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#41 Badwolfwho

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Posted 24 December 2008 - 06:10 PM

Mine hasn't appeared on the Petrolauncher yet.
Any suggestions?

#42 coinich

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Posted 24 December 2008 - 06:40 PM

Mine hasn't appeared on the Petrolauncher yet.
Any suggestions?


Petrolauncher?

#43 Badwolfwho

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Posted 24 December 2008 - 06:50 PM

Mine hasn't appeared on the Petrolauncher yet.
Any suggestions?


Petrolauncher?

The thing you use to pick which mod to use for EAW

#44 hetter71

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Posted 24 December 2008 - 07:04 PM

Mine hasn't appeared on the Petrolauncher yet.
Any suggestions?

Mine did just fine....

#45 Droideka

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Posted 24 December 2008 - 07:25 PM

Arrrggghhh! So much lag, it's playable but just barely. I managed to conquer Tatooine as the rebels in "Outer Rim" but that was at the cost of about a total of probably 50 minutes of loading alone. The space and ground battle on Tatooine was amazing though, all the new indigenous pirates/thugs/outlaws and new units was most impressive though I did happen to win the ground battle with one of my start Pod walkers(you guys made these into some beastly units, good job, wish they were buildable for the rebels). Afetr that I gave up, just way too much lag. :grin: :mad2:

#46 keraunos

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Posted 24 December 2008 - 07:37 PM

Don't know if I manage my computer well, but no lag so far (no worse one then under 1.0...) - on Athlon 1.9 GHz, 1 GB RAM, GeForce Go 6100. Maybe Vista is a problem, since I run XP :] Also, have you tried to go down with all the graphics? I'm running FoC under 800x600, with all the details set to low...

#47 Nomada_Firefox

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Posted 24 December 2008 - 07:38 PM

I have downloaded the mod and loaded it, I have tried the 158 planets galactic conflict the first time but it take too time (more of 5 minutes) to load. Next I will try the 37planets, about 2 minutes or more loading and too slow, usually I play with 3D EAX4 sound, full detail, 1024x768 and 2x antialising. My computer is one Quad Core 6600, 4gb DDR2800 Mushkin Extreme, one Geforce 9600GT and a Creative SoundBlaster Fatal1ty, all put on one big black P182 computer case. It is not a bad computer probably and when I played the 1.0, it runs very well but the 1.1................some happens with it.

#48 Guest_StarWars_*

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Posted 24 December 2008 - 07:42 PM

Do we have to log into Mod DB to download it, since its not giving me the download when I click on the button.../= :grin: :mad2: :p :) :sad2:

#49 Phoenix Rising

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Posted 24 December 2008 - 08:06 PM

Well, the bottom line is we added a lot of new content to GC and have no dedicated testers on the team, so we're really reliant on the public for that. The more you guys can help us debug, the faster we can release a patch that can get it working. All I know is that it ran a lot better (no exceptions, less lag) before ground forces were added for pirates, so you might want to remove those as a temporary measure. However, we still need to figure out the exceptions.

On a side note, the ground unit firing ranges and stats appear to be rather....random. Anti-vehicle turrets are practically able to fire from one corner of the map to the other. AT-ST's can move almost as fast as speeder bikes as well.

Land is very rough... it's using almost pure canon stats without any consideration to gameplay, but I had to start somewhere. To be honest, I wasn't originally planning on messing with it for this release, but that's a long story. At any rate, it's the first step in the road to Land.

But on a positive note, I thoroughly enjoy skirmish mode -- the sides are surprisingly well balanced as well.

I spent most of my time in Skirmish, so it got a lot more attention than the first release, when it was almost an afterthought. I'm sure you saw how many upgrades were revisited in order to make units unique. The same content is all there in GC, we just obviously need to fix a few things first before it can be used. At any rate, the next version won't be in another year.

I am sorry to say that this has more bugs then 1.0, it is now crashing regually on skrimish! really this is just annoying.

I haven't had any problems with Skirmish at all in my testing, so if you could note what you were doing, that would help.

#50 A1Dasdfsdkli4r2

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Posted 24 December 2008 - 08:53 PM

Okay, I'm glad I'm not the only one having problems with this. I was a little dissapointed just because I was up at 5:00 AM tryin to play it.... but hopefull the problems will be solved eventually.

#51 keraunos

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Posted 24 December 2008 - 09:11 PM

The problem on land now lies mainly in range and speed. I got it speed farily balanced now (halved all the values for vehicles), and now I'm working on firing ranges. For now, I try to connect Fow range with max targetting range, as currently raiding AT-ST can fire everywhere (which is exploitable, of course :grin: ).

If you want to keep current ratio, all the ranges will have to be rescalled - I'm thinking about factor of .1 :mad2: For now, I'll try with <Land_FOW_Reveal_Range> tied to <Targeting_Max_Attack_Distance>

#52 TheEmpire

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Posted 24 December 2008 - 09:13 PM

haven't had any problems with Skirmish at all in my testing, so if you could note what you were doing, that would help.


I was in skrimish and was the rebels, I was fighting the CSA and Empire with a comp rebel on my team. I think this has to do with the Valent Cruiser because it always happens when I build it. I am looking at the XML now to see if it has any problems but so far no luck.
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#53 Casen

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Posted 24 December 2008 - 09:14 PM

Intel Core2 Quad

3 Gigs of Ram

GFFA lags so much it's practically unplayable...

#54 Sion4000

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Posted 24 December 2008 - 09:40 PM

I removed all the pirate forces (XML) from GFFA which decreased the loading to about 10 seconds and got it to run at the same framerate as V1.0

Which is still very laggey
so i guess the huge amount of pirates are the main problem
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#55 Guest_Daniel Wood_*

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Posted 24 December 2008 - 09:54 PM

I have 512 MB of RAM. I'm screwed! :grin:
Took me 45 minutes to get GFFA up and it was so slow, even when I paused it it took 30 seconds for it to say it had paused!

#56 EduardPais

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Posted 24 December 2008 - 10:08 PM

Actually, in v1.0, GFFA pirates had minimal forces, only the asteroid starbase in space and the outpost on the ground. There was absolutely no lag until the ai conquered a big part of the galaxy and then started its usual, constant movement of units from one planet to another. That constant movement of units causes lag even in the vanilla "equal footing" which has around 55 planets.
I really don't understand why having many units would cause lag, I can understand a bigger load on the cpu and ram but not that much as to cause that annoying lag. When v1.0 was released I personally added units to the pirates and it didn't cause any lag. The only thing I can think of causing the lag in v1.1 GCs is the multitude of starbases on each planet.

#57 marcuscat

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Posted 24 December 2008 - 10:25 PM

I've removed all pirate forces in GFFA = lag zero

#58 keraunos

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Posted 24 December 2008 - 10:41 PM

Ok, I've managed to balance land battles a bit. Changes so far:

Speed - all vehicles speeds halved

Firing Range adjusted:
HP <Fire_Range_Distance> >5.000 -> 500
HP <Fire_Range_Distance> 4.999-2.500 -> amount divided by 10 (500-250)
HP <Fire_Range_Distance> 2.499-1.000 -> 225
HP <Fire_Range_Distance> 999-250 - amount divided by 5 (200-50)
HP <Fire_Range_Distance> <250 - 50
(I've made a mistake here, as I got exception during playtesting, while on the same map previously no exception)

I'll have to adjust HPs, and the mod should be ready for release :grin:

Great job, guys :mad2:
Ok, gotta go to work :p

#59 Darth Stalin

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Posted 24 December 2008 - 11:01 PM

I removed all the pirate forces (XML) from GFFA

What files have you removed and what is the frame rate? (BTW: ow can it be set and where?)

#60 EduardPais

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Posted 24 December 2008 - 11:07 PM

there are no files to delete, you have to check campaign.xml or something similar and delete the pirate units for each planet, just be careful what you delete



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