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Speed in Land Battles


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#1 Aquila

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Posted 19 December 2009 - 05:01 PM

In every mod that looks promising there must be a one thing that ruins everything... Space battles are awesome. But after long preparations I have finally began a ground assault and...

My AT-ST and AT-AT are moving four times faster than they should... I checked it in skirmish and it appears that every mechanized units have the same problem. I hope there is a fix for this, because if not then the game is almost unplayable. Last time my AT-STs have spread across map in a blink of an eye pursuing enemies and it looked simply pathetic. I play in almost the slowest setting (slowest for GC and almost slowest for tactical battles) and changing to the slowest do not change anything - units are moving with almost correct speed but everything else looks much worse and visual gameplay is also ruined...

Please, help!

#2 Pellean

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Posted 19 December 2009 - 05:22 PM

The mod is currently incomplete; only space is anywhere near what PR wants it to be, and even that has some improvements coming. He only included land changes as a special treat for us last Christmas :huh:

If it is really bugging you, you can enter the xml folder and individually alter each unit's speed and max targeting distance- or you could always autoresolve...

Also, his unit stats are technically correct- AT-STs in canon have a top speed of 90 kilometers/hour; he based all his stats on the source material- as we found out, that doesn't translate to the game very well.

Edited by Pellean, 19 December 2009 - 05:26 PM.

Don't think, Fingan, you aren't properly equipped for it.

#3 Aquila

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Posted 19 December 2009 - 05:31 PM

Hmm... all right, I'll try with xml files then. I hoped that someone already fixed this though. Btw - do you have the same problem and it doesn't annoy you? And I never autoresolve - I just love to see my AT-ATs crushing enemies :huh:

#4 Pellean

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Posted 19 December 2009 - 06:04 PM

I play it the way it is. There's something appealing about frantically dashing your troops to cover behind a hill so you can shelter from the barrage of heavy lasers, then slowly advancing and dealing with heavy units individually. I would like it to be more tactical, but for now I am enjoying the limitations- it is probably the most realistic representation of high-tech war in any game. As General Cracken said, "The military is famous for it's heroes- the fighter jocks and crack gunners; these men get most of the honors and the glory, while the infantry do most of the dying."

Ghostrider has a patch for fixing some of the issues with land combat. I downloaded it, but it is a manual install and I can't tell if it made any difference. I probably didn't do it correctly...
Don't think, Fingan, you aren't properly equipped for it.

#5 Kaleb Graff

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Posted 19 December 2009 - 08:56 PM

My biggest problem isn't speed, it's range. My problem is that targeting is rarely at the maximum effective range, unless you happen to have a tank battle in a desert. I still wonder if there's a way to turn off shootback.

#6 Aquila

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Posted 19 December 2009 - 09:02 PM

I've already changed speed and now it's okay. About range - maybe it's more realistic (modern tanks can hit targets that are few kilometers away) but in this game it's not good. In Geonosis land skirmish my towers and units in my base are constantly shooting at... rocks. Because on the other side ot those rocks is rebel base. I also hate my AT-STs shooting at rock walls ten meters from them because hundreds of meters from them in that direction is a rebel base.

Do you know what exactly I have to change do decrease unit's range?

Is that it:

<Targeting_Max_Attack_Distance>200.0</Targeting_Max_Attack_Distance>

In unit's xml files only this had incredibly high values (800 or sometines even 2000). I changed all values to approx 200 (because their FOW range is, as I believe, at approx 200 - <Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>), but almost nothing happened - some units shoot at short range, some still shoot across whole map.

Edited by Aquila, 19 December 2009 - 09:22 PM.


#7 Kaleb Graff

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Posted 19 December 2009 - 09:20 PM

That should be it. About a year ago, I fixed the ranges to be more accurate, based on the d20 RPG. I figured out the max effective range for each unit with each weapon. I'm not sure if that version's still in use, though.

#8 Aquila

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Posted 19 December 2009 - 10:36 PM

It does not work. I changed AT-PT's value to 100 and it's still shooting across map. Any help?

#9 Kaleb Graff

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Posted 20 December 2009 - 03:04 AM

You need to alter the hardpoints, not the unit itself.

#10 Pellean

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Posted 20 December 2009 - 04:10 AM

Max_attack_distance helps, but the real problem is, as Kaleb Graff said, in the hardpoints. Unfortunately, hardpoints_land is a very cluttered and I can't make head nor tail of it. The HardPoints file also has a land category, but I'm not sure what it does, as 1: the fire_range_distance appears to have no effect, and 2: it includes hardpoints for units that are not in the mod.
Don't think, Fingan, you aren't properly equipped for it.

#11 Aquila

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Posted 20 December 2009 - 12:51 PM

Ah, all right. You're right - it's there and there is plenty of values that have to be changed. I'll change few of them in my free time and see if it works. Thanks for info!

#12 Aquila

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Posted 20 December 2009 - 03:56 PM

Well, I changed values in hardpoints land.xml and now it's much better. I changed everything to 200 but I have to do few changes - for example increase AT-AT's range a bit. All units and buildable turrets now have greatly reduced range, only those big turbolaser towers still shoot across entire map. But even if I won't find way to change their range this mod is now for me better than ever.

#13 Kaleb Graff

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Posted 20 December 2009 - 10:29 PM

Max_attack_distance helps, but the real problem is, as Kaleb Graff said, in the hardpoints. Unfortunately, hardpoints_land is a very cluttered and I can't make head nor tail of it. The HardPoints file also has a land category, but I'm not sure what it does, as 1: the fire_range_distance appears to have no effect, and 2: it includes hardpoints for units that are not in the mod.

That's a legacy file. What you want is HardPoints Land. Personally, what I think is needed is not range, but a. removing shootback, and b. more stealth/cover.

#14 Ghostrider

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Posted 24 December 2009 - 10:39 AM

In every mod that looks promising there must be a one thing that ruins everything... Space battles are awesome. But after long preparations I have finally began a ground assault and...

My AT-ST and AT-AT are moving four times faster than they should... I checked it in skirmish and it appears that every mechanized units have the same problem. I hope there is a fix for this, because if not then the game is almost unplayable. Last time my AT-STs have spread across map in a blink of an eye pursuing enemies and it looked simply pathetic. I play in almost the slowest setting (slowest for GC and almost slowest for tactical battles) and changing to the slowest do not change anything - units are moving with almost correct speed but everything else looks much worse and visual gameplay is also ruined...

Please, help!



Ok. Did you try the Land Assault Patch?
It may not be perfect, but it tries to fix the grosser problems in Land combat.
For reference i changed the following:

All hardpoints have revised accuracy, range and rate of fire
All projectiles have damage changed to adjust for new fire rates
All speeds and sizes changed to fit terrain (well mostly)
Turrets changed
Fire ranges changed
Armour matrix redone from scratch

This was a bit af a monster task - overall it took me about 3 months to get it right.

Land is set to be redone for 1.2, but we don't have any news on that yet.

Give it a go and report back!

Edited by Ghostrider, 24 December 2009 - 10:43 AM.


#15 TopAce

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Posted 04 July 2010 - 06:09 PM

Hmmm. Yer the speed of land units are mad. I know PR is trying to put them to "canonical" values, but with the speed gameplay gets worse. So the question is? IS it better to sacrifice game play for canon data or vice versa?

I liked the original 0.9 values. So does anyone have the old xml data for ground units still laying around? I cant seem to find old file anywhere.

#16 Phoenix Rising

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Posted 05 July 2010 - 06:15 AM

It was a pre-alpha, basically. Exact values did not work with land maps that small. Fortunately, scaling speed values to fit the maps is not appreciably less canonical. No one really knows how fast a MGLT is in terms of meters or g-force, so space combat operates with arbitrary scaling anyway.

As for the old XML data, I doubt you can just shove it in and not expect an exception. The download links are still listed on the website though.

Edited by Phoenix Rising, 05 July 2010 - 06:17 AM.





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