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Too Many Units ?


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#21 ShadowCrow

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Posted 04 January 2008 - 01:25 AM

Pathfinding? Pathfinder? I have no idea what you're talking about. (i haven't had a chance to download the mod yet, need to take x-hardrive to library where there is high-speed internet :xd:)

Could somebody clue me in as to what a pathfinder does?

EDIT: @EduardPais I took a look at the pic and noticed that its the beginning of the next galactic day. Perhaps the game froze when you entered the next galactic day. That's a lot of credits and there is a credit pool cap just like there is a population cap. You can only have so much ;) That may be what cause the game to freeze.

Edited by ShadowCrow, 04 January 2008 - 01:35 AM.


#22 muneyoshi

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Posted 04 January 2008 - 01:35 AM

Yeah, the pathfinding is a drag. I've never used it for that reason. I did try to fix it once, but to no avail. I suppose I should try again sometime.


Don't remove it, I'm using the pathfinding slot.


I use it if I have no heros/flet commaners in teh fleet or if I have justone hero

#23 GrandMoffThoth

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Posted 04 January 2008 - 01:51 AM

"Too Many Units?"
;) There will never be Too Many Units, until long past everything's in!! :xd: :blush:


(spanning all timeframes)
(Not until we're debating medical droid upgrade 10 vs 9, which four ewoks miss the cut, & whether Jip-jip needs to be added to complete the mint condition set, will I convert.)
I love how much is in PR so far.

Edited by GrandMoffThoth, 04 January 2008 - 01:40 PM.


#24 EduardPais

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Posted 04 January 2008 - 07:33 AM

The pathfinding slot is vanilla.

@ShadowCrow PR set the credit cap per planet to 1 000 000.

#25 anakinskysolo

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Posted 05 January 2008 - 04:13 AM

Pathfinding? Pathfinder? I have no idea what you're talking about. (i haven't had a chance to download the mod yet, need to take x-hardrive to library where there is high-speed internet :p)

Could somebody clue me in as to what a pathfinder does?

EDIT: @EduardPais I took a look at the pic and noticed that its the beginning of the next galactic day. Perhaps the game froze when you entered the next galactic day. That's a lot of credits and there is a credit pool cap just like there is a population cap. You can only have so much ;) That may be what cause the game to freeze.


I noticed the money too. How in the world can you make so much money?

#26 Phoenix Rising

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Posted 06 January 2008 - 05:57 AM

wiat, you said changing aheroes sides would require alot of scripting, but you did it already :crazed: you knew i'd like to see it before i asked you are phsycic!!!

Copying one unit and changing his affiliation is one thing, doing it dynamically is another.

#27 Guest_StarWars_*

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Posted 06 January 2008 - 09:17 AM

wiat, you said changing aheroes sides would require alot of scripting, but you did it already :crazed: you knew i'd like to see it before i asked you are phsycic!!!

Copying one unit and changing his affiliation is one thing, doing it dynamically is another.

BTW, Dark Luke doesn't have any upgrades, making him travel very slow....

#28 Dalmp

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Posted 06 January 2008 - 01:23 PM

Yeah a new palleon can be recruited when you upgrade one to the chimaera. The second one can be upgraded into his victory destroyer. Also, you can do the same thing with Tarkin, and with Nial Declann - you just can't fully upgrade the second one you recruit. I have two of each of these in the 137 world campaign, but I haven't crashed due to it. Nor have I crashed for having a lot of ships.

But I also took a look at the XML files first, and beefed up pirate forces to limit AI expansion, and completely removed CSA (which was causing no end of crashes during land battles - possibly a specific CSA unit might be the problem there?), and everything has ran perfectly and relatively lag free since.

Edited by Dalmp, 06 January 2008 - 04:14 PM.

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#29 Dane Kiet

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Posted 06 January 2008 - 03:33 PM

wiat, you said changing aheroes sides would require alot of scripting, but you did it already :crazed: you knew i'd like to see it before i asked you are phsycic!!!

Copying one unit and changing his affiliation is one thing, doing it dynamically is another.

i wasn't talking about changing sides in game in that post (though i have always liked the thought of it in general) i was talking about what you did with luke, copy to the other side for a campaign.

Edited by Dane Kiet, 06 January 2008 - 03:33 PM.

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#30 muneyoshi

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Posted 06 January 2008 - 06:46 PM

Yeah a new palleon can be recruited when you upgrade one to the chimaera. The second one can be upgraded into his victory destroyer. Also, you can do the same thing with Tarkin, and with Nial Declann - you just can't fully upgrade the second one you recruit. I have two of each of these in the 137 world campaign, but I haven't crashed due to it. Nor have I crashed for having a lot of ships.

But I also took a look at the XML files first, and beefed up pirate forces to limit AI expansion, and completely removed CSA (which was causing no end of crashes during land battles - possibly a specific CSA unit might be the problem there?), and everything has ran perfectly and relatively lag free since.


what kinda super computer do you play on? lol.. I get lag from moment one on that map but I would love to play it

yeah PR... Priate worlds fall WAY to fast.. I can expand from 4 worlds.. to 20+ wih 2 airspeeders and a infanty platoon.. in the first 3 weeks or so.. perhapes somehow make priates immune to strike raids? that would slow it down alil.. but they should have alot tougher resistence.. alot of the "pirates" worlds were more indepentant worlds then actual priates.. and you dida good job beefing up the more notable worlds.. but there are too many lil guys that a 3 unit strike raid walk all over

#31 Phoenix Rising

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Posted 07 January 2008 - 02:29 AM

Yeah, I didn't get to designing those fleets, like I said, but having them will increase lag, so be warned.

#32 EduardPais

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Posted 07 January 2008 - 03:03 AM

I don't think so, pirates don't move their units from one planet to another like there's no tomorrow. :p Or, you can give the pirate asteroid and ground base very high autoresolve health and ai combat power values.

Edited by EduardPais, 07 January 2008 - 03:07 AM.


#33 muneyoshi

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Posted 07 January 2008 - 03:50 AM

Yeah, I didn't get to designing those fleets, like I said, but having them will increase lag, so be warned.


eh.. my computer has problems lol.. I get lag on anything but Core Worlds.. I can start the other 3 maps (not GFFA.. that is bad from the start) but 1/2 - 3/4 lag begins.. and when there is only a few enemy systems left it becomes way to laggy for me.. this however I know layes with my computer and not the mod.. it has a.. history.. the specs seem nice but the guy I bought it from built it with used hardware.. charging me full price mind you.. and some of what he put in has conflicts with the other parts.. unfortunately I can';t afford a new computer right now.. I wouldn't bother trying to fix this one

#34 Dalmp

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Posted 07 January 2008 - 09:01 PM

what kinda super computer do you play on? lol.. I get lag from moment one on that map but I would love to play it

yeah PR... Priate worlds fall WAY to fast.. I can expand from 4 worlds.. to 20+ wih 2 airspeeders and a infanty platoon.. in the first 3 weeks or so.. perhapes somehow make priates immune to strike raids? that would slow it down alil.. but they should have alot tougher resistence.. alot of the "pirates" worlds were more indepentant worlds then actual priates.. and you dida good job beefing up the more notable worlds.. but there are too many lil guys that a 3 unit strike raid walk all over


hehe, my PC is not that hot, tbh. My operating theory is that the AI wastes a lot of CPU cycles shuffling infantry around - it probably has a few dozen 1 or 2-man fleets moving right from day 1. The reduced AI expansion seems to have made all the difference.

Honestly I think I went a bit overboard and made the pirate garrisons so strong the AI growth was stunted a bit, but having a weaker opponent is a good price for my precious 137 galaxy game. :thumbsupsmiley: Week 235 and going strong!
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#35 Phoenix Rising

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Posted 08 January 2008 - 05:52 AM

I don't think so

I've tested it and it does.

Week 235 and going strong!

Nice! That's amazing. I've never actually finished GFFA because it's more than I can handle even on this PC.

#36 Zarkis

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Posted 08 January 2008 - 11:25 AM

It's possible to slow down the AI expansion by changeing the conquerpirate.lua a bit. I did that with some other mod because I didn't like the fact that the AI conquers the planet from the pirates and immediately sends it's troops on another conquer mission, leaving the planet open for the player to grab. Just add a sleep() command between the fund base and force release parts.

#37 Dalmp

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Posted 08 January 2008 - 05:53 PM

It's possible to slow down the AI expansion by changeing the conquerpirate.lua a bit. I did that with some other mod because I didn't like the fact that the AI conquers the planet from the pirates and immediately sends it's troops on another conquer mission, leaving the planet open for the player to grab. Just add a sleep() command between the fund base and force release parts.

Oh nice! I'll have to give that a whirl.

That explains a lot. So the AI is not even stopping to garrison it's planets, huh?
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#38 Zarkis

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Posted 08 January 2008 - 06:48 PM

It's possible to slow down the AI expansion by changeing the conquerpirate.lua a bit. I did that with some other mod because I didn't like the fact that the AI conquers the planet from the pirates and immediately sends it's troops on another conquer mission, leaving the planet open for the player to grab. Just add a sleep() command between the fund base and force release parts.

Oh nice! I'll have to give that a whirl.

That explains a lot. So the AI is not even stopping to garrison it's planets, huh?


The AI is very bad at defending. There is no script that tells the AI to defend a planet. It relies more or less on the garrisons of it's buildings. If you stumble into a big number of ground or space forces it's usually, because the AI just uses the planet as a staging area for an attack.

Btw you need to define a time for the sleep command, like sleep(20).

#39 Phoenix Rising

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Posted 08 January 2008 - 08:40 PM

Yeah, there are supposed to be pirate defense there to slow the expansion...

#40 Dalmp

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Posted 09 January 2008 - 06:53 AM

The AI is very bad at defending. There is no script that tells the AI to defend a planet. It relies more or less on the garrisons of it's buildings. If you stumble into a big number of ground or space forces it's usually, because the AI just uses the planet as a staging area for an attack.

Btw you need to define a time for the sleep command, like sleep(20).

What value would you recommend for a good start? Sleep(20) and then tweak from there? What do you usually use?

Edited by Dalmp, 09 January 2008 - 07:05 AM.

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