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Replying to DM's Phoenix Rising Addon


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Phoenix Rising

Posted 25 September 2009 - 10:41 PM

I'm sure I'll have a real fix for it soon enough.

trenthowell

Posted 25 September 2009 - 04:49 AM

The only problem I currently have with the star bases is the AI's inability to build a Space Colony 1. They upgrade just fine, given starting forces, but don't like to build on new worlds. So maybe your copy is indeed too different to be able to tell.


Is there perhaps some way to automatically generate a space colony whenever the AI (or maybe anyone, as a workaround) takes over a planet? Or just have them undestroyable and unimportant to the conquering of a planet?

Tropical Bob

Posted 09 September 2009 - 07:43 PM

The only problem I currently have with the star bases is the AI's inability to build a Space Colony 1. They upgrade just fine, given starting forces, but don't like to build on new worlds. So maybe your copy is indeed too different to be able to tell.

Perhaps I need to start from scratch on my stock copy, then...

Phoenix Rising

Posted 09 September 2009 - 07:30 PM

The only problem I currently have with the star bases is the AI's inability to build a Space Colony 1. They upgrade just fine, given starting forces, but don't like to build on new worlds. So maybe your copy is indeed too different to be able to tell.

Tropical Bob

Posted 09 September 2009 - 04:46 PM

I reverted all the station names back to "'Faction Name'_Star_Base", but unfortunately that didn't help as much as I had hoped.

That's discouraging... I thought that would work for sure. If that didn't fix it, then the AI must really be messed up.

The next piece I did was to comment out all the requirements for v1.1 Star Bases, and leave them there as build time modifiers and possibly access to research, thinking maybe the AI would be happier that it only had to build the Space Stations to be able to build units. But alas, my short test didn't show Coruscant going from level 4 to level 5. Must test further, and think of new things...

I used the file find in Notepad++ to replace every mention of Space Colony with that of the old Star Base, as well as every Star Base special structure requirement. Maybe I missed something though, or maybe previous personal edits and whatnot to the mod have rendered my new changes invalid somehow. It's been a while since I delved into editing XMLs, and I've forgotten 90% of what I did.

Invadious

Posted 09 September 2009 - 11:09 AM

If there is no other way, you can always ask help from another experienced coder from the community, like SidiousInvader.

Phoenix Rising

Posted 09 September 2009 - 06:19 AM

I reverted all the station names back to "'Faction Name'_Star_Base", but unfortunately that didn't help as much as I had hoped.

That's discouraging... I thought that would work for sure. If that didn't fix it, then the AI must really be messed up.

Tropical Bob

Posted 06 September 2009 - 05:01 PM

Nope, i've done nothing with your mod,
dont know what i saw when i tested it with rebel side, but its not working with them as well.

Ive looked a bit trough the xml-files,
but apart from the "place what where"-stuff in the campaign files,
I didnt understand what most of it is for.

But thx anyway for reply.

Oh, my bad, I aimed that at Tony.

As for your problem:
-Get Notepad++ if you don't have it already. It's a free Notepad-like program much better for file editing. I also recommend you start with a fresh copy of your campaign file/s, so any modifications you've made won't get all confuzzling.
-Go into Old_StarBases.xml and do a Ctrl+F. Search for 'EmpirEmpire'. Replace any normal occurrences of this with 'Empire', and any text ID reference occurrences with 'EMPIRE' (Without the quotes).
-Go into the campaign file/s of your choice (This is where Notepad++ will really help.). Do Ctrl+F again, but go to the 'Replace tab'. Type 'R_Space_Colony' in the 'Find what' box, and 'Rebel_Star_Base' in the 'Replace with' box (All without the quotes.). Hit 'Replace all'.

The instructions posted here to replace all instances of 'R_Star_Base' with 'Rebel_Star_Base' are actually a bad idea. That'll leave all the Space Colonies floating around, as well as multiple old school Star Bases (Due to the fact that there were a lot of v1.1 Star Bases around.).

Post back if that helps.

hausser

Posted 06 September 2009 - 12:58 PM

Nope, i've done nothing with your mod,
dont know what i saw when i tested it with rebel side, but its not working with them as well.

Ive looked a bit trough the xml-files,
but apart from the "place what where"-stuff in the campaign files,
I didnt understand what most of it is for.

But thx anyway for reply.

Tropical Bob

Posted 06 September 2009 - 05:34 AM

I'm trying myself to find a way to get the AI to construct space stations, but while keeping PR's system somewhat. I reverted all the station names back to "'Faction Name'_Star_Base", but unfortunately that didn't help as much as I had hoped. Did you scrap the whole v1.1 system, and revert completely to the vanilla system?

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