Jump to content


Photo

Starting ships not showing up


13 replies to this topic

#1 GabyBee

GabyBee
  • Members
  • 23 posts

Posted 20 June 2010 - 12:14 AM

At first I thought it was just part of the gameplay, but after reading some of the XML files for my own tweaks I've noticed that on the Core Worlds and GFFA campaigns, the Empire doesn't start with any ships above the Acclamator class. In the XML it says the Empire is supposed to start with several Venator, Victory, Tector, and Imperial class ships. There's just one Venator at Vjun, and the rest is just Acclamators and Dreadnaughts.

Any ideas why this is happening?

#2 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 20 June 2010 - 03:46 AM

This is the first time I've heard it. Is anyone else getting this?

#3 Stormhawk

Stormhawk
  • Members
  • 223 posts

Posted 20 June 2010 - 03:34 PM

Yes. Me too. It seems to affect only humans and not computers. When I play Core as either Empire or Rebels, I don't start with any capital ships. A few Acclamators and Dreadnoughts for Empire, Some Valients, Dreadnoughts and a single Recuscent for Rebels. I am always confounded by how the rebels attack Coruscant with MC80's when I'm still using cruisers.

#4 evilbobthebob

evilbobthebob

    evilbobthemapper

  • Project Team
  • 2,304 posts
  • Location:USA
  • Projects:Phoenix Rising Maps
  •  Phoenix Rising Mapping Lead

Posted 20 June 2010 - 03:41 PM

Sounds like the game is hitting an upper limit of ships that it can load at startup, or something similar.

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
Posted Image


#5 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,348 posts

Posted 20 June 2010 - 04:51 PM

Do you perchance have the Steam version?

Maybe there's something different about it.

#6 GabyBee

GabyBee
  • Members
  • 23 posts

Posted 20 June 2010 - 06:47 PM

I have the regular version. Had the steam version but the mod wouldn't run properly with it so I found my old discs and used them.

#7 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 21 June 2010 - 06:06 AM

Maybe I was overthinking this when I first read it. Ghost commonly uses different starting forces for Human and AI versions of the same faction... it could be that you were looking at the wrong one in the XMLs.

#8 GabyBee

GabyBee
  • Members
  • 23 posts

Posted 21 June 2010 - 04:44 PM

Well I guess my main question is... is the human player supposed to start with heavier units than MC40 and/or Acclamators?

#9 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 2,035 posts
  •  Phoenix Rising QA Lead; Manual Editor

Posted 21 June 2010 - 05:04 PM

This is the first time I've heard it. Is anyone else getting this?



Ok - I think I know what is going on here.

I have deliberately capped all PLAYER starting forces in the GFFA and sub-campaigns to start with Cruisers and the occasional destroyer.
No player gets capitals at the start.


The AI on the other had, gets better forces, including capitals to
a: Make the game harder
b: Compensate for the AI and the limitations of AUTORESOLVE, which always gives high losses than if you fight the actual battle.

As to the XML listings, i'm afraid you just looked at the AI forces and saw the Capitals in place.
You need to look at BOTH HALVES of the XML file to see the Rebel player forces and the AI opposition, and then the Empire Player forces and then opposition.


I take your point though regarding the starting forces and we have already made major changes to all campaigns to make it start a bit quicker.
For all GFFA and Sub campaigns, (CW/IR/OR) you still don't get any capitals at the start, unlike the AI opponent, but you do get a few more starting worlds, so the whole invasion should proceed a bit quicker.
Still - the challenge remains. Get those capitals researched - FAST.

#10 GabyBee

GabyBee
  • Members
  • 23 posts

Posted 21 June 2010 - 08:42 PM

Ah okay, I really do like the challenge of it. I'd say give the player a few more destroyers though. Since it's supposed to be 18BBY, shouldn't the Imperial fleet still be mainly based on the Venator and Acclamator classes? Even for the AI Star Destroyers, which are supposed to be "rogue" Moffs or whatever (as I understand it) they'd probably be based more on Clone Wars era stuff than ISDs and Tectors.

I'd say give the player a few Venators in Coruscant to start off with hehe.

#11 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 21 June 2010 - 09:04 PM

It's consistent with the tech tree. These are PR sandbox campaigns more than something that should be taken as literal history. It'll make more sense in v1.2 when you see what constitutes PRM forces - it should be notably distinct from the Rebel Alliance.

#12 GabyBee

GabyBee
  • Members
  • 23 posts

Posted 21 June 2010 - 09:31 PM

Ah so it's kind of like an "alternate timeline" that splits off right after the end of the Clone Wars?

#13 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 2,035 posts
  •  Phoenix Rising QA Lead; Manual Editor

Posted 22 June 2010 - 07:30 AM

Ah so it's kind of like an "alternate timeline" that splits off right after the end of the Clone Wars?


Yes - the GFFA and sub campaigns are a "what if" timeline, set at the point that Palpatine makes his 'Imperial' speech.
The Empire needs to consolidate and take control of what are mostly independent forces and the 'Rebel' player has control of a large number of different resistance cells, anti-imperialisation worlds, and rogue groups that are acting independently from each other.

You start with Clone-Wars era technology, so the Capital class warships have yet to be made available to your faction through development and negotiation with third parties and the campaign depicts an alternative timeline where you either create the New Order from a handful of loyal planets, or smash the Empire before it even begins.

If you look back at recent news, you will see that you start with more worlds (6 in Core Worlds; 8 in Inner Rim; 12 in Outer Rim; 18 for GFFA) and yes - you get a handful of Destroyers in the mix so you can start taking worlds right away - if you are careful!)

Keep an eye out for lots more news....
Ghost

#14 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 23 June 2010 - 05:57 AM

In short, they have to be. We can't have a unified Empire against a nascent Rebellion and make it fair. If you can reconcile the fact that most planets in the galaxy are independent and you are the unquestioned leader of a given faction, it should otherwise play very much like 18 BBY. We've spent a lot of time setting the period.



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users