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[SUB MOD] Phoenix Rising Enhancements for 1.2


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#121 Moggwhy

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Posted 11 July 2013 - 07:34 PM

How can I increase ship limit in space battles? 80 feels too little for me, I would prefer something like 120.

Is it possible to create a music submod? It feels like theres too little right now, ingame.

 

*Well with Space unit cap ive managed myself. Pretty easy :D


Edited by Moggwhy, 11 July 2013 - 10:50 PM.


#122 Admiral_Lennox

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Posted 12 July 2013 - 03:02 AM

How can I increase ship limit in space battles? 80 feels too little for me, I would prefer something like 120.

Is it possible to create a music submod? It feels like theres too little right now, ingame.

 

*Well with Space unit cap ive managed myself. Pretty easy :D

 

Use the <Space_Tactical_Unit_Cap> tag in Factions.xml to set the space limit. 

 

You can add new music. Put music files in Data\Audio\Music (make sure they're MP3 files). Then you'll need to add your music to the MusicEvents.xml file.



#123 a.fake.name

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Posted 12 July 2013 - 03:34 AM

 

How can I increase ship limit in space battles? 80 feels too little for me, I would prefer something like 120.

Is it possible to create a music submod? It feels like theres too little right now, ingame.

 

*Well with Space unit cap ive managed myself. Pretty easy :D

 

Use the <Space_Tactical_Unit_Cap> tag in Factions.xml to set the space limit. 

 

You can add new music. Put music files in Data\Audio\Music (make sure they're MP3 files). Then you'll need to add your music to the MusicEvents.xml file.

 

 

 

I'm going to set mine for 120, playing the submod, and see how things feel.

If nothing else it'll make for more epic battles in campaign, and more flexibility with what to deploy in skirmish.

 

edit: oh also, lower end computer here, so if it works on my PC (if only in skirmish) it means it's an easily worthwhile change.


Edited by a.fake.name, 12 July 2013 - 03:35 AM.

Playing PR when stoned is awesome

 


#124 Moggwhy

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Posted 12 July 2013 - 10:41 AM

Well 100 is not being deal so far (i have pretty good rig) and soon ill check 120 :). Thx for the reply about music. Now i just gotta copy my soundtracks from cds :D

* I dont know how about other campaings but in Outer RIm, there are AI glitches (?). Its spamming fighters and IPV4s only (its boring to have ur enemy overwhelmed all the time as an Alliance)


Edited by Moggwhy, 12 July 2013 - 05:09 PM.


#125 Chih

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Posted 13 July 2013 - 07:41 AM

Your only worry when you set population caps higher is basically fighter swarms, just using regular ships wont cause lag in Phoenix Rising. Try bringing in 120 fighter or bomber squadrons to a battle and see what happens. If your performance gets much worse, I'd advise into setting the population limit to 100 or maybe even back to 80.

edit:

Moggwhy, as said in the main thread I only make changes to the Galaxy Far Far Away campaign, all other campaigns are untouched and very likely buggy. This is because editing a campaign takes a long time if you want it done properly, is a rather repetitive task and I simply don't have that kind of time until the sub mod is "finished".

Edited by Chih, 13 July 2013 - 07:44 AM.


#126 Moggwhy

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Posted 13 July 2013 - 10:10 AM

Well, my apologies :D. I havent read that :p. Then I hope the AI is better in the main campaign, will check it asap.

 

*After winning ground battle I am loosing all of the ground units :O (Ord Mantell and Champala so far).


Edited by Moggwhy, 13 July 2013 - 02:47 PM.


#127 a.fake.name

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Posted 13 July 2013 - 05:51 PM

editing a campaign takes a long time if you want it done properly, is a rather repetitive task and I simply don't have that kind of time until the sub mod is "finished".

 

I suck at coding outright, but editing files (especially when I'm using altered values someone else provides) is something I could VERY easily handle.

Lay out what changes I need to make and send me the files and I'd be happy to do the slow work.

 

 

edit: also pop cap at 120 has worked fine so far.


Edited by a.fake.name, 13 July 2013 - 05:58 PM.

Playing PR when stoned is awesome

 


#128 Chih

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Posted 14 July 2013 - 05:08 PM

*After winning ground battle I am loosing all of the ground units :O (Ord Mantell and Champala so far).

 
I'll look into it. Haven't noticed this before though on any planet I've conquered. You're playing as the Empire right?
 

I suck at coding outright, but editing files (especially when I'm using altered values someone else provides) is something I could VERY easily handle.

Lay out what changes I need to make and send me the files and I'd be happy to do the slow work.
 
 
edit: also pop cap at 120 has worked fine so far.


That would be cool! In general I wouldn't mind someone focusing on making the campaigns canonical and enjoyable for the player while I focus on tweaking the units to be as canonical as possible. This would mean playing around with the campaign files, the traderoutes file, and the planets file mostly, only edits are needed.

What worries me a bit now though is that my time on the submod has slowed down again since I'm rather busy at the moment.

edit:

Did you try the popcap with 120 fighter squadrons? If it works for you, I might consider raising it myself :)

Edited by Chih, 14 July 2013 - 05:09 PM.


#129 onlylogic

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Posted 15 July 2013 - 11:35 PM

BTW, I'm not sure if anyone has pointed this out, but the major lag that happens around week 20 stops when you pause the game. At least for me, I think that suggests quite clearly that the AI is recklessly moving fleets and troops around. Have you found a fix for it yet?

 

and is it something that can be applied manually by us?


Edited by evilbobthebob, 16 July 2013 - 12:03 AM.
double post


#130 evilbobthebob

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Posted 16 July 2013 - 12:04 AM

Yes we know it's due to AI fleet movements and the like; no it's not really patchable unless you want to rewrite the AI scripts.

 

We've mitigated it a different way in the next version.


Edited by evilbobthebob, 16 July 2013 - 12:04 AM.

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#131 a.fake.name

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Posted 16 July 2013 - 05:43 AM

 

*After winning ground battle I am loosing all of the ground units :O (Ord Mantell and Champala so far).

 
I'll look into it. Haven't noticed this before though on any planet I've conquered. You're playing as the Empire right?
 

I suck at coding outright, but editing files (especially when I'm using altered values someone else provides) is something I could VERY easily handle.

Lay out what changes I need to make and send me the files and I'd be happy to do the slow work.
 
 
edit: also pop cap at 120 has worked fine so far.


That would be cool! In general I wouldn't mind someone focusing on making the campaigns canonical and enjoyable for the player while I focus on tweaking the units to be as canonical as possible. This would mean playing around with the campaign files, the traderoutes file, and the planets file mostly, only edits are needed.

What worries me a bit now though is that my time on the submod has slowed down again since I'm rather busy at the moment.

edit:

Did you try the popcap with 120 fighter squadrons? If it works for you, I might consider raising it myself :)

 

I never even maxed it out with NORMAL pop caps.
Low end PC man, older single core one.

That said, I've noticed with lots of VSD-I's against heavily garrisoned worlds it'll stutter a LITTLE sometimes.

So much fun to have a lone IPV patrol boat zoom or sensor ping an area, and suddenly VSDs everywhere.

Once I get up to ISD-IIs and higher this ought be really funny.

 

 

BTW, I'm not sure if anyone has pointed this out, but the major lag that happens around week 20 stops when you pause the game. At least for me, I think that suggests quite clearly that the AI is recklessly moving fleets and troops around. Have you found a fix for it yet?

 

and is it something that can be applied manually by us?

 

 

Yeah, I usually play PR as a turnbased game of sorts, and will pause it, set up stuff to build, etc, then pause/unpause to avoid being hit by AI movement lag while I move around the map and move units to where they're needed.
 

 

 

Yes we know it's due to AI fleet movements and the like; no it's not really patchable unless you want to rewrite the AI scripts.

 

We've mitigated it a different way in the next version.

 

AI buildable only units that spawn multiple capital ships which lack a hyperdrive and can't leave the system ?
Make ones with a hyperdrive be built only a percent of the time, and balance difficulty/lag by adjusting that value..


Edited by a.fake.name, 16 July 2013 - 05:49 AM.

Playing PR when stoned is awesome

 


#132 Admiral_Lennox

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Posted 16 July 2013 - 06:46 PM

 

*After winning ground battle I am loosing all of the ground units :O (Ord Mantell and Champala so far).

 
I'll look into it. Haven't noticed this before though on any planet I've conquered. You're playing as the Empire right?

 

Try invading a planet with more than ten ground companies surviving after the battle (you can do this with extra infantry and heroes, which don't take up any ground population). The game tries to fit >10 companies into 10 ground slots, and fails, which results in the loss of your units. 

 

At least, I think that's the problem. 



#133 Chih

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Posted 17 July 2013 - 01:34 PM

Try invading a planet with more than ten ground companies surviving after the battle (you can do this with extra infantry and heroes, which don't take up any ground population). The game tries to fit >10 companies into 10 ground slots, and fails, which results in the loss of your units. 
 
At least, I think that's the problem.


Yeah, tested and there's a problem. I invaded with over 50 infantry units and the game crashed before the battle event finished.

Will fix in next version by adding a population cap back to infantry, but making squads/platoons larger to keep the immersiveness with a lot of infantry.

#134 a.fake.name

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Posted 18 July 2013 - 04:15 AM

To be honest that's how the squads should have been from the start, as they die so easily to most vehicles.
Also, see what you can do to make putting them into vehicles easier.
On some maps, it's quite a pain to try to quickly load units into vehicles as you have to position everything just right and foot units move so slow.
Prehaps increase the footprint size of the area from within which a unit insta loads.
Then let the LAAT rushes commence as a useful tactic.


Playing PR when stoned is awesome

 


#135 Chih

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Posted 18 July 2013 - 04:47 AM

Also, see what you can do to make putting them into vehicles easier.
On some maps, it's quite a pain to try to quickly load units into vehicles as you have to position everything just right and foot units move so slow.
Prehaps increase the footprint size of the area from within which a unit insta loads.
Then let the LAAT rushes commence as a useful tactic.


I can't do anything about this, sorry.

#136 a.fake.name

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Posted 19 July 2013 - 01:09 AM

How DO vehicles do that, code wise, I wonder tho....


Playing PR when stoned is awesome

 


#137 Admiral_Lennox

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Posted 20 July 2013 - 03:09 AM

How DO vehicles do that, code wise, I wonder tho....

 

Looking at the code for the Juggernaut (GROUNDVEHICLES_A5_JUGGERNAUT_HEAVY_ASSAULT_VEHICLE.XML) it seems like the garrison code uses the following:

 

CanContainGarrison in the <Property_Flags> tag;

GARRISON_VEHICLE in the <LandBehavior> tag;

 

and then a group of tags that look like this:

 

<Garrison_Category>Infantry, Droid, Wheeler, Tracker, Walker, Landspeeder, Airspeeder</Garrison_Category>
<Num_Garrison_Slots>10</Num_Garrison_Slots>
<Garrison_Bone_Names>Garrison_00, Garrison_01</Garrison_Bone_Names>
<Garrison_Exit_Dist>0</Garrison_Exit_Dist>
<Garrison_Enter_Dist>0</Garrison_Enter_Dist>
<Garrison_Radius>50</Garrison_Radius>
<Num_Garrison_Guns>0</Num_Garrison_Guns>
 
Changing the values in <Garrison_Enter_Dist> and/or <Garrison_Radius> may change how far a unit needs to be to board. <Garrison_Exit_Dist> is probably how far the unit moves when it leaves the vehicle. Changing <Num_Garrison_Guns> should allow the units inside to fire on enemies outside, similar to the capturable bunkers (the bunker has a value of 8 for that tag). 


#138 a.fake.name

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Posted 20 July 2013 - 04:18 AM

Thanks Lennox, once I have the time I'm going to do some experimenting.


Playing PR when stoned is awesome

 


#139 Moggwhy

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Posted 23 July 2013 - 06:04 PM

If only AI could use heroes :D



#140 Darth Stalin

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Posted 28 July 2013 - 06:33 PM

Hey, does anybody know why the Death Star's cost is only 1 (ONE) credit? OK, I do understand that it takes 82 minutes to build it, but... looks strange. 





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