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DM's Phoenix Rising Addon


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#1 Tony

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Posted 12 April 2009 - 08:09 PM

::::::::::::::: Explain your actions Commander!! :::::::::::::::

#1 I really miss the AI being able to build/upgrade space stations ( or do they? did I miss something? ) . so I am currently looking at a ready to start addon folder for PR 1.1 that will wipe out the need for space colonies and bring back the stock logic.

#2 I see a use for more factions, especially the outcasts/rarely mentioned ones.

#3 Got some free time.

::::::::::::::: The Plan :::::::::::::::
Suggestions are always welcome

Phase one:

* Revert to old station logic.

* Find an alternate way to unclog UI in doing so.( I may sacrifice Freighters and Transports as buildable units to do this, as I only use them as fodder. xD )

* Placeholder for suggestions.

Phase two:

* Give pirates the "AI_Player_UnderworldStoryOpponent" AI for GC. ( I know.. it's limited but I enjoy it.)

* Add Faction - Rneekii Pirates for a new Outer Rim GC I'll make. ( with some help I hope ;) )

* Placeholder for suggestions.

Phase three:
Are you mad?!

* Completely remove the unit upgrade system for at least 50% of the units. ( I enjoy a long GC game.. I really do, but not long waits for the units I want to build included with their already long build time)

Note: no promises, PR's space unit xml's scare the crap out of me.

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Edited by Tony, 16 April 2009 - 12:43 AM.

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#2 Tropical Bob

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Posted 12 April 2009 - 09:03 PM

PR encourages personal mods like these, so never ask if anything's okay or not. (At least, that's the impression I get from him.)

A few suggestions for ya:
-In order to unclog the UI, you could just make each Star Base only able to build its level of ships, kind of like the PR Star Base concept. So a level 1 Star Base builds Fighters, level 2 builds Freighters and Corvettes, etc.
-A warning about new factions: only one that you make will be able to use the PR upgrade system if you were hoping for that. That's why PR currently only has the three factions, and the CSA is absent from GC.
-Also be careful about giving three or more factions AI player control. Apparently, the game goes haywire and starts having aneurysms.
-In order to lower the wait times for a shorter GC experience, you can modify the tag <Production_Speed_Factor> in line 44 of GameConstants.xml.

Good luck with your endeavor, sir!

#3 Tony

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Posted 12 April 2009 - 10:09 PM

EDIT: Arrrr, I be plagued by that double-posting of the deep, matey.


Lol gets you every time! anyhoo thanks for the good suggestions, I might just skip the new pirates or replace the black sun.

Also I already changed <Production_Speed_Factor> ;) buildspeed is now tolerable but I might still reduce upgrades.

EDIT!!: And on a side note, All ships will require old foc star bases ( they will have the new icons, and possibly the same stats as PR1.1 later )and as example it will work like so:

Fighters and all of their upgrades - require star base 1.

*everything between*

Dreadnoughts and all of their upgrades - require star base 5.

I'm not sure what I'll do with hero's yet.

Edited by Tony, 13 April 2009 - 08:51 PM.

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#4 Tony

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Posted 14 April 2009 - 01:39 AM

*Pelleaon: Admiral we have detected multiple fleets approaching what are your orders!?

*Thrawn: You twit.. just follow my lead!



Just a little update, all units require old stations and only research facility for upgrades, the AI now builds the old stations. now to fix the icons and master text file for phase one.

A pic of the AI about to invade Byss. time to start the battle

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  • holyshitballs.png

Edited by Tony, 14 April 2009 - 01:56 AM.

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#5 Tony

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Posted 16 April 2009 - 12:47 AM

Ok, I just uploaded version one. Please not that I did not make new text for the campaign and I didn't fix the mission icons for the old stations.. yet but that will come sometime later.. so enjoy and please post your thoughts. :unsure:
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#6 murph

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Posted 16 April 2009 - 11:03 PM

I've been hoping someone would attempt to fix the issues created by the new version of PR. I'll try this tomorrow along with Kaleb's land mod. (I got so frustrated by land problems I tried to fix things myself but there were too many things wrong for me to correct). I've not played this Mod since the excitement of Christmas, now I'll give it another go! Thank you.

#7 Tony

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Posted 18 April 2009 - 12:43 AM

Just keep in mind that this isn't fully compatible with the campaigns made for pr 1.1. you will have to change for example: R_Star_Base_1 to Rebel_Star_Base_1 on up to station_5 in the campaign files.. same goes for Empire and CSA stations. I might not even mess with CSA until PR fixes the AI for it.

I will address this soon, but until then I have included my own by the name of "Gateways"


Enjoy :crazed:

Edited by Tony, 18 April 2009 - 12:45 AM.

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#8 TegMiles

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Posted 06 July 2009 - 09:08 PM

the campaign seem to work actually, did u change something since your last post ? because when i try to change R_Star_Base_1 to Rebel_Star_Base_1 on up to station_5 in the campaign files; the campaign crash... when i let everything without modifications, it work...

Edited by TegMiles, 07 July 2009 - 01:26 AM.


#9 hausser

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Posted 04 September 2009 - 04:19 PM

Hi.
I just can build Space Station Level 1 + 2 when i'm playing the Empire,
but no level 3 or above,
Rebellion side works just fine.

Is there a way to fix it ?

Greetz

#10 hausser

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Posted 05 September 2009 - 08:51 AM

Tested it a bit more,
if i set the Tech-Level to 5 at the beginning,
i can build all starbases with the empire, too.
was there a change in how-to-level-up ?

Ah, and btw, great work dude,
first time its really playable :p

#11 Tropical Bob

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Posted 06 September 2009 - 05:34 AM

I'm trying myself to find a way to get the AI to construct space stations, but while keeping PR's system somewhat. I reverted all the station names back to "'Faction Name'_Star_Base", but unfortunately that didn't help as much as I had hoped. Did you scrap the whole v1.1 system, and revert completely to the vanilla system?

Edited by Tropical Bob, 06 September 2009 - 05:34 AM.


#12 hausser

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Posted 06 September 2009 - 12:58 PM

Nope, i've done nothing with your mod,
dont know what i saw when i tested it with rebel side, but its not working with them as well.

Ive looked a bit trough the xml-files,
but apart from the "place what where"-stuff in the campaign files,
I didnt understand what most of it is for.

But thx anyway for reply.

#13 Tropical Bob

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Posted 06 September 2009 - 05:01 PM

Nope, i've done nothing with your mod,
dont know what i saw when i tested it with rebel side, but its not working with them as well.

Ive looked a bit trough the xml-files,
but apart from the "place what where"-stuff in the campaign files,
I didnt understand what most of it is for.

But thx anyway for reply.

Oh, my bad, I aimed that at Tony.

As for your problem:
-Get Notepad++ if you don't have it already. It's a free Notepad-like program much better for file editing. I also recommend you start with a fresh copy of your campaign file/s, so any modifications you've made won't get all confuzzling.
-Go into Old_StarBases.xml and do a Ctrl+F. Search for 'EmpirEmpire'. Replace any normal occurrences of this with 'Empire', and any text ID reference occurrences with 'EMPIRE' (Without the quotes).
-Go into the campaign file/s of your choice (This is where Notepad++ will really help.). Do Ctrl+F again, but go to the 'Replace tab'. Type 'R_Space_Colony' in the 'Find what' box, and 'Rebel_Star_Base' in the 'Replace with' box (All without the quotes.). Hit 'Replace all'.

The instructions posted here to replace all instances of 'R_Star_Base' with 'Rebel_Star_Base' are actually a bad idea. That'll leave all the Space Colonies floating around, as well as multiple old school Star Bases (Due to the fact that there were a lot of v1.1 Star Bases around.).

Post back if that helps.

#14 Phoenix Rising

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Posted 09 September 2009 - 06:19 AM

I reverted all the station names back to "'Faction Name'_Star_Base", but unfortunately that didn't help as much as I had hoped.

That's discouraging... I thought that would work for sure. If that didn't fix it, then the AI must really be messed up.

#15 Invadious

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Posted 09 September 2009 - 11:09 AM

If there is no other way, you can always ask help from another experienced coder from the community, like SidiousInvader.

#16 Tropical Bob

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Posted 09 September 2009 - 04:46 PM

I reverted all the station names back to "'Faction Name'_Star_Base", but unfortunately that didn't help as much as I had hoped.

That's discouraging... I thought that would work for sure. If that didn't fix it, then the AI must really be messed up.

The next piece I did was to comment out all the requirements for v1.1 Star Bases, and leave them there as build time modifiers and possibly access to research, thinking maybe the AI would be happier that it only had to build the Space Stations to be able to build units. But alas, my short test didn't show Coruscant going from level 4 to level 5. Must test further, and think of new things...

I used the file find in Notepad++ to replace every mention of Space Colony with that of the old Star Base, as well as every Star Base special structure requirement. Maybe I missed something though, or maybe previous personal edits and whatnot to the mod have rendered my new changes invalid somehow. It's been a while since I delved into editing XMLs, and I've forgotten 90% of what I did.

Edited by Tropical Bob, 09 September 2009 - 04:48 PM.


#17 Phoenix Rising

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Posted 09 September 2009 - 07:30 PM

The only problem I currently have with the star bases is the AI's inability to build a Space Colony 1. They upgrade just fine, given starting forces, but don't like to build on new worlds. So maybe your copy is indeed too different to be able to tell.

#18 Tropical Bob

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Posted 09 September 2009 - 07:43 PM

The only problem I currently have with the star bases is the AI's inability to build a Space Colony 1. They upgrade just fine, given starting forces, but don't like to build on new worlds. So maybe your copy is indeed too different to be able to tell.

Perhaps I need to start from scratch on my stock copy, then...

#19 trenthowell

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Posted 25 September 2009 - 04:49 AM

The only problem I currently have with the star bases is the AI's inability to build a Space Colony 1. They upgrade just fine, given starting forces, but don't like to build on new worlds. So maybe your copy is indeed too different to be able to tell.


Is there perhaps some way to automatically generate a space colony whenever the AI (or maybe anyone, as a workaround) takes over a planet? Or just have them undestroyable and unimportant to the conquering of a planet?

#20 Phoenix Rising

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Posted 25 September 2009 - 10:41 PM

I'm sure I'll have a real fix for it soon enough.



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