Jump to content


Photo

News. Now that's a name I haven't heard in a long time...


106 replies to this topic

#101 Guest_Dune_*

Guest_Dune_*
  • Guests

Posted 09 September 2015 - 09:49 AM

Well in your case I could suggest to just tweak the A.I.'s potency yourself. Sure, it's not the most elegant fix, but for the time being you can just alter the values in the XML files for Hard A.I. which should be a cinch.

 

Extract the .XML files from the PR archives and the file in particular to edit would be "DIFFICULTYADJUSTMENTS". For example under "<Difficulty_Adjustment Name="Hard_Default">" find the "<Credit_Multiplier>" line. If you set it to 2.0 you'll double the income for hard A.I (I think PR default is 1.33 thus 33% higher). You can also set the build time multipliers to a lower value. However just a bit higher percentage wise could already make all the difference so I advise not to change it too drastically.

 

You'll at the very least be swarmed with lots more units (I know it does not improve their tactics in any way, but I wouldn't have a clue how to do that).

 

EDIT: Oh forgot to add this: If you plan to implement this take note that it will probably also degrade performance since there will be even more units for the A.I. to manage.

 

I can't even find "DifficultyAdjustments.xml" in pr. found it in other mods, but in pr... nothing.

if you can find it, can you either tell me how to do it, or could you give me the full difficulty settings for pr? then I should be able to do this myself.



#102 megabalta

megabalta

    title available

  • Project Team
  • 301 posts

Posted 09 September 2015 - 06:13 PM

That is because PR packs xml files -just like the original game- into a file called config.meg in its data folder. You need a program called FinalBIG to export it from there. After that, just put the modded xml file into data/xml and it'll overwrite the original one in the .meg file.



#103 Guest_Dune_*

Guest_Dune_*
  • Guests

Posted 09 September 2015 - 07:10 PM

ok thanks a lot.



#104 Guest_Dune_*

Guest_Dune_*
  • Guests

Posted 11 September 2015 - 10:10 AM

srsly, you should try it, too.

this is what I call a challenge.

I've set the income of the AI to: 1.75, so 41.6667% more than the usual. and I actually started to notice the difference in week 9.

the amount of ships and units the AI starts to mount is a lot more than usual, the AI actually becomes dangerous, even though I've taken some major planets from it early in the game.

srsly great.

and thanks again for your help

Dune

out.



#105 DoctorWho

DoctorWho
  • Members
  • 14 posts
  • Location:Snagov, Rom├ónia

Posted 29 September 2015 - 03:37 AM

Is there any chance we will get 1.3 before Episode 7 comes out?



#106 Guest_Geroj_*

Guest_Geroj_*
  • Guests

Posted 14 October 2015 - 08:53 PM

More like is there chance we get 1.3 before Episode 8 comes out haha

...I said haha but I am crying ...inside



#107 Hanti

Hanti
  • Members
  • 63 posts

Posted 16 October 2015 - 11:40 PM

1.3 or 1.4 what a difference ;)

One thing need to be done: reduce lag. Then we can talk about verions.

 

Some thoughts of other modder (it actually works, what he said):

"The new version is the most ambitious from the mod made before because it adds some new features but reducing the xml code from more of 70mb to less of 30mb. The reduction from the code was neccesary because I discovered how the global error/zero bytes savegame (both are the same problem) happened more times, the defreezer made by Smallpox/Freege did not run with this amount of code because the savegames were bigger, the mod ran slower and clearly the game could not handle it.

 

Other big part from the reduction of the hardpoint code was delete all the repeated code at units and share more code between them. It happened too much with the ground units, fighters/bombers and other special units from the mod. However, there is not a lost of quality, even the quality has been increased.

 

The amount from galactic conflicts and campaigns is smaller as I have deleted GC which they have not sense as many variants from Clone Wars and other variants with different size of planets. Thanks to this, the code from GC is smaller of 6 megabytes when it was before higher of 15 megabytes.

 

Units and other additions from the mod. There is not reason for repeat again many parts of code. It can be made with variants easily. Thanks to this more of 20 megabytes were reduced to the half or less.

 

Turrets with movement at spaceships. I have removed all them because the hardpoints code for them was huge. If I add 20 turrets with movement at one unit, I will have 53,7 kilobytes from xml code, if I make this for 20 units, I will have 1074 kilobytes from additional xml code, now if I  make the turrets with movement for 100 units, I will see 5370 kilobytes, at the end, a huge code which the mod can not handle. However, if you want know, the hardpoints code from all the 5.0b hardpoint files had 4,06 megabytes and it was too much big..... Now the hardpoints code is 1.65 megabytes, a lot smaller than the previous version."

 

I really miss turrets. But the other changes made difference with that other mod.





Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users