Edited by Phoenix Rising, 02 January 2009 - 01:16 AM.
Phoenix Rising Reborn With v1.1!
#4 Guest_Gutted_*
Posted 26 December 2008 - 11:20 PM
#5 Guest_Bane_*
Posted 26 December 2008 - 11:44 PM
Will, for one, it is definitely playable if you know what to do. Play as the Rebels and spam speeders. Most enemy units can't hit the and the overwhelming numbers destroy what can.Ground combat is totally unplayable, making the Mod totally unplayable (I would have put up with the massive lag in tactical). Can't you return ground to what it was as a temporary fix? Version 1.0 was my favourite FoC mod, this version, despite your massive effort, has been disappointing. Keep working on it though, it WILL be great.
Or you could just go into the files and change the ranging, which is not exactly difficult.
#6
Posted 26 December 2008 - 11:47 PM
I haven't tested 1.1.1 yet - just finished work and on my way to bed. Expect my land mod in about 12h... BTW, which files did you alter between 1.1 and 1.1.1? My mod was basicly finished, so if there are no compatibility issues it should be ready to go immediately
#7 Guest_Guest_Ryan_*_*
Posted 27 December 2008 - 12:50 AM
I want to commend you for a great effort on this mod. I have been eagerly following your progress and have been looking forward to this mod for a great time.
I think what you have laid out for the mod is superb and I give you kudos for that.
Unfortunately, I feel the state of the mod is unplayable. The lag, the load time, the closeness of the planets make the game; slow, frustrating, and basically not fun to play. I can't speak for the skirmish battles as I don't usually play those, but the campaigns are suffering greatly. So greatly that I often have to go into task manager after waiting 5 minutes to load a battle just to shut the game down because I don't have the patience for the huge wait times in the game. This is even on the smallest campaign size, Core Worlds of only 37 planets.
I know there has been talk about the RAM you need to run this game, but given how old EaW is, I think you have set that bar tooo high. I can run Crysis at near top settings without lag, but this game is impossibly slow.
I hope you are able to either: a) find a way to fix the lag or load times or b) better yet, limit the scale of the galaxy to make it just more managable. Until then, I don't think this mod will get a large fan base.
I wish you the best with the mod progress and again, my hats off for your effort.
#10
Posted 27 December 2008 - 01:16 AM
Newsflash dude...this mod already HAS a large fanbase. Look at the number of downlods of each version.
Besides, tereare already a few seperate projects to fix the lag. Such as the stopping of the planetary rotating.
If you lower the detail settings the planets stop moving. I just did that and the lag didn't change.
#11 Guest_Enigma2814_*
Posted 27 December 2008 - 08:22 AM
#12
Posted 27 December 2008 - 09:49 AM
#15
Posted 27 December 2008 - 05:41 PM
I just cut the pirate buildings out and fixed the infantry companies.Just curious -- what are some of the changes and fixes you've made for the new release of 1.1?
I've tried testers in the past and I wasn't always happy with the effort I got from them. I'm thinking of doing an open beta on the forums next time though, followed by a final wide-release.Have you considered having some testers on your team so that this "false start" does not repeat again?
One word: Auto-Resolve. Land is in a transitionary stage right now.Ground combat is totally unplayable, making the Mod totally unplayable
You're not supposed to play Land Skirmish, if that's what you're referring to - it's in the readme. As for the symbol, I've added a CSA one, but the game didn't seem to take it. It doesn't hurt anything that it uses the Imperial one though.I can not play the CSA in land.
They are now at the pirate asteroid bases in Skirmish.I Know Wrong Place To Question This But From Where Can I Build The ARC-170 and All Other Fighters Which Do Not Belong To A Specific Faction in Skirmish in Version 1.1
#18 Guest_StarWars_*
Posted 28 December 2008 - 02:02 AM
I have the same problem, what I do is go on ModDB, press it once, then refresh, it should refresh with the 3 links, click one quickly and it will pop open the window...hope I understood yoru question correctly.I finally get home, and find I can't download it because the list of mirrors keeps disappearing. How do I fix that?
#19 Guest_Guest_*
Posted 28 December 2008 - 02:31 AM
One issue is that Hero Imperial IV class vessels cannot use their proton beams, I checked the XML and it's not there in the unit file yet the Hero files (ie Acuser, Chimera, Recondite etc) have the proton beam in special abilities. This is not an issue with the Imp IV as they kick ass on their own without the proton beam but I miss it on the Hero Imp IV's.
#20 Guest_Guest_markdphotoguy_*_*
Posted 28 December 2008 - 02:32 AM
I meant fight land battle instead of auto resolve, sorryFantastic update! Despite long load times the GFFA is playable albeit slowly on my iMac 2.4 GHz Dual core w/3Gb RAM (using Boot Camp w/Win XP). Looking forward to being able to fight battles (rather than auto resolve) in an upcoming release (hopefully in the not too distant future).
One issue is that Hero Imperial IV class vessels cannot use their proton beams, I checked the XML and it's not there in the unit file yet the Hero files (ie Acuser, Chimera, Recondite etc) have the proton beam in special abilities. This is not an issue with the Imp IV as they kick ass on their own without the proton beam but I miss it on the Hero Imp IV's.
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