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Unofficial, Untested (by PR) BugFixes


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#21 Pred the Penguin

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Posted 01 February 2008 - 09:50 AM

Thanks a ton! It was kinda getting hard for me to catch up on the bugs with fixes.

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#22 Dane Kiet

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Posted 01 February 2008 - 06:21 PM

Hi, I just realised I have only done tech tree fixes, so I tried to fix the scouting bug. But, I can't find the BasicOffensiveSpaceSet.... I went to goalfunctions, but it's not there......
NVM, downloading file now (forgot hehe)
PS: XML work really DOES make your eyes bleed.... but I do understand it!!!

Edited by Dane Kiet, 01 February 2008 - 06:37 PM.

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#23 Dalmp

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Posted 02 February 2008 - 08:08 AM

'AI retreats too easily' fix:

SpaceUnitsUtilities_CT-11_Space_Tug.xml:
<CategoryMask> Transport </CategoryMask>
change it to:
<CategoryMask> fighter </CategoryMask>

Your AI will no longer retreat too easily as defender whenever large Starbases are present.

The problem was that starbases were spawning up to 5 squads of 12 tugs each, and 60 tugs were causing the AI to retreat to 'save the transports'. This is smart behavior when those 60 transports are carrying 60 teams of AT-AT's. Not so smart when they are base-defense tugs.

Edited by Dalmp, 03 February 2008 - 03:43 AM.

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#24 hetter71

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Posted 02 February 2008 - 02:34 PM

Tug fix added

#25 Zarkis

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Posted 02 February 2008 - 08:35 PM

Nice catch! We just have to make shure that the AI does not start to build too many of them and send them on attack missions. Should be doable. Also, we don't want them as escorts for bombers, but they would be nice as escorts for big ships. Anyway, I will include that fix into my testing runs and see what happens.

Edited by Zarkis, 03 February 2008 - 08:13 AM.


#26 Dalmp

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Posted 03 February 2008 - 03:41 AM

EDIT: Didn't work for me when I set the ship class to fighter, but when I changed the <CategoryMask> the AI would not retreat.

Ugh yes, I'm not sure how that happened. Category mask was the right tag to edit. Thank you, I'm glad you spotted it!

I'll edit my post to reflect this if you can change it in your post please Hetter. Sorry for the inconvenience.

We just have to make shure that the AI does not start to build too many of them and send them on attack missions. Should be doable. Also, we don't want them as escorts for bombers, but they would be nice as escorts for big ships. Anyway, I will include that fix into my testing runs and see what happens.


I never thought of the AI deliberately building them as fighters. I was thinking of how the AI starbase uses them in battle but decided that that shouldn't be a big deal, given that it keeps them close to the base anyway most of the time. But you're right about that. Definitely the change is far better than the AI simply retreating on every world with a starbase (even if we have to remove tugs from the build list entirely), but there's probably a better way to do this.

Hmm.. I was thinking of setting it to frigate, but I wasn't sure how it would handle being placed in a 'frigate squadron'. Can we just create a new <CategoryMask> for the tug? It seems to be significantly more work (have to tie it into other xml's and lua's - and I'm not fully sure which files effect what), but it seems to be a more ideal solution - if possible.

Edited by Dalmp, 03 February 2008 - 06:20 AM.

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#27 hetter71

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Posted 03 February 2008 - 05:11 AM

I'll edit my post to reflect this if you can change it in your post please Hetter. Sorry for the inconvenience.[b]

Changed. No worries, everyone messes up sometimes, to err is human, and all that ^_^

#28 Zarkis

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Posted 03 February 2008 - 05:45 PM

I never thought of the AI deliberately building them as fighters. I was thinking of how the AI starbase uses them in battle but decided that that shouldn't be a big deal, given that it keeps them close to the base anyway most of the time. But you're right about that. Definitely the change is far better than the AI simply retreating on every world with a starbase (even if we have to remove tugs from the build list entirely), but there's probably a better way to do this.

Hmm.. I was thinking of setting it to frigate, but I wasn't sure how it would handle being placed in a 'frigate squadron'. Can we just create a new <CategoryMask> for the tug? It seems to be significantly more work (have to tie it into other xml's and lua's - and I'm not fully sure which files effect what), but it seems to be a more ideal solution - if possible.


Won't be a problem. The tugs can be excluded from being build in the relevant scripts. My next AI beta will include that change already.

#29 Ghostrider

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Posted 04 February 2008 - 09:37 AM

Thanks for the fixes. Most worked. I havn't found the scouting one yet, I wasn't sure which bit of the file it was in.

But - Bombing Run exceptions on Skiprays.
Ouch.


I tried Phoenix's suggestion - (change Skiprays from Bombers to Fighters) - Didnt work

- So I tried setting Skiprays craft type as Bombers and changing 'Is Bomber?' to 'Yes' - Didn't Work

I looked a bit harder - and deleted 'Skipray Bombing Run' from LandBombingUnits - Didn't work.

I did spot one thing, however: The 'Skipray Bombing Run' needs the skipray.alo file and I couldn't find it in the Models.
In fact I couldnt find any skipray (or Gat-12) file in the PR Mod.

Could this be the problem? (I didn't see an ATR-6 alo file in the models either)

Obviously I couldn't check this. Hope this helps.

#30 Phoenix Rising

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Posted 08 February 2008 - 11:05 AM

Sorry, I was posting here the other day and the forums shut off, but fortunately I saved it.

The fixes for Reef Home and Strike class worked for me but for the bombing run exception fix when you change Bomber to fighter does it matter if I use caps or not because in some files Bomber is Capitalized while fighter is not. Like in the X-wing file it's <Ship_Class>fighter</Ship_Class> while in the skipray it's <Ship_Class>Bomber</Ship_Class>. Sorry if that is a stupid question but thought that was odd.

No, it makes no difference. It doesn't even seem to care if you use "yes" and "true" interchangeably :p.

'AI retreats too easily' fix:

SpaceUnitsUtilities_CT-11_Space_Tug.xml:

<CategoryMask> Transport </CategoryMask>
change it to:
<CategoryMask> fighter </CategoryMask>

Ah, that makes sense. I'll have to go into the retreat script and use specific unit names instead of the transport mask.

The AI was still retreating even before I added the tugs though. I've found that it's no one thing that is hurting or helping the AI, but it's the sum of a number of different factors. For example, changing the AI combat power of the projectiles helped, changing the escort status of the ships helped, but neither give it the same capability as a player would.

I never thought of the AI deliberately building them as fighters.

That's why they were transports in the first place. Quick fix.

Can we just create a new <CategoryMask> for the tug?

See here.

I did spot one thing, however: The 'Skipray Bombing Run' needs the skipray.alo file and I couldn't find it in the Models.
In fact I couldnt find any skipray (or Gat-12) file in the PR Mod.

Could this be the problem? (I didn't see an ATR-6 alo file in the models either)

Because I'm using the one from FoC. ATR is under "Gamma-class".

I thought others said that it had taken care of the bombing run exceptions though. You're sure there isn't another cause to your exceptions?

#31 Ghostrider

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Posted 11 February 2008 - 10:07 AM

Hi, I just realised I have only done tech tree fixes, so I tried to fix the scouting bug. But, I can't find the BasicOffensiveSpaceSet.... I went to goalfunctions, but it's not there......



Yah. that got me too. Did you fix it yet. I'm stuck

#32 Vitek

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Posted 11 February 2008 - 04:19 PM

Hi, I just realised I have only done tech tree fixes, so I tried to fix the scouting bug. But, I can't find the BasicOffensiveSpaceSet.... I went to goalfunctions, but it's not there......



Yah. that got me too. Did you fix it yet. I'm stuck


You can find link to that file in the first post of this thread, just below the fix.

Bye,
Vítek :p

#33 Guest_Guest_*

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Posted 15 February 2008 - 07:52 PM

Hi, I have a serious problem with the AI, they do not attack me on GFFA campaign, they just dont do nothing. How can I fix this?

#34 GrandAdmiralVance

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Posted 16 February 2008 - 12:02 AM

oh my gosh, ok click back and then you'll see right below this topic, open and read it.

good day

#35 hetter71

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Posted 24 February 2008 - 10:27 PM

Added links to Zarkis' AI and Dal MP's graphics upgrades.

#36 Lotnik

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Posted 16 March 2008 - 03:43 PM

Hi
I have a really annoying problem.
My game crashes down after about 40 minutes of playing the empire after I repaired the AI bug.
Can somobody tell my what is happening??
I would be great if somebody could help me.

#37 Guest_Stieven_*

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Posted 23 March 2008 - 01:01 PM

Hi Phoenix,

really nice mod by the way, but it feels to me like a demo mod to much if play GFFA, every time i play rebel or empire i get a crash, on easy at week 26 block 2 at normal at week 12 block 1 and hard at week 5, i dont think anyone can beat the game that fast lol. basicly it gives an exception error at those days saying something about violation in the file, i geuss Lotnik has that same problem, is there a fix for this or not?

#38 Sausage

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Posted 27 March 2008 - 10:01 PM

Hi Phoenix,

really nice mod by the way, but it feels to me like a demo mod to much if play GFFA, every time i play rebel or empire i get a crash, on easy at week 26 block 2 at normal at week 12 block 1 and hard at week 5, i dont think anyone can beat the game that fast lol. basicly it gives an exception error at those days saying something about violation in the file, i geuss Lotnik has that same problem, is there a fix for this or not?



I get the same errors in galactic mode. I have done every fix listed here so I don't get crashes during tactical space/land mode but something is screwy in galactic mode. I would try commenting out the CSA and fix the shared Rebel/Pirate worlds but I doubt I could do it without a tutorial and others whom have tried eventually got exception errors regardless. So obviously those aren't the droids we are looking for.

It does however sound like we may never get this resolved since I have yet to see anyone find the cause, and without a cause there is no chance of a fix.

#39 harryface

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Posted 01 April 2008 - 03:11 PM

I'm STILL waiting on my account Email to arrive so that I can download stuff from here.

Is there anywhere else I can get the Asthetics pack and the Basicoffensivespaceset files? I'm really sick of waiting here.

Nice mod. :thumbsupsmiley:

#40 HyperBlade

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Posted 14 April 2008 - 01:59 AM

I just want to confirm that the bombing run fix is working (setting <Ship_Class>fighter</Ship_Class> for the blastboats). I had an autosave that crashed almost exactly at the same moment. I applied the patch and voila no more crash but they bomb the hell out me (with Tie Bombers). I removed the "fix" and the game started crashing again. I saved the game under another name so I can test it again if I need to.



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