Replying to why is my game so slow to make stuff?
Topic Summary
Invadious
Posted 28 August 2009 - 11:55 PM
Phoenix Rising
Posted 28 August 2009 - 11:20 PM
Is Final Cut Pro free? I was under the impression that it was... at least on some platform (maybe not Windows).I'd like to make videos, but I don't know what free video software editor is suitable for such a task. I've already tried many but they did not do what I want them to. Anybody has suggestions for a free video editor?
I was thinking about overhauling it, so I actually haven't touched its complement yet. It'll be done one way or another before the next version.And what I noticed during copying everything, why doesn't the Praetor have any transports
Eventually. Still many changes to make to those.are you also going to add all the land units on the site?
Invadious
Posted 28 August 2009 - 05:47 PM
And of course you can change the stats of ships on your site, I'll keep an eye out for any changes so I can change my file with it. And what I noticed during copying everything, why doesn't the Praetor have any transports, and are you also going to add all the land units on the site?
Phoenix Rising
Posted 28 August 2009 - 03:56 AM
Sounds sweet . Yeah, anything you want to put up on YouTube or whatever would be cool.I've got plenty, I'm making some sort of full HD gallery. I'm also making a file with all the units, heroes, structures (these have their descriptions and your pictures with them), Galactic Maps, Tech Trees and screen shots from your site. I'm also thinking of making some Full HD movies from your mod, I've already tested it and I can play on full speed in the smaller campaigns while recording with the highest settings. And in case you haven't already noticed, I do like this mod Oh, and I hope you don't overhaul everything in the unit list, otherwise I'll have to do it all over again
The unit stats should be pretty much fixed since the big upgrade overhaul in v1.1, but I can't guarantee there won't be exceptions. Some units, like the Im418, are clearly due for changes (just ran out of time for it last release).
Invadious
Posted 28 August 2009 - 01:30 AM
I've got plenty, I'm making some sort of full HD gallery. I'm also making a file with all the units, heroes, structures (these have their descriptions and your pictures with them), Galactic Maps, Tech Trees and screen shots from your site. I'm also thinking of making some Full HD movies from your mod, I've already tested it and I can play on full speed in the smaller campaigns while recording with the highest settings. And in case you haven't already noticed, I do like this mod Oh, and I hope you don't overhaul everything in the unit list, otherwise I'll have to do it all over againBy the way, you never get tired of seeing screenshots of your own work .
Yes, the AI doesn't even seem to use their 10 Million credits, they still spam the same ships over and over again and haven't researched anything (a minimal of 5 Independence-class MC120 Star Cruisers in every attack).531 modular conveyors, hah... I'll have to fix that for v1.2.
Phoenix Rising
Posted 28 August 2009 - 01:06 AM
Planets still require units though. Even with minimal starting forces, a big galaxy is going to be a grind in the late game.It are just the insane number of units (I was the Empire on that game).
By the way, you never get tired of seeing screenshots of your own work . 531 modular conveyors, hah... I'll have to fix that for v1.2.
Theoretically, yes. There are 12.5b+ Mon Calamari on Dac alone. If just 10% of those are able-bodied, that's something like 191k MC80s worth of crew. Just saying, it's all what-ifs from 18 BBY.It is also because there isn't any units cap for space units, is the Alliance really able to find that many people to fill their ships?
To be honest, I'm not sure that would really fix the lag issue. I'm wary of slimming the pirates much more than they already have been, and it still lags for some before any player-faction units have even been built.
Invadious
Posted 27 August 2009 - 07:03 PM
Fair enough, but I still don't think it's the amount of planets that lags the game. This mod also has allot of planets but runs as fast as the original game. It are just the insane number of units (I was the Empire on that game). I mean, you could easily make a GFFA with all the planets and all units, and a GFFA (Lite) without that many starting units. It is also because there isn't any units cap for space units, is the Alliance really able to find that many people to fill their ships? The original unit cap was too low, maybe you can make it really high, but just high enough to have no lag. Of course, every planet has a different number of people to provide pilots for the ships, which can be done with <Additional_Population_Capacity>. So you could base the number of inhabitants of a planet you conquer and somehow implement that in a number that raises the total unit capacity (Coruscant with 1 trillion people = 1000 extra on the total unit capacity).There are just too many people out there with bad PCs. So, GFFA v1.2 will effectively be GFFA Lite v1.1 (minus 18 planets) and GFFA v1.1 will be dropped from the campaign list. If there's demand, I'll include a GFFA Full as part of the files, but not officially activated. That should at least prevent people from attempting it who shouldn't.Ahhhh, GFFA (Lite) runs fine for me now, and I still like to play the full GFFA once in a wile. Please include the full GFFA with all planets. Or even something else which is around the same as the current GFFA (Lite), all those planets totally dominated every other mod around.
Phoenix Rising
Posted 27 August 2009 - 06:35 PM
There are just too many people out there with bad PCs. So, GFFA v1.2 will effectively be GFFA Lite v1.1 (minus 18 planets) and GFFA v1.1 will be dropped from the campaign list. If there's demand, I'll include a GFFA Full as part of the files, but not officially activated. That should at least prevent people from attempting it who shouldn't.Ahhhh, GFFA (Lite) runs fine for me now, and I still like to play the full GFFA once in a wile. Please include the full GFFA with all planets. Or even something else which is around the same as the current GFFA (Lite), all those planets totally dominated every other mod around.
TO is now (thanks to Ghost) really well done, but The Essential Atlas sort of threw a hydrospanner in it by exactly placing so many planets and hyperlanes. All things considered, our galaxy map has turned out to be exceptionally accurate and I can still boast that we pioneered Thrawn's campaign two years before they did it "first", but many of the atlas changes couldn't have been anticipated. For example, it's quite apparent that Rebellion's sectors were considered pure S-canon, as many planets placed only by that have now been overridden with more sensible locations. Anyways, we've decided to go with our original placements for v1.2, with official TES placements coming in v1.3.(I CAN'T WAIT FOR THE NEW THRAWN!!!!)
Invadious
Posted 27 August 2009 - 09:44 AM
Tropical Bob
Posted 27 August 2009 - 06:43 AM
That's why I have all the varied versions of the GCs. GFFA Master, Full, normal, Slim, Lite; and all the normal and Slim versions of the others. (I CAN'T WAIT FOR THE NEW THRAWN!!!!)