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Renown

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    Auno =o] (France!)

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  1. Renown

    Mini-mods?

    right now I've just added them in addition to normal capital vessels in my current game with out removing anything (I wouldn't want to remove anything from this awesome mod), waiting for the ai to build up to see what happens when we meet. Can say I've personally enjoyed having named Dreadnaughts and VSD's flying around. I will say it is a little overwhelming to deal with in my current game *I edited my cap limit, and well, with 50 individual capital ships running around, it's getting tough to keep track of everything* May have to look into adding new abilities to spruce them all up.
  2. Renown

    Mini-mods?

    Hey, is there any policy on mini-mods for this? I'd love to create one with more capital ships (some of the frigates/cruisers for factions) and then space out the technologies for ship gains some more. I.e. Republic - Game Start - Republic Acclamator Republic Dreadnaught Early Tech - Republic Victory I Command Star Destroyer Republic Victory II Command Star Destroyer CIS- Munificent Command Frigate Lucrehulk Core Cruiser Imperials Victory Star Destroyer Nebulon B Frigate Dreadnaught Escort Carrier Rebels Bulk Cruiser Nebulon B Frigate Dreadnaught Hadn't much thought about Vong or the New Republic. ( I rather like running capital only games - I like ships gaining levels, and with names!)
  3. i think they could be removed and perhaps their role could be kept to the golan station? That could work for trade, but I don't know if you can fake the refinery. I see far less Golan stations out there from the AI, and player's are unable to afford to abuse them too.
  4. also, I'm comfortable with not having the exact amount of fighter squadron's per ship though I'd like to try having fighters for at least those frigates with internal hangars (as opposed to external, for which there are a lot in SW's, like the Carrack, which I don't know how we'd emulate). Perhaps the solution is to really try and emulate actual fleet combat. They'd usually send what, like 1/3-1/2 of their fighter's out, and kept reserve forces in the hangar. So give more ships the 'instant build' for the carriers.. so as to always have fighters in space when carriers are about. If it leads to too much constant fighter warfare, just change the delay after activation? As to reworking the frigates/capital ships, how are you going to do it? I came up with a couple of possibilities. Take the shield type's (the Star Wars wiki is good for this info) and attribute all the shield types with a value and then match them up ship per ship. Take the attributed value of how powerful a vessel is, to another using a base like an ISD. Set the values of that ship to something (really doesn't matter) and then vary the other ships shields, hulls, and weapons based off of how many it would take to destroy that ship. I.e. 20 Nebulon B frigates equal a Star Destroyer, so divide the SD's stats by 20 and you got yourself a frigate. (not certain about this in terms of stats, cost yes, power not sure.) Most importantly though, more so than the actual statistics is how the battle 'plays' out, a nebulon b frigate was not instantly destroyed by a volley from an ISD as they are in SoGE.
  5. Well, thats an issue. Different results, must be our computers then. Don't get me wrong, fleet size is an issue - I notice lag with lots of ships, just not lots of fighters. Test case 1 - I just ran an example with capital ships spawning massive amount of fighters (but having very few ships and alternative/stations etc). no lag. (400 squadrons of fighters) Test case 2 - same amount of fighter squadrons, from 10 times as many ships. Noticeable lag. Frankly, this game is weird. In that the entire universe is 'one scene'. I'd prefer personally if the planetary view was a different view - a la Sword of the Stars. (The universe is 'one aspect' but battle's held in another, albeit it is a turn-based game, but I like those) here, everything is calculated on the top/front and leads me to believe that's actual the biggest cause of lag. They really should have used different scenes, would have allowed more for content per scene, though yes that means loading screens/windows somewhere. Obviously outside of our control. If fighter's have been an issue in your testing, I hypothesize that it's because of the number of carrier's you must have had for that many fighters. Not the fighter's themselves. Part of the problem with this is we don't really have an easy way to test it, we are fudging and doing best guesses with forge or actual games with AI and thus everything else involved.
  6. I've run multiple scenarios on my computer, testing a number of different variables from no fighters to tons of fighters. The biggest single lag factor I've found is in refineries and trade stations, (the graphics made no difference). I attribute this to their having waypoints, paths, and the like. Fighters on the other hand don't they just idle around the mothercraft until an enemy is in range and then it's simple they go straight at it and attack. Perhaps it's a factor if you get battles with more than 200 squads (about the most I've gotten in one battle in my tests have been around 130-140 squads with no lag) but that right there is a massive fleet anyways. Lag in these games come from one of two things ultimately, graphical considerations related to polygons, lightning and the like. Or from programmed 'ticks' (the computer checking each tick for the waypoints of trade ships, fleets on route to sectors, etc etc). In my experience, it is usually always whatever is being counted every tick that is the cause of most in-game lag. (Exceptions would be for games like Total War, where I up the amount of troops due to every tick they get checked for multiple variables, and when in combat they have even more - think of their combat animations for anyone who knows what I'm talking about). The problem is not the fleets, it's the expansion of the empires, as soon as they get a lot of trade/refineries set up, you've got massive amounts of ships on waypoints to and fro everywhere. Compound it with the amount of logistical spots you get with the SoGE and I think there's an explanation for late-game lag. Now, to test this , you can do one of two things. Run a map from galaxy forge with spawned ships, or do the editing I did and remove the trade/refineries. Now, as a solution, remove the refineries/trade stations. (Unless you can selectively limit them to One per Planet (with an increase in effectiveness), because the real issue is with places like Coruscant, where I had an enemy AI build something like 20 trade stations... excessive, especially since that income doesn't even come close to the planet's natural taxes.) That's 20 x (how ever many trade stations they had in other areas) x the route's they had to travel on, ending up with lots of computing process power being taken for a minuscule part of the game.
  7. Fighters seem to only be a small portion of the lag. Most likely due to their model's being extremely undefined.
  8. One of the things I've noticed, that I will fix when I get time, is the amount of Carriers in the game and their value. Frigates, and other ships ... well they don't last long period. Their firepower isn't an issue (not in most cases, though in some it needs to be upgraded and their supply value reconsidered) but really their shields need to be edited. Ships like the Nebulon-B Frigate, or the Dreadnaught should all have fighters. The ISD's/Mon Cals/Capital ships should all have a lot MORE fighters. Estimated Shields N-B Frigate - 6000 Dreadnaught - 8-9000 (with more hull points too) ISD - 24-30000 Estimated Fighters ISD - 10-12 squads (room for approximately 80 fighters of varied class) N-B Frigate - (2-4 squads, I'm thinking four) (Room for 24 fighters) Dreadnaught - 1-2 squads (Room for 12) Etc etc etc. Depending on the feedback from this post I'll post my other estimated values. I've already tried the above values (and higher for some), which have resulted in longer battles, yet also gives more weight to the fighters (more of them compensates for the shield values, and yet the vessels themselves don't have higher firepower = fairly balanced). Yet obviously this makes the ships without fighters (that really should have them) quite weak. Ships that traditionally had very few fighters would get a corresponding shield/armor/antimatter/weapon upgrade. All in all, I'm taking a look at all the values and "Star Warsizing" it. Though when it come's to editing meshes, I hate it, and would like some assistance with the ship models that don't already have hangers. This is all for my personal entertainment ( I do everything for myself ultimately, I find game designed based off of research of other people's desires to be shortsighted in the long run - oh yeah, I have my reasons) though I'm posting it here to enlighten everyone of my views. Thoughts?
  9. Those smudges are easily fixed I'd imagine, just by editing the existing image. I'm not an artist, but I understand the issue, it's a square image that's been folded into a globe, rather than an image specifically designed for a globe (the 'game world'). At least that what it appears to me.
  10. I've noticed two things add to the lag on this map. Trade/Refinery stations. Add in the ability to build nearly limitless amount of them on some planets (Corulag/Corusant/etc etc) and you can get lag really quickly. I lagged before I even met any enemies (1v1v1v1)
  11. Fair enough, hardcoded sucks. I'll still try and think of work arounds (graphic replacement, unit editing, so only a couple of units can 'bombard' planets, but in fact they are bombarding them with dropships, etc...)
  12. i'm new to modding in this particular game, yet I find it hard to imagine there isn't some way we could do it. Do we actually like bombarding every planet into dust? AFAIK bombardment within the SW universe was actually rare, I mean yeah they did it, but not for conquest. Taris, Alderaan, etc etc. Perhaps only the YV would actually bombard a planet, kill it's populace, and then conquer. I found many a workaround for total war mods and scripting, gimme a while to think on this as I upgrade my skills here.
  13. thought I'd say hello, and ask if there is any thing specific that needs to be worked on or looked at?
  14. Come on people! Work arounds. Make the majority of weapons (if able to) do 0 damage to planets. Then give the ships that are able to assault planets, a weapon which launches a lander at the planet? and boom. damage/takeover is in process.
  15. The imperium is an actual design from the dark horse comic series, it was never built... but why should that stop anyone if they wanted to build it. Would kill balance but if they want it, maybe it could be created for them. Also, the Remnant is no where near are poor as individuals believe. I'm uh, a bit of a star wars nerd, but I'm also a realist. One planet, is able to build thousands of star destroyers. Why then, would several wealthy planets be unable to divert resources into something like this? In the end they only decided not to build any because of it's cost-effectiveness, not it's cost.

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