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#61 Phoenix Rising

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Posted 11 March 2011 - 09:25 PM

Sorry, had to respond to that. Back to AI discussion.

#62 Guest_rixon_*

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Posted 13 March 2011 - 07:25 PM

when is it going to be released then i just cant stand waiting any loger

#63 Tropical Bob

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Posted 13 March 2011 - 07:39 PM

when is it going to be released then i just cant stand waiting any loger

I think Ghost mentioned they have ~23 relatively minor things to fiddle with, then it'll be released. Maybe towards summer?

#64 Phoenix Rising

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Posted 13 March 2011 - 09:56 PM

Should be sooner than that. The game is having trouble with saves at the moment... it's fine for a while, then it generates a blank save and throws an exception on the next quicksave or autosave. Some campaigns can be played to a win, while others break after the first battle. I've tried several things, but I don't really know what's causing it (seems to be the result of something that happens in tactical - most likely space, but possibly both). Once that's fixed, all that remains are loose ends... although those are dwindling as I try to find a fix. Hopefully this is the last big exception. I can't guarantee that another won't crop up once this works though (it's happened before).

#65 1871

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Posted 24 May 2011 - 02:22 PM

hi, it's almost June 2011... any way we could get some more news on when we can play the newest version?

thanks

#66 Ghostrider

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Posted 24 May 2011 - 09:46 PM

My work is currently running 24 hours a day to keep on top of student demand for printing, and I've just come off a 16 hour shift - so my loose ends are coming together a bit more slowly than usual. And I've got 35,000 lines of campaign code to ensure runs smoothly. This is small compared to the mind boggling complexity of the rest of the mod. It all needs to be tested.

We are currently testing the beta, and making the final touches on developments - so it's almost there. PR is tweaking and nudging tiny bits of the mod every day. After 2 years of development work, there are a LOT of tiny details that need to be checked and polished.
But it's got to be right or there is no point in releasing it.

Hang in there.

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#67 coinich

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Posted 26 May 2011 - 04:17 PM

All the hard work is what keeps me coming back, checking up on you and PR and others. Thanks, I really look forward to playing 1.2.

#68 Decay

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Posted 27 May 2011 - 04:58 AM

Thank you guys so much for all the hard work and dedication! I've been playing since the mini-starfighter mod way back when. You guys have turned a mediocre game into something very special, and I appreciate it so much! :D

#69 Imrix

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Posted 09 June 2011 - 11:20 AM

Bloody buggering hell! I come back after so long to find that this is not only still alive, it's gone absolutely epic on me.

You are sorely tempting me to reinstall EaW, sir, and making me regret that I lost your AIM address. Or was it MSN?

#70 Ghostrider

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Posted 09 June 2011 - 12:23 PM

Calling the AI merely 'alive' is like saying peregrine falcons are 'ok fliers'.

It scares me, especially when I saw the results of live testing Operation Shadow Hand for the first time against the AI. Ouch.

#71 Phoenix Rising

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Posted 09 June 2011 - 06:41 PM

Galactic does well enough for itself. Tactical is more or less the same as it was.

#72 sargeantsandwich

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Posted 10 June 2011 - 04:35 AM

Do you plan on ever increasing the AI's tactical performance?

#73 Stormhawk

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Posted 10 June 2011 - 04:46 AM

Do you plan on ever increasing the AI's tactical performance?


It's honestly not too bad, really just two changes necessary: it needs to take more mining facilities, especially the one sitting right next to its base that it's meant to take and it needs to stop bringing in ships in the exact same place, especially when an enemy fleet is sitting right there.

#74 Phoenix Rising

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Posted 10 June 2011 - 05:47 AM

Do you plan on ever increasing the AI's tactical performance?

I'm just trying to get the current set of changes to stop crashing for this release. Don't know that it's the AI that's causing it though.

#75 Decay

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Posted 10 June 2011 - 06:29 AM

Do you plan on ever increasing the AI's tactical performance?


It's honestly not too bad, really just two changes necessary: it needs to take more mining facilities, especially the one sitting right next to its base that it's meant to take and it needs to stop bringing in ships in the exact same place, especially when an enemy fleet is sitting right there.



And it needs to use more than 10% of the available unit selection, however I think that will be fixed with this release.

#76 Stormhawk

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Posted 10 June 2011 - 07:03 AM

Do you plan on ever increasing the AI's tactical performance?


It's honestly not too bad, really just two changes necessary: it needs to take more mining facilities, especially the one sitting right next to its base that it's meant to take and it needs to stop bringing in ships in the exact same place, especially when an enemy fleet is sitting right there.



And it needs to use more than 10% of the available unit selection, however I think that will be fixed with this release.


I find that my ai does take a while to tech up, but after it does it utilizes a fair variety of ships. It just tends to sit on Tier 1 Cruisers and Frigates for a long time. Later though, I've faced Imperial and Tector Star Destroyers and both types of Mon Calamari Cruisers from the ARR.

Edit: I'm talking only about Skirmish, I'm not sure if you're talking about GC.

Edited by Stormhawk, 10 June 2011 - 07:05 AM.


#77 sargeantsandwich

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Posted 10 June 2011 - 11:40 PM

Personally I was talking about tactical for GC, not skirmish. And PR, What I meant was if you had any plans to increase its performance for a later release. Although with its new GC performance i'm not sure if a good tactical AI would be beatable. Unless there are different levels of difficulty, but I think I remember you mentioning that there aren't.

#78 Stormhawk

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Posted 11 June 2011 - 03:25 AM

Personally I was talking about tactical for GC, not skirmish. And PR, What I meant was if you had any plans to increase its performance for a later release. Although with its new GC performance i'm not sure if a good tactical AI would be beatable. Unless there are different levels of difficulty, but I think I remember you mentioning that there aren't.


I don't think the ai can be improved to the point that it's unbeatable. Given reasonably balences starting planets and positions, I'm confident of my ability to beat any non-cheating ai.

#79 Decay

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Posted 11 June 2011 - 05:05 AM

Personally I was talking about tactical for GC, not skirmish. And PR, What I meant was if you had any plans to increase its performance for a later release. Although with its new GC performance i'm not sure if a good tactical AI would be beatable. Unless there are different levels of difficulty, but I think I remember you mentioning that there aren't.


I don't think the ai can be improved to the point that it's unbeatable. Given reasonably balences starting planets and positions, I'm confident of my ability to beat any non-cheating ai.


I'm not. :D

Back to the AI unit thing, I was mostly talking about skirmish, and actually the AI warped in a Praetor on me yesterday. 0_0. Granted it came in right where my entire fleet was so it got demolished instantly... but it was still cool. :D

#80 Phoenix Rising

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Posted 11 June 2011 - 07:47 AM

And PR, What I meant was if you had any plans to increase its performance for a later release.

That is the idea.

Unless there are different levels of difficulty, but I think I remember you mentioning that there aren't.

There are minor differences, mostly affecting galactic.



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