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Campaign Optimisation


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#21 Hausser0815

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Posted 17 September 2011 - 10:25 AM

What does that mean for my own fleets in endgame ?
Do i also have to "sort" them to keep the game smooth, or doesnt that matter because i wont have as much ships as there are pirate ones in the beginning ?
And what about buildings, is it important to build not more than, lets say, 2 different on each planet ?

#22 Phoenix Rising

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Posted 17 September 2011 - 11:14 PM

No, I wouldn't worry about the composition of your own fleets expressly for performance reasons. The clunky interface is determent enough to discourage players from building one of everything because it simply can't handle it. Keep your fleets under 35 different units and you'll be fine.

Bases matter even less to how the game plays; I wouldn't give that a second thought. Construct whatever buildings you want. The only caveat is that it's still not possible to sell stations, so a bit of planning is prudent.

Edited by Phoenix Rising, 17 September 2011 - 11:16 PM.


#23 Rhakorii

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Posted 23 September 2011 - 01:15 PM

How are things coming along, did you have any luck with the crippling bugs?

#24 Phoenix Rising

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Posted 23 September 2011 - 10:16 PM

Whatever remains we believe is hardware-related. Not much we can do about those bugs, so shouldn't be much longer now. Thanks for hanging in there.

#25 Stormhawk

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Posted 24 September 2011 - 04:49 AM

so shouldn't be much longer now.

You, sir, just made my week. Also my month. Probably year. Thank you.

#26 Rhakorii

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Posted 24 September 2011 - 10:40 AM

With years of selfless testing experience in such complex titles as Hello Kitty Adventure Island, Habbo Hotel, and Ultimate Doom, I would like to offer you my superb and world renowned skills for the immediate testing of your product. My solicitors have told me that this move can be done with no financial cost, baring in mind I normally charge developers a minimum fee of 1,000,000 an hour.

A testing by Rhakorii, is a guarantee of quality.

#27 Phoenix Rising

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Posted 25 September 2011 - 02:32 AM

Probably too late for v1.2 testing, but I'm sure Ghostrider will keep that in mind once we start v1.3!

#28 Guest_Henry X_*

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Posted 25 September 2011 - 02:38 AM

Henry X here, what are your general ideas to implement in 1.3? I'm assuming that ground combat finally is given its fair treatment then?

#29 Phoenix Rising

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Posted 25 September 2011 - 03:11 AM

The main goal of v1.3 will be to get our galaxy in compliance with The Essential Atlas. That in itself may be enough for a release, as it will also affect the composition and flow of every campaign.

I hate to drag development out like we did with this version (which was somewhat unavoidable - custom AI framework was a major undertaking that destabilized the mod for a good portion of a year), so look for more frequent releases going forward.

Edited by Phoenix Rising, 25 September 2011 - 03:12 AM.


#30 Rhakorii

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Posted 25 September 2011 - 08:37 AM

That reminds me actually - not that I'm overly bothered - does ground combat in 1.2 have rescaled units?

I'm not particularly bothered if units aren't 1-1 with lore, just so long as the AT-AT looks formidable again.

#31 Gumballthechewy

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Posted 26 September 2011 - 07:32 AM

And also that ground units can't shoot across the entire map! :)
I have no idea what you're talking aboot, Eh?

#32 Ghostrider

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Posted 26 September 2011 - 09:00 AM

I'm not particularly bothered if units aren't 1-1 with lore, just so long as the AT-AT looks formidable again.



No worries there..... :evgr:

#33 Phoenix Rising

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Posted 26 September 2011 - 12:02 PM

That reminds me actually - not that I'm overly bothered - does ground combat in 1.2 have rescaled units?

I'm not particularly bothered if units aren't 1-1 with lore, just so long as the AT-AT looks formidable again.

Negative, the scale has not changed. I'm confused though... our AT-AT is scaled larger relative to the map than it was in vanilla. I'm pretty adamant about using the 22.5 meter figure.

#34 Rhakorii

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Posted 26 September 2011 - 01:00 PM

That reminds me actually - not that I'm overly bothered - does ground combat in 1.2 have rescaled units?

I'm not particularly bothered if units aren't 1-1 with lore, just so long as the AT-AT looks formidable again.

Negative, the scale has not changed. I'm confused though... our AT-AT is scaled larger relative to the map than it was in vanilla. I'm pretty adamant about using the 22.5 meter figure.


I never got to ground combat in 1.1, it was more a reference to the tiny AT-AT's in vanilla EAW.

#35 Ghostrider

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Posted 26 September 2011 - 05:16 PM

I never got to ground combat in 1.1, it was more a reference to the tiny AT-AT's in vanilla EAW.


They are 22.5 metres tall now. Everything is in the correct scale. :cool2:

#36 Rhakorii

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Posted 27 September 2011 - 02:50 PM

Awesome. I remember playing a really old EAW mod that did something like that... it was extremely gratifying.

Soo, is there any kind of estimated date of release? I've been clicking refresh like a madman.

#37 Phoenix Rising

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Posted 27 September 2011 - 03:43 PM

Probably on the order of weeks. We'll see how it goes.

#38 Guest_BestModEver_*

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Posted 27 September 2011 - 07:55 PM

Probably on the order of weeks. We'll see how it goes.


I'm really looking forward to it. Thank you, and the whole team, for your hours upon hours of work on the best Mod for any game that I can remember.

Keep it up guys. Almost done!

#39 Aizen Teppa

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Posted 28 September 2011 - 03:16 PM

Almost done!


When you look at the scale, detail and complexity of the Mod I doubt very much that Phoenix Rising project will be >Done< anytime soon, v.1.2 maybe, but not the Project. There will be always next version because something can be better and more awesome. :thumbsupsmiley:

#40 Rhakorii

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Posted 28 September 2011 - 09:03 PM

Aha, well I hope it all goes well! I'm terribly excited.


I have 2 odd questions.

1) Is it possible to remove the FOC musical score on the tactical maps? The original John Williams tunes are great, and I love them dearly, but the Forces of Corruption theme is absolutely awful and carries on for ages. Could it be removed through the INI files or something?

2) Not that I expect this to change... but are hull and shield strengths canon? It strikes me how quickly ships go down, in comparison to say RoTJ, were the final battle (with relatively few Rebel starships) went on forever! I have this strange temptation to double all the figures in the INI files... although that would probably take foooorever.

Edited by Rhakorii, 28 September 2011 - 09:04 PM.




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