Jump to content


Replying to News. Now that's a name I haven't heard in a long time...


Post Options

  or Cancel


Topic Summary

Hanti

Posted 16 October 2015 - 11:40 PM

1.3 or 1.4 what a difference ;)

One thing need to be done: reduce lag. Then we can talk about verions.

 

Some thoughts of other modder (it actually works, what he said):

"The new version is the most ambitious from the mod made before because it adds some new features but reducing the xml code from more of 70mb to less of 30mb. The reduction from the code was neccesary because I discovered how the global error/zero bytes savegame (both are the same problem) happened more times, the defreezer made by Smallpox/Freege did not run with this amount of code because the savegames were bigger, the mod ran slower and clearly the game could not handle it.

 

Other big part from the reduction of the hardpoint code was delete all the repeated code at units and share more code between them. It happened too much with the ground units, fighters/bombers and other special units from the mod. However, there is not a lost of quality, even the quality has been increased.

 

The amount from galactic conflicts and campaigns is smaller as I have deleted GC which they have not sense as many variants from Clone Wars and other variants with different size of planets. Thanks to this, the code from GC is smaller of 6 megabytes when it was before higher of 15 megabytes.

 

Units and other additions from the mod. There is not reason for repeat again many parts of code. It can be made with variants easily. Thanks to this more of 20 megabytes were reduced to the half or less.

 

Turrets with movement at spaceships. I have removed all them because the hardpoints code for them was huge. If I add 20 turrets with movement at one unit, I will have 53,7 kilobytes from xml code, if I make this for 20 units, I will have 1074 kilobytes from additional xml code, now if I  make the turrets with movement for 100 units, I will see 5370 kilobytes, at the end, a huge code which the mod can not handle. However, if you want know, the hardpoints code from all the 5.0b hardpoint files had 4,06 megabytes and it was too much big..... Now the hardpoints code is 1.65 megabytes, a lot smaller than the previous version."

 

I really miss turrets. But the other changes made difference with that other mod.


Posted 14 October 2015 - 08:53 PM

More like is there chance we get 1.3 before Episode 8 comes out haha

...I said haha but I am crying ...inside


DoctorWho

Posted 29 September 2015 - 03:37 AM

Is there any chance we will get 1.3 before Episode 7 comes out?


Posted 11 September 2015 - 10:10 AM

srsly, you should try it, too.

this is what I call a challenge.

I've set the income of the AI to: 1.75, so 41.6667% more than the usual. and I actually started to notice the difference in week 9.

the amount of ships and units the AI starts to mount is a lot more than usual, the AI actually becomes dangerous, even though I've taken some major planets from it early in the game.

srsly great.

and thanks again for your help

Dune

out.


Posted 09 September 2015 - 07:10 PM

ok thanks a lot.


megabalta

Posted 09 September 2015 - 06:13 PM

That is because PR packs xml files -just like the original game- into a file called config.meg in its data folder. You need a program called FinalBIG to export it from there. After that, just put the modded xml file into data/xml and it'll overwrite the original one in the .meg file.


Posted 09 September 2015 - 09:49 AM

Well in your case I could suggest to just tweak the A.I.'s potency yourself. Sure, it's not the most elegant fix, but for the time being you can just alter the values in the XML files for Hard A.I. which should be a cinch.

 

Extract the .XML files from the PR archives and the file in particular to edit would be "DIFFICULTYADJUSTMENTS". For example under "<Difficulty_Adjustment Name="Hard_Default">" find the "<Credit_Multiplier>" line. If you set it to 2.0 you'll double the income for hard A.I (I think PR default is 1.33 thus 33% higher). You can also set the build time multipliers to a lower value. However just a bit higher percentage wise could already make all the difference so I advise not to change it too drastically.

 

You'll at the very least be swarmed with lots more units (I know it does not improve their tactics in any way, but I wouldn't have a clue how to do that).

 

EDIT: Oh forgot to add this: If you plan to implement this take note that it will probably also degrade performance since there will be even more units for the A.I. to manage.

 

I can't even find "DifficultyAdjustments.xml" in pr. found it in other mods, but in pr... nothing.

if you can find it, can you either tell me how to do it, or could you give me the full difficulty settings for pr? then I should be able to do this myself.


Aizen Teppa

Posted 07 September 2015 - 05:13 AM

On a fun side of things, change it to 5 or more. You'll be swamped in no time at all. LOL In particular with default campaigns where AI stacking thousands and thousands of fighter squadrons.

 

Path finding theme has been beaten to death over many years. There is nothing modding community can do about it except making all ships exactly the same and small as frigate-size at most. It's engine fault.

 

Quality of ships and upgrades that's highly debatable subject. Granted some ships are pathetic, but upgrading is always good. And IPV-8 is not useless by long shot. Everything depends on situation. I agree with you about one cardinal rule of defense in PR - never rush, keep everything tight.


Invadious

Posted 06 September 2015 - 04:19 PM

Well in your case I could suggest to just tweak the A.I.'s potency yourself. Sure, it's not the most elegant fix, but for the time being you can just alter the values in the XML files for Hard A.I. which should be a cinch.

 

Extract the .XML files from the PR archives and the file in particular to edit would be "DIFFICULTYADJUSTMENTS". For example under "<Difficulty_Adjustment Name="Hard_Default">" find the "<Credit_Multiplier>" line. If you set it to 2.0 you'll double the income for hard A.I (I think PR default is 1.33 thus 33% higher). You can also set the build time multipliers to a lower value. However just a bit higher percentage wise could already make all the difference so I advise not to change it too drastically.

 

You'll at the very least be swarmed with lots more units (I know it does not improve their tactics in any way, but I wouldn't have a clue how to do that).

 

EDIT: Oh forgot to add this: If you plan to implement this take note that it will probably also degrade performance since there will be even more units for the A.I. to manage.


Posted 05 September 2015 - 06:41 PM

 

 

 

 

* I for one would really like to see something implemented regarding fighters/bombers. A lot of restraints are put on larger ships with unit caps, but in my opinion the fighter/bomber "problem" should also be addressed. See whenever you're in a pinch during galactic conquest all one really has to do is just quickly mass produce bombers or fighters or always have one fighter/bomber/freighter researched extensively so you always have those to fall back on when you're losing. I myself don't know an answer to address this but I'm only throwing this opinion out there. In v1.2 from a strictly strategic standpoint it makes very little sense at all to research or invest in anything but small fighter-class units. Either just spam lots of the slightly better units or research and produce a few dozen advanced  K-Wings / TIE/d Defenders / Skipray Blastboats and the galaxy is yours for the taking (not that I do this, but it's always in my mind when I'm playing--that unconscious knowledge that there is always a winning strategy to fall back on even if you were down to the last planet). Maybe the same number of upgrades across all ship classes in order for the fighter-class not to stand out as much or something would help. Oh, oh and some smaller campaigns would be great... Ahem yeah sorry, had to toss that out there.

actually, there's no need. I usually play on hard and can win the game in the first 3-4 GC-weeks. it's not over at that point, but playing longer would be a waste of time. the only GC maps where this doesn't apply are the Thrawn Offensive and Operation Shadow Hand.

otherwise, it's way too easy to win this. no matter what kind of ships I'm upgrading and using.

 

If game was developed/modded to be won in less than 5 GC weeks I wouldn't bother with buying/modding it in the first place.

 

With this kind of rush&crush approach (in the books/movies) Empire would control galaxy before 2 ABY. Vong invasion would never happen and total SW books count would be ~3 instead of 500. :p

 

well...

to me it just doesn't add that little bit of difficulty, which would make it an extremely good mod.

I haven't encountered an AI, which actually counters my units, and only when leaving it enomous amounts of time do I ever encounter ships, that can potentially do a good amount of damage, in an upgraded state. having an ISD I against several fully upgraded MC40s and 30s, at roughly the same price, is not a smart move.

as is upgrading IPVs.

and building a shitton of them.

or actually upgrading any Class 2 ship or higher wich only has small-heavy lasers and concussion missiles.

besides: the ISD I-class is severely underpowered. (pathfinding makes this ship nearly redundant)

and the same goes for the rebellion AI.

I have to say, though, that the Thrawn Offensive and Shadow Hand GCs ARE quite challenging, no matter which faction you play. it's a nice bit of back and forth battles, which usually remain undecisive. perfect. problem is, once again, the AI. the AI, in manual battles, spreads out too thin to be more than a little challenging. yeah, you will lose against overwhealming odds, but against only slightly stronger forces, you easily win.

another thing is, that, as long as you have enough ships with escorts and anti-fighter weaponry and you don't rush ahead (which actually happens to me from time to time), you won't lose all that many ships to anything but bad (I mean it! BAD!!!) pathfinding AI.

it pisses me off, that, if I give a ship the order to go to a place right in front of it, with the order to stay pointed in the same direction it is now, it'll turn around and first fly over half the map (in the case of Class 4 ships litterally). that has cost me many a hero. fully upgraded. and those aren't cheap.

 

all in all, though, I eagerly (yes, very eagerly) await v 1.3

and I hope for better AI.

and more GC maps^^ (and longer GCs)


Review the complete topic (launches new window)