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Planet Proximity


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#1 Guest_Sharpnessism_*

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Posted 31 December 2007 - 09:00 PM

Phoenix, is it possible to release a version where the planets aren't hugging each other? Right now they are so close to the point that I am unable to click on the planet I want to without sending my fleet to fight another fleet rather than defend my home planet. Otherwise it'd be great to play this mod.

#2 Phoenix Rising

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Posted 31 December 2007 - 10:22 PM

I knew this would crop up sooner rather than later. It's not as easy as releasing a "special version"; the planets right now are in balance with trade routes, their neighbors, and the galaxy at large, so rescaling the galaxy would require a complete retooling of the campaigns. When you have as many planets as we do, you have to ensure that none of them overlap, even if you don't use all of them in a campaign, because their coordinates are fixed throughout. They can be rescaled, but it would take time and the tradeoff would be fewer planets on-screen at one time.

Alternatively, you can change the camera. This can actually be done rather easily if you know where to look. In GameConstants.xml, find the <GMC_InitialPullbackDistance> tag. Its value is currently 750.0, but making it smaller will cause it to zoom in and make the planets larger. However, if you change it this way, you will be unable to connect to other players in multiplayer, so make a backup, or better yet, a different copy of the mod.

Finally, please be patient. PR is not EaW and it will take some time to acclimate to our style. I promise that you will eventually grow accustomed to dragging fleets precisely, as that's the feedback I've gotten from testers.

#3 jdk002

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Posted 02 January 2008 - 02:40 AM

He speaks the truth! :thumbsupsmiley:

#4 Decay

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Posted 02 January 2008 - 04:49 AM

In fact, Bueno.

#5 Zarkis

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Posted 02 January 2008 - 05:28 PM

Why don't you include the camera zoom into the mod? The mod plays so much better with it.

#6 Phoenix Rising

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Posted 02 January 2008 - 07:24 PM

Why don't you include the camera zoom into the mod? The mod plays so much better with it.

I'm not aware that you can change the galactic camera from the interface, but if you know of another mod that's accomplished this, let me know so I can check it out.

#7 GrandMoffThoth

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Posted 03 January 2008 - 12:09 AM

{((( This Mod is Magic )))}
I have not yet tried to alter my camera settings, so I dunno if it's the perfect solution, but this is in my opinion the only blemish.
I've sent guys every which way just trying to click on the right planet in the core, or the correct orbiting fleet. It is extremely hairy around Corus./Met., & to their left. If you don't own them all immediately, many problems arise quite quickly. Names-block-fleets-block-planets, & that's after all the menu info is toggled off. Very frustrating. Especially since there is so much open space in the area, it feels like that cup of water just out of reach.
I would like to say that your ability to blast right by 100+ worlds, while also making the map just large enough to get lost in, is OUTSTANDING!!! Everything I've seen so far between the ships, heroes, worlds, & new map, is more than enough to render this crowding hassle inert. I have learned to not orbit in specific spots, or not place land troops etc, or to conquer a whole cluster to stop the errant battles, to soften any notice of this. Certain aspects of the worlds get lost & swept into a shuffle when their info overlaps into chaos. Mostly it's trying to get the cursor to click onto the correct planet, & then to zoom into the proper planet that gets ruff, regardless of any steps I've found so far. In the name of feedback, it'd be very neat to adjust this.
I am joyfully willing to dance around these snares, due to the delicious job you did with the map size, planet count, & hero counts alone.
Toward the possibility of adjusting them however, is it poss. to rotate the three orbit circles from an 11 o'clock/1 o'clock position into a 7-9 o'clock position etc? As well as flop the planet name to the left instead of the right? I don't know how easy/hard it is to do this, or which methods will work best. It seems like regardless of the planets being close, if the names of only 4-5 planets were just switched to the opposite side, & the orbit slots were rotated, none of it would interfere.
I am thinking based on all you've done, that you already looked into this.

The only other bugs I have seen are the build time, which I currently prefer as it is for now (instant); & after each battle, the units lost screen freezes in between transitioning back to the Galactic Map, for about 15sec, after I click the return to map button.
It only freezes like that everytime I fight, w/o any harm that I can see besides being a wasted minute per 6 times. Compared to what others are experiencing, I'll take it.
I want to play more before offering too much an opinion, but not knowing how hard it is to adjust the planet names/slots, & with this topic already posted, I figured I'd mention it.

Q: I saw it mentioned that Galactic Conquest Multi-Player is not functional on purpose. Didn't catch if you took it out due to bugs, or if you don't want it. Is it in the works, like a bunch of the x-tra character info text that's blank(sooner), like v.Land is(later), or not even on the drawing board & not ever gonna happen(never)? I usually don't play any other options than the GC, unless more planets & a bigger map can be found elsewhere.

{((( This Mod is Magic )))}

Edited by GrandMoffThoth, 03 January 2008 - 12:22 AM.


#8 Phoenix Rising

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Posted 03 January 2008 - 01:52 AM

Toward the possibility of adjusting them however, is it poss. to rotate the three orbit circles from an 11 o'clock/1 o'clock position into a 7-9 o'clock position etc? As well as flop the planet name to the left instead of the right?

Messing with the interface is touchy, but it may be possible. I'll probably just see what a rescaling looks like for the next release and if that reduces some of the clutter. Then I won't have to worry about the slots.

The only other bugs I have seen are the build time

:)

after each battle, the units lost screen freezes in between transitioning back to the Galactic Map, for about 15sec, after I click the return to map button.

Another side-effect to playing huge campaigns with EaW, I'm afraid. It only (noticeably) happens to me on the big one.

I saw it mentioned that Galactic Conquest Multi-Player is not functional on purpose.

Yeah, it can't read a script, so there's no way for me to do tech for it. You would therefore be limited to your Level 1 starting units, no research, and no upgrades (including for heroes). That's not really how I want people to play :).

#9 muneyoshi

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Posted 03 January 2008 - 02:05 AM

eh.. I like the build times.. in fact I think some ships could do with abit longer build time to promote them being more rare and using mixed fleets more often

#10 GrandMoffThoth

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Posted 03 January 2008 - 03:39 AM

QUOTE (GrandMoffThoth @ Jan 2 2008, 07:09 PM)
The only other bugs I have seen are the build time...


Thought that's the kinda 'bug' stuff ya meant. As far as I go though, its after the "..." that's important.
Which reads:

... which I currently prefer as it is for now (instant)

I have wasted too much time playing diff mods, or SW titles trying to quench my thirst for a specific experience. I find the unit build time to be refreshing, & rewarding due to what else I have to do besides wait w/cash in hand for something to complete construction. Especially if some battle's gonna blow it up so I have to rebuild it.
In the long term I might change it, but I meant I really enjoy the build time as instant or 1sec. I also like how easy it is to alter back & forth.
Having logged so many hours trying to test & debug compounded trigger systems in my own modding efforts, I do not fault, look down on, or find stuff like that, or missing character text to be a drag at all. That stuff's simple to amend. Plus I don't have time right now to wait, so it's perfect in my opinion. I didn't intend to echo a squawk or fling peas.

Messing with the interface is touchy, but it may be possible. I'll probably just see what a rescaling looks like for the next release and if that reduces some of the clutter. Then I won't have to worry about the slots.


Figured to describe the rotating idea since you mentioned elsewhere that rescaling would interfere with routes etc, & quickly become a hassle, or at least, a process. I wasn't sure if you could just turn it, & if the names were just all on the right to be uniform, or were forced to all be in synch for other reasons. I realized after I wrote it that you must of tried something.
I like the scaling the way it is. I really like the open space between worlds. You can just make the galactic map bigger, if rescaling tightens it up I guess. I love how huge the map is right now, I think you said it was 4x as big, but you didn't specify if that was an estimate or exact. 138 worlds is awesome!

eh.. I like the build times.. in fact I think some ships could do with abit longer build time to promote them being more rare and using mixed fleets more often

-muneyoshi I agree with liking the quick build, but I don't see why they're not rare now unless you're rich. The rare high tech ones come only after extensive costly upgrades & a huge pricetag just for the ship, which takes time to research/pay for. So both your level 1 ships, become those rare gems, & the new level ships are rare b/c they cost more than you get when passing 'Go.' I've kind of found the rare ships on both sides of the meter if you upgrade quicker than your fleets die off. Having ships that will never be destroyed can lead to them not being rare anymore, b/c they never die. I like how easy it is to adjust, though, so you can find what you like best & use that setting, or even switch back & forth depending on who you're playing.


((( so much fun I hadda vote!! )))

Edited by GrandMoffThoth, 03 January 2008 - 03:43 AM.


#11 muneyoshi

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Posted 03 January 2008 - 05:07 AM

QUOTE (GrandMoffThoth @ Jan 2 2008, 07:09 PM)
The only other bugs I have seen are the build time...


Thought that's the kinda 'bug' stuff ya meant. As far as I go though, its after the "..." that's important.
Which reads:

... which I currently prefer as it is for now (instant)

I have wasted too much time playing diff mods, or SW titles trying to quench my thirst for a specific experience. I find the unit build time to be refreshing, & rewarding due to what else I have to do besides wait w/cash in hand for something to complete construction. Especially if some battle's gonna blow it up so I have to rebuild it.
In the long term I might change it, but I meant I really enjoy the build time as instant or 1sec. I also like how easy it is to alter back & forth.
Having logged so many hours trying to test & debug compounded trigger systems in my own modding efforts, I do not fault, look down on, or find stuff like that, or missing character text to be a drag at all. That stuff's simple to amend. Plus I don't have time right now to wait, so it's perfect in my opinion. I didn't intend to echo a squawk or fling peas.

Messing with the interface is touchy, but it may be possible. I'll probably just see what a rescaling looks like for the next release and if that reduces some of the clutter. Then I won't have to worry about the slots.


Figured to describe the rotating idea since you mentioned elsewhere that rescaling would interfere with routes etc, & quickly become a hassle, or at least, a process. I wasn't sure if you could just turn it, & if the names were just all on the right to be uniform, or were forced to all be in synch for other reasons. I realized after I wrote it that you must of tried something.
I like the scaling the way it is. I really like the open space between worlds. You can just make the galactic map bigger, if rescaling tightens it up I guess. I love how huge the map is right now, I think you said it was 4x as big, but you didn't specify if that was an estimate or exact. 138 worlds is awesome!

eh.. I like the build times.. in fact I think some ships could do with abit longer build time to promote them being more rare and using mixed fleets more often

-muneyoshi I agree with liking the quick build, but I don't see why they're not rare now unless you're rich. The rare high tech ones come only after extensive costly upgrades & a huge pricetag just for the ship, which takes time to research/pay for. So both your level 1 ships, become those rare gems, & the new level ships are rare b/c they cost more than you get when passing 'Go.' I've kind of found the rare ships on both sides of the meter if you upgrade quicker than your fleets die off. Having ships that will never be destroyed can lead to them not being rare anymore, b/c they never die. I like how easy it is to adjust, though, so you can find what you like best & use that setting, or even switch back & forth depending on who you're playing.


((( so much fun I hadda vote!! )))


the instant build times is a bug.. he did that to play test.. not how it's supposed to be.. and.. by rare.. I mean in books and movies.. the loss of just 1.. ONE ISD is bad.. these ships.. though they were seen in fleets and in some books made reference to as such.. the general feel was the loss of one of those ships sucked bad.. in game as it is now.. it's not so bad.. annoying.. but not so bad. Same with the MC120.. .. yeah the most massive ships I agree.. price tag and build time (the real build time :) ) are good.. but build times as they are now support large quanities large ships.. takes alil more time.. but not so much as to be annoying.. if you have a few planets work together you can feild 6 capital class ships fairly quick.. except in large scale battles (as the movies and books often cener around) these captial class ships served as command ships.. not standard fleet ships.. the pop cap is one way to restrict this.. but many battles.. MOST battles in the books tend to center around 2.. maybe 3 captial class ships working mostly with destroyer, frigate and smaller class escorts working together in combined arms tactics.. there are many subtle stratagies and tactics that are lost if you feild a fleet of captial class ships.. no need for finese.. you just muscle it.. yes all the primary battles tnded to have very large fleets.. but these fleets were put together.. even in the Legacy of the Force series now they make note of saying how to get the massiv fleet together the GA COMBINED 3 - 4 fleets.. and STILL went asking Hapes for more ships.. I have fought battles with nothing but captials to try it.. I perfer combined arms and normal/mixed fleets.. yes I ramble.. sorry

oh.. and the rich part.. that's esy enough.. without editing XML files lol.. 3 fleets of 20 fully upgraded frighters.. XQ7 platforms instead of golan where the enemy can't hit.. ie.. behind your lines

Edited by muneyoshi, 03 January 2008 - 05:09 AM.


#12 Markus

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Posted 04 March 2008 - 09:42 PM

I'm not sure if it's possible (or I might have missed the discussion of this in my brief browsing of the topic), but an interesting idea for a fix would be simple re-scaling. one of the things I've always disliked about EaW is the fact that the fleet icons are huge. were you to reduce the size of the icons (for the fleets, the planet garrison, and the empty spaces for fleets on the galaxy scale, not the planetary one) by about half, they'd still be easy to see/manipulate, but you'd reduce the clutter a lot. Unless my understanding of the coding is a lot worse than I realize (it very well might be >.<) it should be a simple matter of adjusting the figures they used to create the icons in the first place. I'm not a programmer, so I can't say for sure, but that should fix much of it.

Once you scale it down and reduce the space the fleet spaces take up, you should be able to adjust the space between the individual icons. Once you get there, the space required will drop drastically, probably to the point where you don't need to worry about the densely-packed clusters too much. Unfortunately, I've no idea how to do that or where to find the figures you'd need to manipulate to pull this part off. There are just too many ways that the spacing trick can be done >.< (offset being the most common and most annoying).

The final trick would be to reduce the space taken by the names and tag them closer to the planet, but, again, I've no clue how to do this. It'd take quite a bit of trial and error to figure out the lines that directly apply to the name, adjust the font size of the name, and plaster the name right underneath the planet.

Edited by Markus, 04 March 2008 - 09:50 PM.


#13 Phoenix Rising

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Posted 08 March 2008 - 12:20 AM

You can do this, or at least it's implied, but changing things in CommandBarComponents.xml can get messy fast, so I'd just as soon not. For example, if you change the font sizes, they don't alias as well and it makes the words blurry.

#14 Markus

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Posted 08 March 2008 - 07:48 PM

so in other words, it's possible, but because of the interdependencies built in you'd be spending long hours of troubleshooting >.< I know the feeling. Since I've got waay too much time on my hands I'll look into it on my own, and if I can fix most of it (one glitch or less) I'll see about sending it to ya.

Edited by Markus, 08 March 2008 - 07:49 PM.


#15 Phoenix Rising

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Posted 08 March 2008 - 08:04 PM

Well, besides the fact that I've already rescaled the galactic coordinates, heh. I just got the impression with the command bar that it's mostly hardcoded and you can only mess with a few given properties.

Edited by Phoenix Rising, 08 March 2008 - 08:04 PM.


#16 Markus

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Posted 08 March 2008 - 09:12 PM

I see.... That could be a bit of a pain then >.>

but I'm bored as of late ^.^ I'll see what I can do to alleviate this problem

#17 Phoenix Rising

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Posted 09 March 2008 - 07:23 PM

I'm sure you can learn something from messing with it... just expect some odd results.

#18 keraunos

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Posted 09 March 2008 - 09:15 PM

Refering to topic :wink_new: : I think that making circles above planets smaller would do. Can it be done easily?

#19 Markus

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Posted 11 March 2008 - 08:12 PM

Actually, that's exactly what I was proposing, just in more technical terms. Unfortunately, like PR was saying, most of the interface is hard coded (which means that you have to actually edit the game's code. you can't get away with writing an XML file). During my brief, but fairly extensive search, it didn't appear that you could edit those values with an XML. If you were to change that the way you'd literally need to adjust a few files in within the game code, and I'm afraid I can't make much sense of C based scripts >.< It might be possible, but the coding didn't seem to be flexible enough to pull that off. Too many variables would have to be taken into account. I'm not sure, but if someone were to edit those, you might even have to rewrite several XML files to interface with it properly again. I may have too much time on my hands, but I don't have enough time to troubleshoot that much code.

#20 keraunos

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Posted 11 March 2008 - 09:46 PM

But I've seen quite few mods that incorporate smaller circles above planets... Don't remember the names, though :(



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