Jump to content

GrandAdmiralPrawn

Members
  • Posts

    7
  • Joined

  • Last visited

Legacy Profile Fields

  • LOCATION
    Munich, Germany

GrandAdmiralPrawn's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Sorry, been busy for a while. I'll take a crack at it again. Mantis user name is the same, GrandAdmiralPrawn
  2. The 6X reduction is posted at http://warlords.swrebellion.com/mantis/view.php?id=349 Note there are a few tiny ways this isn't a one-for-one reduction: I haven't upped the experience points for the fighters. This seemed prudent, since in a large battle, your cap ships get a huge amount of experience just watching fighters shoot fighters - it's ridiculous. Also, since you take longer to build fighters, you can find yourself in a big pickle if the other guy blows all of yours up first, but that's not too different from the 0.9 release.
  3. I doubt there's any other way besides reducing polys or the sheer number of fighters. I tend to think the number is more problematic than the number of polys though, because each fighter has its own, 3D position (yes, the game really does have 3 dimensions), despite the appearance that they move as a squad (that's only the icon for the squad's average position - you can tell if you scroll in, and also by the way that the squad icon "jumps" when you lose a fighter). I've noticed a pretty big difference cutting down the number of fighters. I'm planning to take it a step further by reducing it by a factor of 6 (currently, it's 3).
  4. Posted. Check out: http://warlords.swrebellion.com/mantis/view.php?id=349 This is a 3X reduction in fighters. I may go further, with a 6X reduction. If I do, I'll post it as a separate file. Just put this in your GameInfo directory over top of the other files.
  5. I've noticed a huge problem, at least for those of us not running blazing, state-of-the-art machines (hey, it was enviable three years ago!). About an hour into the game, it slows to a crawl, even with all the graphics set to low. I've checked with people w/ more processor, and it's not limited to older rigs, though it is worse on one. I've been troubleshooting this, and I've found the culprit: fighters (and bombers). One of my fleets had several dozen Trafed carriers, for over a hundred squadrons, each with 24 fighters or bombers. A lot of computers just can't handle all those separate ships - note the computer is tracking the orders for each squadron, and also a separate position for each fighter. My work-around is to slash the number of fighters/bombers by 3. Note that almost every squad has a number of fighters/bombers that is divisible by 6, so this works (and could even be doubled). To avoid any significant impact to gameplay, I tripled the fighter HP, fighter damage, build time, scuttle time (probably shouldn't have done that since a whole squad scuttles at once), and the anti-fighter damage ability. Based on my experience, gameplay is either unaffected or nearly so. I know some people may complain that this is contrary to the goal of rendering everything in-line with Star Wars, but let's face it: it's no fun if it crawls, and you've only zoomed in to see the fighters once or twice in the many hours you've played the game - you won't notice the difference. Feel free to call me a heretic, but it's a good solution for now. I'll post the files on the debugging website once I've finished tweaking them.
  6. Nice work, this solves two problems and is a little more elegant than my own solution (I just replaced the militias w/ SOGE ships, you can see it at http://warlords.swrebellion.com/mantis/view.php?id=345). First, it solves the problem of how slow the game is at the start (damn, does it ever take a while to save up for a Star Destroyer). Second, it keeps players (even AI) from spreading out too quickly, since you can't just take over a system. A couple of other developmental ideas I worked into my version that are interesting additions - first, I made the locals more powerful than you did (I gave them Munificent Star Frigates and even a Victory Star Destroyer or two at the big planets). This is quite effective at preventing people from conquering half the system before they even bother to build a cap ship (which I had previously found to be an easy and effective tactic). It's not part of the galaxy definition file, but I also made the culture spell give you appreciable antimatter regen, and a damage bonus. This makes offensive movements into enemy territory much more difficult, really making you come up with a solid push before you head in. Thanks for the file - I plan to fold it into my own modded galaxy definition file. PS - I'm new to this forum, so I have no idea how people exchange ideas or come up w/ formal contributions to any of the modded files, so if I sound like an ass clown it's because I'm a nub.
  7. Howdy all. I'm afraid I'm just a lowly nub recruited by evaders for the Sins mod. I've been posting some fixes for some of the glitches over at the SWRebeillion Mantis site (http://warlords.swrebellion.com/mantis/main_page.php) for a while now, so when I was asked I figured I'd be willing to log in here and lend a hand.

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...