Jump to content

Home

[MOD] EAW: Open Conflict


Adonnay

Recommended Posts

UPDATE:

 

Okay, I put a new version up fixing this nasty Mara Jade crash... well at least she works for me now. Please report any further problems with her spawning at tech level 2. The link is - as always - on the first page or in my signature.

 

I will now work a little on the rescaling and see if it works out ok.

 

edit:

HERE is the first draft of the rescaling. I only rescaled the ships and stations/sattelites so far, no rescaling on the speeds or firing ranges yet for I first would like to get some feedback if this really helps your lagging issues. Otherwise the rescaling doesn't make that much sense.

You need to have at least version 0.9 installed for the rescale changes!

Link to comment
Share on other sites

  • Replies 1.2k
  • Created
  • Last Reply

Thanks alot, the Mara Jade issue is fixed.

 

BTW, did u turn align all free planets to the Black Sun? I couldn't expand, it was extremely difficult (I play medium). I had to tech up to get my first Acclamator, with that I moved on Byss, I got rid off the pirate base there (losing more than half the fleet and Boba), when I started building the space port, a Rebel raid force came along and took the planet. By the time I turned the acclamator back the rebs already had a space port of their own....the Y-Wings ripped me apart.

 

I couldn't make more than 1 Acclamator and a few lancers (or whatever they're called now), by the time I rebuilt the Acc and anti-fighter frigs, the reb base on Byss was a level 2, and I couldn't get to the other pirate occupied planets because I couldn't build an invasion force (pop cap filled).

Link to comment
Share on other sites

Yeah I noticed its pretty hard to expand now with the pirates because in my opinion the pop cap is too low.

 

I started as the rebles in Galactic Conflict on hard and I started with being over the pop cap so couldn't build anything. And taking out a pirate base with a Nebuolon-B and two Correlian Corvettes is next to impossible. Or trying to raid a planet with two infantry is hard too. For a quick fix I edited all the space stations and increased the <Additional_Population_Capacity> by 10 in the StarBases.XML. That let me build up to four Rebel Infantry and four Plex Soilders which was enough to sucsessfully raid the nearest planet, then I was fine after that. Not sure if this will work for the Empire, but if you tech up your starting planets you can build higher level space stations that increase your pop cap.

 

I could be wrong but I don't think the population capacity of the either the stations or planets has been changed at all, even though all the units have had a serious increase to their Pop Cap. It wasn't noticable when you could easily take 15 to 20 planets in the very beginning but now with only two starting planets (at least in GC) you can't build anything.

 

I recommend increasing all planets by 10 along with space stations. And perhaps at each Station increase the step up from about 3 Additional_Population_Capacity which it is now to maybe 5 to 10. Note these are all untested and just my ideas. But this really needs to be looked into.

 

Even after taking several weeks off to play Oblivion, this is still the best mod out there. Keep up the excellent work.

 

Edit: Btw I'm looking forward to scaling changes, not for performance issues but to essentially increase the size of the map. Though if it doesn't happen I understand cause its alot of work to implement this.

Link to comment
Share on other sites

Adonnay, I don't think the AI enemy in GC is expanding. They don't seem to want to conquer any pirate planets, it's up to me to clean up a planet next to one of theirs and leave it undefended so that they raid it (I'm Imp) and potentially expand, but for some reason they leave that planet afterwards without having built anything on it.

 

I think it would have been best to have left the majority of the planets neutral with a few critical "money makers" and dockyard planets in the hands of the pirates (Nal Hutta, Shola, Sullust, Fondor...)

 

@Meethos

 

If you start off as Imperials in GC you fare out better, you can get access to the Acclamator once you sell off a few other space units and move to level 2 (the Acc can easily handle any Pirate space fleet) just as long as you expand away from any rebel planet; after taking a few more planets you can handle the rebs and it's technically over in less than a half hour without having gone beyond level 3.

 

BTW I noticed that if you go for a land assault on any planet held by pirates apart from Fondor, Sullust, Mon Calamari, and Kuat, the auto-resolve makes you the winner no matter what units u send (well at least with the Imps).

 

 

Apart from those problems I'd have to agree with Meethos, this is probably the best mod yet......as long as you play V.1.0a ;).

Link to comment
Share on other sites

I just noticed that the expanding/Pirates problem is only for the "Galactic Conquest" map (the one with 43 planets). Everything else is normal on the other maps. BTW I don't think I've experienced lag since I got 1.0d.

Link to comment
Share on other sites

sorry, i DID not send out the files for several reasons 1)i think i do need permission from addonay since it is Not my mod 2)i'm still fixing several thing and just done the rescaleing 3) i added lots texture, which seem to improved the look of all the units a lot, from other mods, and i should not distribute my the files without giving them credit.

 

Addonay, i rescaled all the ships to 2/3 of their original, and all the fire range, speed.... accordingly and figured out how to change the camera xml. i think it's just the perfect scale to play, map not too small nor too big. One thing i noticed, the break off from some ships' hardpoint now seem too large since the smaller ships, especial i rescaled pirate frigate to 1/3 to show it's real size, but after it's hard point destroyed, the huge broke off part is just way too insane. do u know where to find the file to change the scales?

 

GabRaz: personaly, i increased the base planet income a lot in planet xml, and in the 43 planets map the AI conquer even faster than me!!!! tested in m/h difficulties. maybe u can give a try too. now i limited the mine to one only for each planet, haven't test out.

Link to comment
Share on other sites

That's a good point about the beakoff props hzh... I really forgot about those... I'm not sure if they can be rescaled.

 

Giving the players a large amount of money renders the changes made to ship prices kinda obsolete since they can be build faster again. Perhaps giving both sides a reasonable starting force so they can conquer a few priate planets at start would be my advice. Gonna have to try if that helps the AI player as well...

Link to comment
Share on other sites

Hey Adonnay, I noticed that the A.I does not use the advanced mining facility.

 

You know, there's the regular one when you click on one of those asteroids giving resources. Well, there's two options. The regular upgrade, and the advanced one, with Turbo Lasers and stuff on the asteroid.

 

The A.I never builds those. Is it because of some sort of hard-coded limitations that you can't find a way around ? Or is it just something you might have forgot ?

 

Because I think it'd be nice to see my allies/enemies use that advanced mining facility. I makes them much stronger of course, thus enhances overall action in game-play and makes you think twice before sending a mere Frigate to take one down, since it takes much more than just one of those now. They cost a lot, but you get a lot in return. Especially in those maps where a mining facility is really near the Space Station, and it gives the Space Station extra defenses.

 

Anything to say about this mate ?

Link to comment
Share on other sites

I think the building priorities are mostly hardcoded, thus the problems all moders have with an AI hardly building capital ships and stuff. The fortified mining facility is better used in MP skirmishes. Hopefully the LUA decoding advances or Petro releases a proper SDK to fix such issues.

Link to comment
Share on other sites

Oh hi Adonnay its me Steiner^^

 

The Breakoff parts can be rescaled in the Spaceprops.xml and several other things.

In the Commandbarcomponents.xml can you rescale the GalaxyIcons for Troops, Ships CreditsInformation and so far.

 

Greetz Steiner

Link to comment
Share on other sites

I think the building priorities are mostly hardcoded, thus the problems all moders have with an AI hardly building capital ships and stuff. The fortified mining facility is better used in MP skirmishes. Hopefully the LUA decoding advances or Petro releases a proper SDK to fix such issues.

 

Besides, (unmodded) AI does not seem to be restricted by the same requirements when they build. I doubt AI needs to "pay up" when building troops either. Gee I even see AI pooping up SDs out of a planet w/o spacestations!

Link to comment
Share on other sites

  • 3 weeks later...

resize, talking about resize, lol, i even resized fighters,(example, ite fighter's scale factor=0.11) and heros like falcon and boba, to their real size compare to starships. U can't really see them when soomed out at max^^.

Link to comment
Share on other sites

GabRaz, nice to have u share the same concept with me - total realism. I have my star destroyer with scale factor 1.2(for pathfinding issue) and a tie fighter 0.11 . What is yours, i just want to check if my is 90% correct with the scales. O addonay, i just deleted some nebula and astroid field in the space prop xml, it give u more space to move around. especiallt for nebula, they are just annoying.

Link to comment
Share on other sites

I'm not really good at the whole editing thing, so that's why I stuck to Adonnay's mod, IMO it's the best one out there of the ones I've tried (of the text editing versions at least).

 

I'd like to check out the changes you've made to your files, could you send me a copy of your modified XML files hzh? Is there any issues with target boxes too? Cause I remember Adonnay mentionning the whole scaling issue was more than just changing the size scale.

 

PM me if you can.

Link to comment
Share on other sites

I'd still like to see my Ally and/or my enemy to build a Fortified Mining Facility.

 

I don't really understand why they both (ally/enemy) can't build them, but for the human player to be able to build one is more of an "over-advantage" (not to say exploit) than anything else. But that's just me, I guess.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...