then update, so your mod will get back on the front site and you'll get the new viewers.

+1 vote   media: Kadeshi Strike Craft Presentation
Pouk
Pouk May 28 2010, 12:02pm replied:

Yes, good that you've reminded it to me, it was unfinished for a long time.

+1 vote   media: armor plating
Pouk
Pouk May 23 2010, 11:46am replied:

Barrel roll in aviation is a little more complex maneuver than just spinning in one axis, just pointing out.

+1 vote   media: Kadeshi Multibeam Frigate
Pouk
Pouk May 20 2010, 3:02pm replied:

When BC Pulse Cannon takes a bite, it's a serious thing. I'll give you the numbers from normal BC to see it yourself:
Pulse cannon: 17500. = 52500 total (x3)
Heavy fusion missies: 5000. 40000 total (x8)
(note: those numbers are damage per hit, not damage per second. Pulse cannon shoots every 15 seconds, missiles every 30s)

MBC numbers are:
Pulse cannon 16000, 2 barrels, 20 seconds.
Missiles: 5100, 15 tubes, 20 seconds.

This BC will be more fun to play with, there are choices with the subsystem and the stream of missiles.

Nice computer.

+1 vote   media: Missile Battlecruiser salvo
Pouk
Pouk May 18 2010, 1:22pm says:

I can see a bright an shiny future for those bright and shiny ships...
Ok, this maybe didn't make much sense, but your Kadeshi are going to be a very nice race.

+1 vote   media: Kadeshi Heavy Swarmer
Pouk
Pouk May 13 2010, 7:43pm replied:

No they are normal, but just slightly upgraded heavy fusion missiles.
The differences are: Damage 5100 instead of 5000 and reload time 20s instead of 30 seconds. So it provides pretty constant stream of missiles. But the overall damage of the ship is just only slightly higher than of the BC, because one missing pulse cannon does a big difference.

Some description for people:
The ship will be more powerful then BC, but less durable.
Interesting thing about it will be one small slot for two artillery tubes or drone production (minetraps), the weakness is that the missile launcher battery is one large subsystem, so the ship can be almost defenseless after damaging it.
It’s basically a different pack of pros and cons, which is giving the ship on the same level as BC.

+1 vote   media: Missile Battlecruiser salvo
Pouk
Pouk May 11 2010, 3:20am says:

that's pretty cool.

+1 vote   media: Reaver Fire Sequence
Pouk
Pouk May 8 2010, 7:49am says:

Nice video. I'd like to encourage everyone to make a similar thing, new videos are always very welcomed.

+1 vote   media: VGR Pulse Destroyer in Action
Pouk
Pouk Apr 20 2010, 2:18am replied:

It's pretty simple.
Ships are sorted into three weapon families for each race. You won't see it in a normal skirmish or SP, because you can build everything there. But you can turn on the faction gameplay and then you'll be able to build only ships in your weapon category. Vaygr has Kinetic, Laser, Missile, Hiigaran has Kinetic, Ion and Hi-tech. Some ships are common for all, like the infiltrator/marine frigates, EMP corvettes etc. Later it will be improved and balanced, some ships may be added to this game mode just to enforce the weak factions, but right now it's just about the building restriction (I can't tune it until I have all the ships).
Factions can be selected in the menu, or you can keep it at random. Unfortunately, in the multiplayer only the host can select them, but it shouldn't be a problem, you'll just tell the host what you want (this is by far the best and less complicated way from the developer point of view, but I'm also planning some in-game selection). In a multiplayer it can be very interesting in PvP teams, when the 2player or 3 player teams have to decide what race and faction combination will be the best.
There's also one nice feature in the faction gameplay. Since the faction are technically the same race, you can capture the enemy production ships and as long as it's the ship from the same race, you can build enemy units from the ship. Let's say you're the Laser Vaygr and you capture the Missile Shipyard. You'll build your own units from your production ship and missile units from the Shipyard.

+1 vote   media: Faction gameplay
Pouk
Pouk Apr 12 2010, 12:59pm replied:

Glad you like it.

+1 vote   media: Missile Battlecruiser launching
Pouk
Pouk Apr 5 2010, 7:53pm replied:

Glad you like it, it would be bad if it didn't, because this is basically your toy.
And I honestly have no idea what causes lags, my PC is built to play ArmA 2 and render 3D animations and I don't have many chances to play online, so I don't remember any lags in HW2. But it's not about polygons, you can have a lot of polygons today (I'm keepeng them low just to fit into the HW2 standards and because it's easier), I guess the large textures would have bigger impact on your system. I've also heard that a lot of debris causes lags and a lot of selectable or buildable turrets subsystems cause desynch.

+1 vote   media: Hyperspace Beacon
Pouk
Pouk Mar 11 2010, 3:22am replied:

You're the second person telling me this. My frigates work, it's an interresting problem.

+1 vote   media: Armed Support Frigate
Pouk
Pouk Mar 9 2010, 9:38am replied:

I'm not sure if we're talking about the same thing, but if you add for example " -w 1920 -h 1080" into your shortcut, you can get any resolution you want.

+1 vote   media: Anti-fighter Mine-trap in action
Pouk
Pouk Mar 8 2010, 8:45am replied:

I understand, but to keep it clear it will still be just destroyer.

+1 vote   media: New Destroyer
Pouk
Pouk Mar 5 2010, 9:25pm replied:

So... You're saying that I'm tied up by a rule which I've made up and which is absolutelly stupid?
Awesome! Critisism. (I'm not being sarcarstic).
I would like to discuss this (should I start the thread?). Do you think that me not changing the original stuff is a bad thing? That I'm overprotective about the original units? You don't agree with the corvette thing, I can imagine it, but do you have something else?
I believe that not changing the Homeworld units is a good thing about this mod and the difference from others, the difference people like me are looking for but not getting.
But maybe I am overprotective and maybe I'm overlooking some good ideas because of it.
Let's talk about it. I'm not going to change much (in the current state almost nothing), but I may see the things differently if you make some good examples.

The cannon thing. Firstly I want to say that it's not laser. I've said laser, but now I say (plasma) pulse cannon and Pulse Destroyer. It was because I was keeping a (bad) Homeworld naming system. (but I understand why they did it: The Laser corvette is even more different name than the Pulsar gunship.)
Finally the subsystem issue: Not necessary. It's not the same thing like on the BC. BC has just tones of steel around the Trinity cannon and even if you want to target it, you could aim only at the barrels, just a tip of the iceberg. But this DD is basically a flying cannon (I'll make it really big on the icon, you'll see).
I just don't know if I want to make it targetable. As a Vaygr player you would hate it, as a Hiigaran player you would make the Vaygr to hate it even more. I have to say that I'm more Vaygr than Hiigaran. But I'm not rejecting the idea, I'll just think about it.

+1 vote   media: New Destroyer
Pouk
Pouk Mar 2 2010, 9:44am replied:

You see the black hole in the middle of the red nose? Big pulse laser is going to shoot from there, one of the trinity cannon battery, but weaker.

+1 vote   media: New Destroyer
Pouk
Pouk Feb 26 2010, 7:44am replied:

No I don't think so. I need to close the Vaygr frigates (one ship -laser frigate) and Vaygr corvettes (two more ships). It's important for me to close those classes. (you know, so I can tick them in my to do list and don't think about them anymore.)

Then I'll most likely do the same thing for Hiigaran and after then I'll move to the fighters.

Or yes, it can be the other way around: to finish all Vaygr from the smallest ships to frigates and then do the same for Hiigaran.

+1 vote   media: Armed Support Frigate 2
Pouk
Pouk Feb 23 2010, 10:54am replied:

I know you're used to this concept, TFS has carrier with the fusion missile launchers instead of production slot, so I have a bad news and good news for you:
-Bad news: I'm sorry, no carriers with missiles in the empty room for production slots. Too simple and obvious.
-Good news: I'll make brand new ships in this category. I'll make combat carriers and warships with docks, both. Just give me a time, as I said, I haven't do anything in this ship classs yet.

+1 vote   media: Artillery Modular Destroyer 2
Pouk
Pouk Feb 22 2010, 9:04pm replied:

Nothing. Just repairs fighters and single corvettes as the minelayer or command corvette. The second version will shoot lasers, but will be able to hold only one squadron of fighters instead of two.
Don't worry, I know how unimportant the ship is, but it won't stop me to make the same type of vessel also for Hiigaran.

But you may actually use it, it's less obvious and cheaper than carrier.

What the frigate is was said here: Moddb.com

+1 vote   media: Double Support Frigate
Pouk
Pouk Feb 21 2010, 6:34pm replied:

You really don't have to worry about me doing such stupid thing as rebuilding Sajuuk.
And I didn't touch carriers yet. there'll be some new ships and upgrades as in any other category.

+1 vote   media: Artillery Modular Destroyer 2
Pouk
Pouk Feb 21 2010, 8:59am replied:

Well I indeed have other priorities, but I want fix it.

+1 vote   media: VGR Assault Corvettes
Pouk
Pouk Feb 20 2010, 5:57pm replied:

Yes, you're right. I'll see what I can do about it.

+1 vote   media: VGR Assault Corvettes
Pouk
Pouk Feb 19 2010, 2:38pm replied:

Well, I have a lot of weapons already (6 different turrets and launchers for destroyer plus another 3 to the front instead of torpedos). There aren't that many limitations if you want it to be just another subsystem, but it's not the same thing if you want to upgrade the existing weapon, because there is just one level (for so called special attack, like the improved plasma bombs, improved torpedos, EMP and maybe something else we already know).

But I don't want to make way too much of them, so particullary for destroyer I'm not planning anything else. Maybe one if it's a good idea, but I think it's enough.

+1 vote   media: Artillery Modular Destroyer 2
Pouk
Pouk Feb 7 2010, 9:18am replied:

Glad you like it.

+1 vote   media: Modular Destroyer 2
Pouk
Pouk Jan 27 2010, 12:16am replied:

yeah :)

+1 vote   media: Mine traps in action
Pouk
Pouk Jan 8 2010, 8:55pm replied:

That's so true, pause is a great screenshot helper and some pictures would never exist without it: Rearm.wz.cz -David and Goliath (except this David won't be victorious)

+1 vote   media: Destroyer and Supercarrier cooperation
Pouk
Pouk Jan 3 2010, 5:44pm replied:

It's mostly a polished version of an older 0.0.2 made for the first moddb release. To make a better first impression for people who see it for the first time.

0.0.3 changelog:

-NEW SHIPS:
-VGR Minelayer Drone
-VGR Mine Trap
-VGR Anti Fighter Trap
-HGN Defense Drones (WIP)

-three new types of tactical overlays for destroyable missiles, drones and supercarrier class vessels
-16 new badges
-shipyard Nabaal can build Supercarriers in a singleplayer campaign now
-the naming system was changed to allow differend language versions (currently english and czech, open for any other translations implemented directly in the mod)
-the default armament of the Artillery Frigate is the Cluster Missile now, not the Fusion Missiles
-enemy AI Artillery Frigates use every type of ammunition now, not just the default one
-missing animations of probes built in the Artillery Frigate fixed
-new research
-number of new ship icons
-all subsystems of a VGR Command frigate finnished, plus one new
-accuracy of VGR Assault Corvette lowered, minor smoothing change of the corvette turrets geometry
-new deadmatch options (more money and unitcaps to choose from)
-new unitcap category -"Drones"
-one new menu backgroud
-new subsystem icons are smooth now
-added weapon sounds to VGR turrets (they were silent from some reason in HW2)
-minor update of HGN Double Controller texture
-sensor range of the Cloaked Fighter increased from 3000/4000 to 4500/5500. Cloaked Bomber stays the same.
-etc

-plus anything what was in 0.0.2: supercarrier, Vaygr frigates and corvettes, Hiigaran cloaked fighter/bomber, two new refineries for both sides and new turrets... I probably forget something, but this is roughly it.

+1 vote   download: REARM 0.0.3 Alpha
Pouk
Pouk Dec 29 2009, 8:04pm replied:

Yes, that's the ship. In this case it's also partly because of the glow in postproduction, but the fact that it's flat again is pretty convincing. No problem, I'll at least increase the visibility of what I have there and will see about the rest later.

+1 vote   media: New HS inhibitor
Pouk
Pouk Dec 21 2009, 2:06pm replied:

:D I'll release new version this year, which means next week or so.

+1 vote   media: 0.0.3
Pouk
Pouk Dec 10 2009, 5:35pm replied:

You can click to "(view original)" button and if you save it, you'll get the full resolution image.

+1 vote   media: Vaygr
Pouk
Pouk Dec 9 2009, 8:44pm replied:

This drone frigate will be something between both.

+1 vote   media: Hiigaran Defense Drone test
Pouk
Pouk Nov 29 2009, 8:44am replied:

Thank you. And yes, this is exactly what this mod is about.

+1 vote   article: Vaygr ships presentation
Pouk
Pouk Nov 22 2009, 9:25pm says:

The black hole is very nice. Yeah, it would look a little different but I like it. The radioactive and dust cloud are nice too, but I would make then slower and maybe made of a bigger particles.

+1 vote   media: Effect Demonstration
Pouk
Pouk Nov 12 2009, 5:27pm replied:

Nothing but FRAPS and Adobe Premiere. But you can use any software for editing your recordings.

+1 vote   media: Vaygr Assault Corvette
Pouk
Pouk Nov 8 2009, 3:08pm replied:

If you look at the picture without subsystems (the very first one), you'll see that the shape was indeed designed to look a little like a real aircraft carrier. And I think you can equate it to the ship like this.
The point defense isn't ready yet, but I am about to finish it.

+1 vote   media: Hiigaran supercarrier with escorts
Pouk
Pouk Nov 7 2009, 9:50pm says:

thanks

+1 vote   media: HGN Supercarrier
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