New "Standard" GFFA runs and saves correctly on the first day.
Excellent! Thanks!
r/
feld
Edited by feld, 23 January 2009 - 02:56 AM.
Posted 23 January 2009 - 04:17 AM
Edited by Kitkun, 23 January 2009 - 04:24 AM.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
Posted 23 January 2009 - 04:55 AM
You shouldn't have a limited number. You just have to make sure to include the files in CampaignFiles.xml, and change the <Sort_Order> tags for each campaign file. I think...I'm not completely sure because I haven't run PR yet after doing all that. But they seem like the correct steps to me...Hmm... so you can only have a certain number of campaigns enabled?
Yay! Outer Rim has just the slightest hint of jerkiness when scrolling, no lag at all! Lag-B-Gone!
The AI is expanding a lot more rapidly.
Posted 23 January 2009 - 08:02 AM
You shouldn't have a limited number. You just have to make sure to include the files in CampaignFiles.xml, and change the <Sort_Order> tags for each campaign file. I think...I'm not completely sure because I haven't run PR yet after doing all that. But they seem like the correct steps to me...Hmm... so you can only have a certain number of campaigns enabled?
Yay! Outer Rim has just the slightest hint of jerkiness when scrolling, no lag at all! Lag-B-Gone!
The AI is expanding a lot more rapidly.
Posted 23 January 2009 - 09:39 AM
Posted 23 January 2009 - 09:57 AM
Though when I did run PR and took a gander at my GC list (After I included all the different versions of each campaign), only the main ones were listed.
Is there anything I missed? Like story sets or whatever?
Thus it seems that the only thing we need to wait for is the release of "old" mods converted to fit the 1.1 version of PR - right?
Or has these mods been included into newest PR 1.1?
I mean the "Graphics mod" (with nice large planets, much easier to handle fleets and armies), the Zarkis' AI mod and something more - currently I play 1.0 GFFA with all these mods installed and it works pretty OK, yet I wanted to play "full", really "expanded" 1.1, however withou those mods it may not as much challenge as I hoped for...
BTW: are in 1.1 the planet land maps "individualised"? (I mean that everyy planet has its own ground map, instead of "clones" of same map for 3-4 or more planets)?
Edited by Ghostrider, 23 January 2009 - 10:02 AM.
Posted 23 January 2009 - 10:38 AM
Yeah I have this:Make sure you copied the revised 'CampaignFiles.xml' as well.
It needs to contain 1 line per campaign file
so for the slim pack it should contain:
<File>Campaigns_Core_Worlds.xml</File>
<File>Campaigns_Inner_Rim.xml</File>
<File>Campaigns_Outer_Rim.xml</File>
<File>Campaigns_Thrawn_Campaign.xml</File>
<File>Campaigns_Operation_Shadow_Hand.xml</File>
and for the standard pack add the line:
<File>Campaigns_Galaxy_Far_Far_Away.xml</File>
<File>Campaigns_Galaxy_Far_Far_Away.xml</File> <File>Campaigns_Galaxy_Far_Far_Away_Full.xml</File> <File>Campaigns_Galaxy_Far_Far_Away_Lite.xml</File> <File>Campaigns_Galaxy_Far_Far_Away_Slim.xml</File> <File>Campaigns_Core_Worlds.xml</File> <File>Campaigns_Core_Worlds_Slim.xml</File> <File>Campaigns_Inner_Rim.xml</File> <File>Campaigns_Inner_Rim_Slim.xml</File> <File>Campaigns_Outer_Rim.xml</File> <File>Campaigns_Outer_Rim_Slim.xml</File> <File>Campaigns_Thrawn_Campaign.xml</File> <File>Campaigns_Operation_Shadow_Hand.xml</File>I renamed the slimmed campaigns, and made sure to include them all, and I changed both sort order tags for each file as well.
Posted 23 January 2009 - 10:45 AM
Edited by Kitkun, 23 January 2009 - 12:48 PM.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
Posted 23 January 2009 - 12:35 PM
Yeah I have this:Make sure you copied the revised 'CampaignFiles.xml' as well.
It needs to contain 1 line per campaign file
so for the slim pack it should contain:
<File>Campaigns_Core_Worlds.xml</File>
<File>Campaigns_Inner_Rim.xml</File>
<File>Campaigns_Outer_Rim.xml</File>
<File>Campaigns_Thrawn_Campaign.xml</File>
<File>Campaigns_Operation_Shadow_Hand.xml</File>
and for the standard pack add the line:
<File>Campaigns_Galaxy_Far_Far_Away.xml</File><File>Campaigns_Galaxy_Far_Far_Away.xml</File> <File>Campaigns_Galaxy_Far_Far_Away_Full.xml</File> <File>Campaigns_Galaxy_Far_Far_Away_Lite.xml</File> <File>Campaigns_Galaxy_Far_Far_Away_Slim.xml</File> <File>Campaigns_Core_Worlds.xml</File> <File>Campaigns_Core_Worlds_Slim.xml</File> <File>Campaigns_Inner_Rim.xml</File> <File>Campaigns_Inner_Rim_Slim.xml</File> <File>Campaigns_Outer_Rim.xml</File> <File>Campaigns_Outer_Rim_Slim.xml</File> <File>Campaigns_Thrawn_Campaign.xml</File> <File>Campaigns_Operation_Shadow_Hand.xml</File>I renamed the slimmed campaigns, and made sure to include them all, and I changed both sort order tags for each file as well.
I wanted them all so I could have a bit more variation of gameplay depending on what I'm in the mood for.
Do you think I need to or should create Story_Sandbox_....xml and Story_Plot_Sandbox_....xml files for each Slim campaign as well?
Edited by Ghostrider, 23 January 2009 - 01:06 PM.
Posted 23 January 2009 - 05:52 PM
Posted 23 January 2009 - 07:45 PM
I'm okay with the load time at the beginning being a bit longer, because it's worth the wait! I put the Full version in so if we ever figure out some way to fix the lag problem, it's there.I would kill the GFFA & GFFA_Lite files as they are now redundant and will just make the game load slower.
Also - The Full version is NOT supported and is much laggier than the slim.
As to the sandbox question, please wait for PR's response - I don't know about that one.
However, If you want to have both the slim and the standard files as campaigns, you need to make a change to the slim ones.
OPen the relevant slim campaign file and change the text ID to *._SLIM
eg for Core Worlds_Slim, you need to have the line
<Text_ID> TEXT_CAMPAIGN_CORE_WORLDS_SLIM </Text_ID>
Don't forget to change both the rebel and imperial campaigns!
Posted 23 January 2009 - 08:22 PM
Posted 23 January 2009 - 08:40 PM
GFFA was remade completely for v1.1. This entailed lots and lots of work into making pirate forces pretty much unique per planet, and an actual force to be reckoned with, rather than something swept aside with the household Swiffer. Unfortunately, it had the side-effect of making the game nigh unplayable, since there were so many units per planet, and lots of planets. So, in order to make the map playable once again, units had to be cut, and same with planets.Heh, just DL-ed and installed new versions of GFFA campaigns... and wonder why there are only 118 planets in GFFA "standard"?
I;'m into my 1.0 (with minor mods added) Imperial campaign, with all those PR Enhanced tweaks, like limited number of mining facilities per planet... and I have full set of 158 planets to conquer!
Though most of them seems to be just "cloned", especially when it comes to pirate space forces...
Thus my question - did the "playable-making" process of "cutting down" GFFA campaign require removal of 40 planets!!??
Couldn't that be achieved in any other way? I know that 118 planets is still an impressive number of places to conquer, especially when compared to "vanilla" game... yet after tasting that with modded 1.0 campaign I'm feeling like a little it "cheated"...
Thus I still don't know what to do - finish my 1.0 conquest of 158 planets (which also has great advantage of having the galaxy map more "zoomed" - planets are larger and even the large number of them does not interfere too much) or start playing new "cut-down" GFFA 1.1 with only 118 planets... and with many features that are not easily recognisable...
BTW: is the "space colony" of 1.1 the same as old/vanilla "space station"? (i.e. facility allowing to produce more and larger ships with each "colony" level"?) And what are new 1.1 "space stations" for?
Posted 23 January 2009 - 09:04 PM
I knew this needed a FAQ. I just haven't written it yet. See this thread here for information on how the new space station system works. I'd actually appreciate any more questions that you have. Could you put them in that thread so I can incorporate them into a FAQ?BTW: is the "space colony" of 1.1 the same as old/vanilla "space station"? (i.e. facility allowing to produce more and larger ships with each "colony" level"?) And what are new 1.1 "space stations" for?
Posted 23 January 2009 - 11:09 PM
I've included a few changes in the spirit of the addons, but none of them directly. I certainly must tip my hat to DalMP for prototyping the projectile linking to prove that it actually is faster (and more appealing), but what's in v1.1 is my own design.PR has already incorporated some of the Graphics mod updates into the files. There are new particles and so on here.Thus it seems that the only thing we need to wait for is the release of "old" mods converted to fit the 1.1 version of PR - right?
Or has these mods been included into newest PR 1.1?
I mean the "Graphics mod" (with nice large planets, much easier to handle fleets and armies), the Zarkis' AI mod and something more - currently I play 1.0 GFFA with all these mods installed and it works pretty OK, yet I wanted to play "full", really "expanded" 1.1, however withou those mods it may not as much challenge as I hoped for...
As to the AI - Zarkis is now redundant due to the new space stations. As you know there are some issues here, but they are being worked on - call it a campaign of AI improvement in progress at the moment.
Sort order shouldn't matter, it only affects the order of the list, not anything to do with it showing up or not. I don't think that tag was even around for EaW, in fact. You can actually delete them all entirely and it'll auto-sort it somehow.I renamed the slimmed campaigns, and made sure to include them all, and I changed both sort order tags for each file as well.
I wanted them all so I could have a bit more variation of gameplay depending on what I'm in the mood for.
Do you think I need to or should create Story_Sandbox_....xml and Story_Plot_Sandbox_....xml files for each Slim campaign as well?
They may be redundant, but they won't make the game any slower. With few exceptions (such as text strings, available factions, starting credits, and so on), the actual contents of the campaign are loaded only after you hit start.I would kill the GFFA & GFFA_Lite files as they are now redundant and will just make the game load slower.
Actually, you should only have to change the campaign name (at the very top) and the campaign set. You can name them whatever you want, as long as the faction variants share the same set.However, If you want to have both the slim and the standard files as campaigns, you need to make a change to the slim ones.
OPen the relevant slim campaign file and change the text ID to *._SLIM
eg for Core Worlds_Slim, you need to have the line
<Text_ID> TEXT_CAMPAIGN_CORE_WORLDS_SLIM </Text_ID>
In short, yes - and we probably will be cutting even more in the future. I'd like to keep it around 100 regardless of how many more planets we add, but these campaign packs were put together entirely by Ghostrider. Traditionally, I deal with planets and trade routes, since those require XML changes, but because I had no hand in this project, those were not affected. Anyways, short of a coding miracle, it's a choice between units/planets and lag.Thus my question - did the "playable-making" process of "cutting down" GFFA campaign require removal of 40 planets!!??
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