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Converting to classic GC?


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#1 Rhakorii

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Posted 22 September 2014 - 10:35 PM

Just a quick question.

 

I adore this mod, but I find the gigantic GC overwhelming (both visually, and in terms of computer performance)

 

Is it theoretically possible to combine all of the existing maps, models, and unit changes, but continue to use the old GC maps (complete with population caps)?



#2 evilbobthebob

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Posted 22 September 2014 - 10:51 PM

Yeah it's possible, but you'd have to re-do all the planet locations and remwrite all the galactic conquest unit lists.

 

The next version of PR has some much more manageable GCs though.


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#3 Rhakorii

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Posted 22 September 2014 - 11:05 PM

Thanks for the quick reply.

 

Presumably, I couldn't just use the original GC conquest maps (say, Equal Footing) as a template, and then just rewrite the unit lists into that?

 

I suspect, what I'm basically after is a compacted map with amounts of units comparable to basic FOC.



#4 Rhakorii

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Posted 22 September 2014 - 11:06 PM

Just want to add, by the way, that I do adore the mod. The combat mechanics are glorious. But I just find I spend so much time waiting for maps to load, units to move, and me trying to get my bearings, that I don't get to appreciate it!



#5 evilbobthebob

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Posted 23 September 2014 - 04:30 PM

Yeah we understand the quandary. You MAY be able to use some vanilla maps and rewrite unit lists, but you will also need to rewrite hyperlane lists as well, otherwise you will be left with a lot of unconnected planets.


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#6 Aizen Teppa

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Posted 23 September 2014 - 07:04 PM

Just want to add, by the way, that I do adore the mod. The combat mechanics are glorious. But I just find I spend so much time waiting for maps to load, units to move, and me trying to get my bearings, that I don't get to appreciate it!

Everybody running PR knows the pain. Game engine is simply too inferior to use all raw power available on the CPU market of today. C2Duo which was top of the line (pretty much) chip when game first hit the market is totally outclassed by venerable (only 6 years ?!) Nehalem. But surprisingly newer CPUs are no better than old 920s. Performance increase is negligible. I'm hugely disappointed with X99 as a platform. The only good thing about X99 from PR point of view is ability to cram up to 128GB of RAM. Plenty of space for RAMDrive/Disk. It gives game massive kick performance-wise. Tested it with 24 GB on 920 and it really was something. Unfortunately with only (then) 24GB RD option was too cumbersome for X58 (too much copying, toying and stuff). But with 64 or 128 GB whoa, ho, ho! It will works...only that bloody prohibitive cost of upgrade (spending xxxx $ on upgrade to improve performance of 8 yo game - somehow it doesn't compute properly ;) ) .

 

But 1.3 will nail some sense into 'insanity' of 1.2. Let me put it this way he, he.



#7 Rhakorii

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Posted 23 September 2014 - 08:20 PM

What about doing it the other way - transferring the PR mechanics / units over to base FOC? (I expect this shows my modding ignorance)

 

Essentially, aiming to get Equal Footing with the PR mechanics and units. 



#8 evilbobthebob

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Posted 23 September 2014 - 08:34 PM

That would be a lot more difficult than just creating your own GC and hyperspace lanes (if necessary).


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#9 Rhakorii

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Posted 23 September 2014 - 09:32 PM

Oh! I'll try the latter then. Thank you! 



#10 evilbobthebob

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Posted 23 September 2014 - 09:33 PM

Basically you need to get a list of planets you want, and work out the list of hyperlanes you require, plug those in, then add the units you want to each planet.


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#11 megabalta

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Posted 23 September 2014 - 09:47 PM

Well if you're already speaking about it... Which file is the one with the planetary unit lists?



#12 evilbobthebob

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Posted 23 September 2014 - 09:58 PM

The galactic conquest files contain the planet unit lists, they're arranged in a pretty obvious way (Planet, faction, unit)


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#13 Aizen Teppa

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Posted 24 September 2014 - 06:11 AM

If anyone is interested in classic [spiral] map for PR then one observation I want to make here is that mods using classic vanilla style map works much smoother and quicker than mods with custom map. I don't have time for extensive mod works, but vanilla style spiral map with hyperlanes from PR should work nicely. It won't be as trivial to navigate as the vanilla version. At start it may look a bit swamped and messy but I see no reason why coding proper hyperlanes to spiral map shouldn't work. Traveling e.g. from Courscant to Kuat will not be as simple as it was, as more planets will come into play.

 

Of course there is one thing which must be done - size factor for planets must be set to 1.0 (or even less). Default PR scaling will add to confusion. It's one of the things I un-modded on my PR. Prefer smaller planets, it's easier to navigate stuff. And I never had really time to sit and toy with fonts so all these camped planets are truly separate from one another.



#14 Rhakorii

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Posted 24 September 2014 - 05:16 PM

If anyone is interested in classic [spiral] map for PR then one observation I want to make here is that mods using classic vanilla style map works much smoother and quicker than mods with custom map. I don't have time for extensive mod works, but vanilla style spiral map with hyperlanes from PR should work nicely. It won't be as trivial to navigate as the vanilla version. At start it may look a bit swamped and messy but I see no reason why coding proper hyperlanes to spiral map shouldn't work. Traveling e.g. from Courscant to Kuat will not be as simple as it was, as more planets will come into play.

 

Of course there is one thing which must be done - size factor for planets must be set to 1.0 (or even less). Default PR scaling will add to confusion. It's one of the things I un-modded on my PR. Prefer smaller planets, it's easier to navigate stuff. And I never had really time to sit and toy with fonts so all these camped planets are truly separate from one another.

Yeah, that's what I mean by the spiral map. I'm not too worried about specific planets, icons, or hyper lanes. I just thought the combat, unit, and research mechanics would be wonderful on the traditional GC (if it removed the lag).



#15 evilbobthebob

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Posted 24 September 2014 - 06:56 PM

FYI probably the simplest way to just reduce lag is to go through the PR GCs and remove 50%+ of the units on each planet such that most planets have the same kind of unit composition. The game doesn't care very much if there are many of the same units, it's just that PR has so may different units that it clogs up the game's memory.


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#16 Aizen Teppa

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Posted 24 September 2014 - 07:29 PM

FYI probably the simplest way to just reduce lag is to go through the PR GCs and remove 50%+ of the units on each planet such that most planets have the same kind of unit composition. The game doesn't care very much if there are many of the same units, it's just that PR has so may different units that it clogs up the game's memory.

From personal experience. It will only work as long as you curb fighter buildup. AI just spam endless swarms of fighters which kill performance totally. Like I mentioned in different thread about OSH, after forcing both sides to greatly reduce fighter buildup game became more manageable in the longer run. Simply removing useless junk with default PR configuration won't solve anything performance-wise. It will only slightly mitigate the lag issue for 2-5 weeks (depending on GC). When AI pump 500k+ of credits into ATRs/K-wings/Tie-D/Blastboats and attack with fleet-swarms of fighters nothing can withstand that (especially with upgraded versions). 



#17 evilbobthebob

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Posted 24 September 2014 - 09:48 PM

Thankfully that's not something that happens much in the latest version, as far as testing has shown.


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#18 Rhakorii

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Posted 25 September 2014 - 12:25 AM

Thankfully that's not something that happens much in the latest version, as far as testing has shown.

 

Righty. Any indication as to how long that'll be?



#19 evilbobthebob

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Posted 25 September 2014 - 12:36 AM

Unfortunately no. PR and Ghost (the founding team members) have been quiet recently.


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#20 Aizen Teppa

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Posted 25 September 2014 - 03:11 PM

Unfortunately no. PR and Ghost (the founding team members) have been quiet recently.

Hmm... Calm before the storm??? :shiftee2: 





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