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Replying to Galactic Conquest


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Phoenix Rising

Posted 19 March 2011 - 03:15 PM

Regarding the planet number it was one of the key features why I played the mod. That massive ~150 planets where awesome. I could really feel how wast my Empire was, stretching through "countless star systems". But I just read that the max number of planets will be limited to 100 :popcorn:

Almost no one complained that there weren't enough planets last time. For the most part, it was that it was too laggy.

The performance issues exist because certain aspects of the engine were not made to be scalable - the big one, apparently, being planets per campaign. There's really nothing we can do about this. We're probably lucky it even lets us have thousands of game objects and almost ten thousand hardpoints without dying.

Clone Wars would be cool, too.

Clone Wars is purposely outside of our timeline. The Republic and Confederacy will never be factions in PR. That's pretty immutable.

Tropical Bob

Posted 17 March 2011 - 10:38 PM

Besides, I already have a new campaign slated for 1.3 - naturally in a different timeline to the current 7, and that is a major project in itself.
Ask yourself this:
Do you want 4 different timelines or 5 for V1.3? The new campaign will bring more units, more heroes and more planets I am sure!

It damn well better be the New Jedi Order era!

Clone Wars would be cool, too. Or a Black Fleet Crisis mini-campaign. Or Zsinj. But I would definitely prefer Vong. Most definitely.

Ghostrider

Posted 17 March 2011 - 08:15 PM

Managing and balancing 100 planet campaigns is quite tough in itself, as each time we change or add a unit, or come into new information, I have to re-tweak all 7 campaigns. We sometimes add or remove whole planets, which results in a new network of trade routes each time. For example, Skyhook added a number of new planets into the mod, and this affected the composition of all campaigns accordingly.

Sometimes a small unit change in one world will have repercussions and rebalancing requirements across the galaxy.
You would not believe the number of times I have been through the campaigns, again and again and again. Each time nudging, tweaking, correcting. I guess I have polished and tweaked all 7 campaigns at least 30 times since my last news item each "wash through" nudging something else.

The hard part would be tailoring each planet's starting forces.

And yes bob ir right about this. It's hard getting a planet to balance and be consistent with everything else you do, make it believeable and ensure it's debugged so the campaign doesn't cause exceptions.

Overall, having a 150 planet mega-campaign would be a lot more work and less "added value" than say a complete new campaign, which creates more depth to the universe. So No - not at the moment. We have better things planned. :lol:

Besides, I already have a new campaign slated for 1.3 - naturally in a different timeline to the current 7, and that is a major project in itself.
Ask yourself this:
Do you want 4 different timelines or 5 for V1.3? The new campaign will bring more units, more heroes and more planets I am sure!

Tropical Bob

Posted 17 March 2011 - 08:08 PM

It's always possible to create a custom campaign for yourself. The planets to be used are probably all going to be coded in, so it's just a matter of creating a GFFA clone with them added in. The hard part would be tailoring each planet's starting forces.

Posted 17 March 2011 - 07:43 PM

I was monitoring the progress of PR mod for some time and sitting on needles for the release date. Back in the days I played a lot with 1.1.1 ALWAYS on the Empire side. I played the Shadow Hand and GFFA campaigns. On the latter there was some lag but that didn't killed the game for me. At one point the game constantly CTD. I don’t know what was the reason. I thought that I clicked on some wrong button or planet or placed one of my fleets to a wrong point, but than I stopped every movement on the Galactic map but the CTD always occurred on the same time. (3 minutes after I loaded my saved game)

Regarding the planet number it was one of the key features why I played the mod. That massive ~150 planets where awesome. I could really feel how wast my Empire was, stretching through "countless star systems". But I just read that the max number of planets will be limited to 100 ^_^ But the pros will be good I think, I mean more of the planets will have there own land map right? I just hated that mod where it had a lot of planets but all non vanilla ones had that Yavin 4 land map..... For me the yavin 4 land map is the worst Land map in vanilla and now I had to play on it every time since auto resolve is ...... well I think you know what I mean. :lol:

So I was just wondering that maybe in 1.3 or after that could you implement a Galactic campaign (or the original GFFA) that will have more than 100 planets for the hard core and ascetic fans like myself?

PS. Sry for grammer :p

Ghostrider

Posted 17 March 2011 - 08:56 AM

Just to confirm - I ran Galaxy Far Far Away in recent testing, my load time has dropped by a factor of at least 2 since V1.1 and I had a mostly smooth experience - able to glide around the galaxy with barely a twitch of delay.

Yes it is slightly slower than the other campaigns, but it's definitely most playable!

On the original version that you have FRAPS (admittedly a crude test) was down to 5 at one point :lol:, but on V1.2 FRAPS hovered around the 13-19 mark on my mid-spec system (Dual core; 2GB ram), compared to 16-20 for Core Worlds, which runs just fine.

GFFA is probably the most demanding campaign in terms of system performance - and therefore capped at 100 worlds - and the lag has, in my experience, been dramatically reduced. Is it perfect? no, is it better? Most definitely YES! ^_^

Phoenix Rising

Posted 17 March 2011 - 02:14 AM

It's not frozen so much as there is no progress bar. And what Tropical Bob said - no campaign will be over 100 planets going forward.

Tropical Bob

Posted 17 March 2011 - 12:07 AM

The game engine wasn't quite designed for what PR is bringing to the table. Some of the lag is from planets, some from units, and some more from the AI. When v1.2 is released, it should clear up a lot of that, because they're reducing planets and units across the board. I do believe some of the AI has been redesigned as well.

PR has also mentioned a few times that testing has shown quite a bit of improvement over v1.1.

Zeta1127

Posted 16 March 2011 - 11:16 PM

This mod is a lot more demanding than FoC or EaW, what kind of specs do you have on your computer?

Stormed

Posted 16 March 2011 - 10:11 PM

This feature inexpicably crashes whenever I select one of the Galactic Conquest options. No idea why. I'm able to do skirmishes just fine though. It just freezes up when I select 'start game'.

Edit: I let it load and went to the bathroom for a bit, came back and it was loaded, but with 158 planets to load, it was incredibly laggy.

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