AI doesn't do anything
#4
Posted 18 October 2009 - 06:20 PM
Better yet, try skirmish (Use the Custom Maps) and see if the AI does anything there.
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.
#8
Posted 25 December 2009 - 02:33 AM
Yeah, there's definitely an install problem going on.
Id hate to kick a dead horse ( as sure this has been said before ), but how can an install issue be the problem, as their isnt much of an actual install process unless your talking about the extraction progress into the FOC dir. Which tbh i didnt do as the instructions asked, I extracted to a seperate folder and moved manually.
I have had an AI issue as well and its obvious not everyone is having this problem. To be honest I have yet to " reinstall" but it leaves me to wonder how much good it would do. No offense PR. None the less, it couldnt hurt.
In addition I have no lose script or xml folders floating around in the FOC data folder itself.
The other reason Im writing this reply is im wondering what would happen if I could pull the old AI folder from the V1 and copy paste that into the V1.2. Which im going to try but i can see it most likely will fail lol.
I have even tried the addon out there for the colony stations and started a new game with no results.
As I have had alot of playtime with the older mod and just downloaded and began fooling with the new V1.2 xml files here im very excited with what im seeing as far as changes in simplicity have done. ( lol no more eclipse, executor upgrades, maybe i wont crash now when editing some of those stats)
Edited by Bloodreaper21131, 25 December 2009 - 02:37 AM.
#9
Posted 25 December 2009 - 03:31 AM
I figured there must be some sort of "CONQUER_PLANET" script or trigger or whatever to gift the AI their first level of Space Colony. And voila, I was correct! So as a temporary fix, I will undertake the not-so-pretty mission to do the scripting or whatever upon PR's instruction. (PR: It's been a long time since I've touched a lot of the files for the mod, so pointing out files and such would be a help, too. )Nothing elegant, I'm afraid. The only certain solution I can think of involves making a trigger for every faction-planet (the product of player factions and planets in the mod). If someone wants to do this, start a topic under Bug Reporting and I'll explain.Also, as a temporary fix, is there some sort of scripting option to give the AI a level 1 Space Colony upon conquering a planet?
For those who might look forward to completion, I can't guarantee any sort of quick release or anything, but I will finish it asap.
My question since i might not know the difference between what my AI is doing compared to others in this situation.
When I play the AI tends to do nothing in the game. They make no movements at all. Is this the same thing everyone else has been noticing?
I do understand the main issue here and my own issue and thought the two might be related, hence a fix for my V1.2 :]
I replied in another post about this.
Still sounds like I may take a look around my xmls and see if I can try this.
Edit: Problem fixed, now if I could just tone down the galactic lag so it doesnt frezze the game 25 + weeks into a conquest, Ive removed the pirates completely from the conquest along with most of the planets ( galaxy far far away conquest).
Edited by Bloodreaper21131, 27 December 2009 - 02:28 AM.
#11
Posted 27 December 2009 - 09:30 AM
What was it? I didn't reply because I didn't have anything to add besides "install problem".
No offense, but if you're concerned about lag, why are you playing the most resource-intensive campaign?
No offense at all my friend, I tend to play this campaign due to principal fact that I like how the " theater of war " or planet arrangement is. If I had the knowledge on how to add planets into a specific place onto the theater I would just pick a campaign with less planets like outer rim and fill in the plants in the middle. I just kinda had to go with the bigger asortment of planet campaign and remove them from there. Much is much trial and error on my end to find out how few planets I can have and still make the game atleast run so it doesnt completely fart out and stop. I would also like to mention, not yet has it crashed or given me an exception error, just frezzes in the theater itself. Sometimes it comes back and plays real so and some times it doesnt. I have also tried this with lowest visual settings with no difference. Well little difference but nothing drastic compared to full settings as I have always ran EAW n FOC.
The fix for the AI was a bloody noob move, I was under the influence i was patched and didnt recheck until i was option less
None the less the Ai does seem to be whats lagging me most with all the hyperspacing of the opposite faction, when they center their forces and bring the 1000 + unit(s) assault. haha, which the pop cap prolly doesnt help with.
And no offense to you PR but with 3 gbs of ram and a 2.41 ghz processor, I cant handle a personally watered down( less planets ) campaign with no pirate AI? Thats just the thing I cant figure either, my pc should beable to easily eat that code flying like crazy. Unless, unlessssss it actually had to do with my mobos FSB speeds and cache. But that might be going a bit outside the box. Im not entirely sure what those speeds are or how much onboard cache I have. After thinking about that, those variables do play a part, but could that be my sole problem?
This is why im driving myself crazy looking for a more acceptable answer. Not that your wrong, because you very well be right, you understand the programming much more intensely then myself here. I completely respect your thoughts / comments and opinion. It just doesnt seem likely to have to do with my resources. heh
I supposse I could get onto some other GCs and see how they run, a little trial and error for myself. and if it works I could always mod the campaign settings to my liking. I dont supposse giving both factions 10 million credits to start with maybe a hinderance to myself here either? hhmmm
Edited by Bloodreaper21131, 27 December 2009 - 10:08 AM.
#12
Posted 27 December 2009 - 10:14 PM
#13
Posted 28 December 2009 - 03:22 AM
It's probably not your hardware; I'd agree that there's no logical reason why it performs so poorly on decent PCs given what it needs to do. Alamo just seems to have major optimization issues that I suspect we'll always be working against. Best advice is to sit tight for v1.2 and hope my upcoming AI overhaul takes care of some of the insanity. I do expect it to get better, but can't gauge how much.
Thats fine thanks for all of the hard work.
#14
Posted 14 February 2010 - 01:57 AM
I figured there must be some sort of "CONQUER_PLANET" script or trigger or whatever to gift the AI their first level of Space Colony. And voila, I was correct! So as a temporary fix, I will undertake the not-so-pretty mission to do the scripting or whatever upon PR's instruction. (PR: It's been a long time since I've touched a lot of the files for the mod, so pointing out files and such would be a help, too. )Nothing elegant, I'm afraid. The only certain solution I can think of involves making a trigger for every faction-planet (the product of player factions and planets in the mod). If someone wants to do this, start a topic under Bug Reporting and I'll explain.Also, as a temporary fix, is there some sort of scripting option to give the AI a level 1 Space Colony upon conquering a planet?
For those who might look forward to completion, I can't guarantee any sort of quick release or anything, but I will finish it asap.
My question since i might not know the difference between what my AI is doing compared to others in this situation.
When I play the AI tends to do nothing in the game. They make no movements at all. Is this the same thing everyone else has been noticing?
I do understand the main issue here and my own issue and thought the two might be related, hence a fix for my V1.2 :]
I replied in another post about this.
Still sounds like I may take a look around my xmls and see if I can try this.
Edit: Problem fixed, now if I could just tone down the galactic lag so it doesnt frezze the game 25 + weeks into a conquest, Ive removed the pirates completely from the conquest along with most of the planets ( galaxy far far away conquest).
Wait, so how did you fix the problem?
#15
Posted 06 June 2010 - 03:19 PM
Besides this problem, I love this mod and, as a Star Wars fan, I really appreciate what you're trying to do. Keep up the good work!
#16
Posted 07 June 2010 - 04:30 AM
Go into the main FoC Data folder (Not the PR mod folder). If there's any Scripts or AI folder, delete it. If there's an XML folder, delete it unless you installed the 64-bit OS patch from Petroglyph. In the case that you did that, there should only be a GAMECONSTANTS.XML and GRAPHICDETAILS.XML files, and you'll delete any other file/folder in there.New user here. Sorry to bump, but I have this very same problem. My FOC's all patched up and I've tried re-installing the mod. AI does nothing in either GC or Skirmish. I'd really appreciate if you could tell us what you did to fix this as well.
Besides this problem, I love this mod and, as a Star Wars fan, I really appreciate what you're trying to do. Keep up the good work!
If that's not your problem, the only other option to check to make sure the file tree to the mod is correct, and reinstall and repatch FoC.
#17
Posted 09 June 2010 - 05:57 PM
My problem I think stems from the fact that I'm running EaW from Steam. The only way I could get the mod to work was to just replace the default data folder with the mod's. For whatever reason the swfoc.exe started the original EaW, not FOC, so the shortcut didn't work.
Any ideas how to get the mod working properly with Steam so that I can delete the proper folders necessary to get the AI running?
#18
Posted 09 June 2010 - 11:39 PM
Maybe now that FoC is on Steam, PR could get an official mod download put up through Steam? That way, there would be no need for manual mod installs. Though, I'm not sure if that could be done or what trouble PR would need to go through to do so.
Edited by Tropical Bob, 09 June 2010 - 11:40 PM.
#19
Posted 10 June 2010 - 09:15 AM
If you could tell us the precise path to your FoC main folder, we can probably work out where to put everything.
And it's really odd that running swfoc.exe runs original EaW, not FoC.
#20
Posted 10 June 2010 - 10:57 AM
I know they do officially host a few mods, but I suppose they could have contacted the developers for permission.Unfortunately I don't think Steam could consider hosting PR "officially" because it's a Star Wars mod, and the licensing issues etc.
If you could tell us the precise path to your FoC main folder, we can probably work out where to put everything.
And it's really odd that running swfoc.exe runs original EaW, not FoC.
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