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Chih

Member Since 27 Mar 2012
Offline Last Active Aug 29 2013 01:19 AM

#926671 [SUB MOD] Phoenix Rising Enhancements for 1.2

Posted by Chih on 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.


#891653 cause of the lag (. I know this has been discussed many times but hear me out)

Posted by Chih on 22 June 2012 - 08:24 AM

I've gone through this several times, but hey :)

There's two things that make EAW/FOC mods lag on any computer.

1) Very high unit variety. (leads to low fps and bad performance in general)

2) Excessive AI fleet movement. (leads to general choppyness and lagspikes)


First off, Phoenix Rising is the only mod done for EAW/FOC that really pushes the limit of the engine in unit variety. Sure, other mods have a lot of units as well. BUT - Phoenix Rising has those same units WITH several versions of upgrades. Basically every upgraded ship is a new unit according to the engine. In addition to there being an insane amount of different units for pirates as well. No mod even comes close to the amount of units in PR. Performance for PR can be fixed by going into XML files and cutting down unit diversity significantly (eg. Removing all pirate fighters/transports and replacing with carriers, removing ships that Rebels/Empire can't build but have as starter units etc.). No other mod even comes close to PR when we're talking the amount of different units, this includes mods like RAW or Alliance.

Second, the Ai moving fleets is a problem for all mods with huge galaxies (as in over 100 planets), depending of course on how accessable the planets are for the Ai. The AI is constantly moving fleets between planets, and when it is moving very high amounts of fleets on the same time it leads to lag spikes. Choppyness and the occasional lagspike I've had in other mods as well and not just PR. It's just a general problem with EAW/FOC.

Lastly, there's custom GC's in the works. I'm making a submod of GFFA for a 2 BBY setting that is optimized and runs pretty well, and Darth Stalin is working on a custom GFFA as well with 203 planets, but decent performance :)