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Snowba11
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Hi sorry I havent been around for a very long time been extremely busy in RL with my two children. Right I have roughly finished 3 maps for the star wars universe for use with this mod and sinsplus mod used in conjunction with it.

 

Sinsplus allowed the additon of extra planet types to more or less meet the needs of the various planet types within the star wars universe.

 

Originally when I started the maps I wanted individual sectors split into different stars but my original 750+ planet multiple star map was unplayable and laggy as hell. Now I have tested these a bit myself and if Im honest I prefer playing the sw3 map as it runs smoother. None of these maps 100% but should give a good bit enjoyment for the time being. Please give me feedback as I would like to continue working on them and try improve them.

 

The maps are sw1: 1 star, 535 Planets, 8 players. Masive but does get laggy once approx 33% is explored. Give it a shot was fun tho, will give starting players positions later when I find them again.

 

sw2: 1 star, 418 planets, 3 Players, pl1 empire/Republic decent empire to start with, pl2 rebellion hoth, yavin starting, pl3 cis few starting places dotted about. Run decently well until about 60% explored then started getting a bit laggy no too bad tho.

 

sw3: 1 star, 363 Planets, 3 players as above. Runs without too much lag. I am considering doing one more cull of planets though to try get rid of the lag as much as possible also I think I need to spend a good bit time getting rid of too many files etc in my dir.

 

On a side notehe ship grave yards can only be used if you add a extra ability to one (or more) ships of each race. You must add AbilityCaptureDead. i also updated all the dead ship classes to Star Wars ships ie ISD's for the black fleet etc. If anyone needs them please let me know and I will dig them out.

 

One more thing I also changed the properties of gas planets so they were colonizable for my maps. I have my file which I will also post if anyone is interested as the research for it used in the sinsplus mod does not show using the soge mod, so my simple fix was to make the planet always colonizable though I intend to make it colonizable via volcanic exploration instead at some point.

 

http://www.filefront.com/17909272/files.rar (new link)

 

Right I think thats about all good luck, enjoy and please leave feedback good or bad it is all useful. Thanks.

Edited by Snowba11
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  • SWR Staff - Executive
Cool - sounds great

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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Evaders would it be possible to copy this thread and put it in the features section of the forum or could I start a new thread there too so people who don't have beta access can d/l and give feedback ?

 

I have made these exculsive for warlords and this is the only site with links to them. I f anyone feels like editing the maps themselves or improving on them please feel free, just give me a heads up so I can try your version :)

 

Does anyone have any suggestions on reducing lag ? I could really do with help lower lag on the maps as it would be great to be able to use the massive map efficently without lag. I have used the mem address prog to increase from 2gb but doesnt seem to do much ? maybe I have way too many entity files in my dir which I dont need. Also Im not 100% upto date with soge in my dir as the version Im using (pre wiping my hdd 2/3 times recently) is without the NR or the Vong, though the sw1 map does cater for them.

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  • SWR Staff - Executive

Went ahead and moved this topic over.

 

Really all you can do is try to reduce the memory usage, smaller textures, less objects, etc.

Evaders99

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http://swrebellion.com/images/banners/swcicuserbar.png Administrator

 

Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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  • 4 weeks later...
I'll integrate this with the big upload I'm doing, will fit perfectly as I have Gas Giants scripted as a real planet (credit to Sins Plus as well). Also, can you give me the AbilityCaptureDead file? I'll add it in appropriately, I also have some map ideas of my own, and this will be useful. Edit: DL links are all broken.
Sins of a Galactic Empire staff.
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Made a new map today/yesterday, it's a 1v1v1 FFA, meant for human players and active Pirates. Plus, for a more unique experiance, don't put out any bounty on other players. Also, Evaders, this thread should be in the SoGE subforum, not the Warlords mod one. :P

 

http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/Interconnected1.png

 

Download link.

Sins of a Galactic Empire staff.
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  • 1 month later...

Hey, not sure if you're still working on these but have a few thoughts.

 

Firstly...holy shit! These must have taken you a while. Admittedly I only just started playing with the system but even so.

 

I started off with my aim to make a 4 player map based somewhere between EP3 and 4. The Empire has a good hold of the core systems based around Coruscant (plus a few systems such as muunliest and bastion), the Alliance has just formed (I gave them Alderaan despite its proximity...we all know what happened to it after all...and Mon Cal since its far enough away to get them going before someone kills them). Trade Federation is licking its wounds but still has some decent strongholds (Homeworld of Neimoidia...close to empire but thats just fun...then places like geonosis, naboo, Commenor) and finally we have the Jedi who have taken refuge on their stronghold at Dantooine (again close to the empire so there is at least some action) and also I chose Sullust (mainly for positioning) as their new Homeworld and base of operations.

 

After getting a few planets in and realising I had no clue to scale or anything like I downloaded your maps as a guide. Apart from all the extra planet types that I can't use unless I make the effort to mod this mod (although from the sounds of it the beta now uses these so if I can get into that I'll be good to go) I have a few questions, mainly about how to do things and if they would be possible.

 

Firstly and most annoying (but not game breaking) I can't for the life of me get the computer to take the names I give my players...do they only work for human players? I've tried everything but they never stick to anyone apart from me. I can however get them to have the right start positions, money and everything else so I know I've got the right numbers. I just want my 4 groups to be called the right things!

 

As far as the game/map goes what are the possibilities of adding in specialised militia to areas such as Hutt Space? I had a quick look at the templates and planet editing but without constantly starting up the game to see if I changed anything and how it might of changed I just couldn't tell if I was having an effect. It would be great to get some of the local militia to actually be called what they should be. Since I only just started looking at this and am so far using GalaxyForge I have no idea how I would go about getting the right ships etc into the zones but it looks as though its possible to use pirates and give the planet a militia that will refresh itself. But I'm guessing a little here.

 

I don't have time to get into modding the game but I think a big part of a mod like this is playing under the right circumstances, namely in the right universe with the correctly named planets and some good SW stuff going on. I realise I've sort of manipulated the timeline a little to get all 4 groups fighting for the same galaxy and it will totally rewrite history...unless ofc the trade fed get wiped out, as do the jedi then the alliance somehow beats the empire...but it seems fitting and possible and would go a long way to adding to the immersion of this game.

 

Sorry for the essay...hope people are still reading this forum!

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Hi there, when I made the3se maps the mod was using sins plus mod, but it has now moved onto to novacamerons planet mod it has loads of new types, I have a newer map using them planets instead if you want a copy just let me know.

 

As for the militia I dont think you can add them in as it would need to be like another player added with specific ships etc and it would take up too much ram as the mod is already at bursting point with regards to the ram issue. Perhaps put a few pirate bases next to the hutt planets?

 

Names I'm not 100% sure one of the modders will probably be able to help you there its probably got something to do with the string file.

 

If I was you I'd get signed up for the beta testing then download the newest mod and you'll see all the differences. If you then want a copy let me know. My new map has 8 starting positions for upto 8 factions however I find the more players and the more planets a map is the slower it runs over time. The newest version is approx 200planets as anymore is just really slow and annoying, also remember to remove trade ships and sky boxes from the options helps smooth things out a bit.

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http://www.gamefront.com/files/20170089/sw+galaxy+new.galaxy

 

thats the link for the new map which works with novacamerons planet mod.

 

Its actually upto 9 players starting positions are as follows so depending on how many players you want and which era change which players are active to suite.

1 Coruscant

2 Geonosis

3 Yavin

4 Kamino

5 Zonamo Sekot

6 Mon calamari

7 Byss

8 Csilla

9 Hoth

 

I may shuffle these around yet or change them slightly especially the last two. maybe add hoth to player 3. coruscant is staying by itself though then depending on era its owner is flexible.

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Yea I'm just waiting on access to the beta although it doesn't look like Eville has been on that board for a while. Hopefully soon.

 

Once I get in and can use the mod stuff properly I will probably use your map as a framework and then take out some planets. My aim would still be a 4-player map somewhere between 120-150 planets I think, probably about 100-120 habitable + the extra fluff areas. Would still be a fairly specific game setting and I'm unsure as to if it would even work to be a different race although I think thats possible using the teams rather than the races if you designate a player to a specific team, changing the team would then change your start planet since you can't alter which player number you are. At least I'd have something to write in the description!

 

I had another look at the planet editing and it does seem like it should be possible to give a planet its own sustainable militia, however without delving into the mod and finding out all the entity names (the ones in GF are all standard ofc) and working it through notepad there is no chance of getting that working.

 

Wish I had time to get more involved in the mod, been ages since I sat down and got stuck into a game, last one was when I redesigned Dragon Age for realism.

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So got sucked in......

 

Started a new map using GF but leaving everything as standard and so easy to redo in notebook later. Discovered the cunning ability to name planets using the who owns them field so I can actually see whats going on.

 

Done pretty well this afternoon (not with work though!) and got Inner Core, Core and Colonies All done. Around 80 Systems so far included so may need to shave a few off, we'll see. Still aiming for around 150 so got 70 more for the rest which is nowhere near enough. No wonder you ended up with 500+

 

Just waiting for evaders to chuck me into the beta so I can start using the right types of planets and the like and then I should be able to start seeing how it all looks. Radius is up to 1500 at the moment, will probably be around 3000 by the time I'm done but I'm deliberately including a lot of long jump hyperspace lanes from the major hubs. Want to encourage sector fleets and less all powerful eggs in 1 basket types of game. Long way to go yet though.

 

Oh and would love to see your latest as well. Any chance of sticking it somewhere with the relevant files for me to dl?

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Player names cannot be altered, this is a game engine/player file restriction. Planets can be named however. You can only make "new" or "custom" militia by editing/slapping them into the GalaxyScenDef file... Though you can't "insert" them into planets using the GF. You can make your own custom "planet" in the GalaxyScenDef file, assuming it is one of the planets already ingame, and give it a strong garrison/militia. Worlds like Terran and Industrial already have strong garrisons, so don't worry about those. Also, Nova's been working on an SW galaxy map.
Sins of a Galactic Empire staff.
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  • 3 weeks later...

Ok been tweeking the map slightly if anyone wants a newer version find the link below:

 

http://www.gamefront.com/files/20239812/sw+galaxy+new.galaxy edited and fixed this is now the right link

 

New version has had a few small fixes:

*Bilbringi now named correctky.

*Some Phaselanes have been removed.

*Fixed The trade route through Recopia so planet now shows correctly. Don't really understand why it wasn't showing up correctly before.

*Added 3 new planets to help connect trade routes better.

 

The map works with NovaCamerons New planets mod which includes many new types of planets. It currently has 9 possible players with fixed starting positions they are:

 

1 Coruscant

2 Geonosis

3 Yavin

4 Kamino

5 Zonamo Sekot

6 Mon calamari

7 Byss

8 Csilla - Removed

9 Hoth - Removed - edit now only 7 players.

 

Personally i would decide which era you would like to play and choose the corresponding players to suit. As in the past 9 player games get laggy very quickly. The map currently has 193 planets with 1 star.

 

Feedback is always welcome.

Edited by Snowba11
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  • 1 month later...
ok I could do with a bit help please. Since I updated to the latest version once I re added my map to the mod it isn't loading right. I have added it to the galaxy.manifest file and added 1 to the total. Now everytime I go to load a new game as soon as the game loads it comes up as a defeat. Is there something I am missing or is there anything in the mod now which may conflict ?
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  • 2 months later...

The easiest way to run this map with the beta, and without tampering with the beta's files, is to simply put the galaxy file into the GalaxyForge folder (in: AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge).

 

ok I could do with a bit help please. Since I updated to the latest version once I re added my map to the mod it isn't loading right. I have added it to the galaxy.manifest file and added 1 to the total. Now everytime I go to load a new game as soon as the game loads it comes up as a defeat. Is there something I am missing or is there anything in the mod now which may conflict ?

I'll take a look at it once you post up a new version.

Sins of a Galactic Empire staff.
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Heres a quick link to the latest version all working:

 

http://www.gamefront.com/files/20617995/Star+Wars+Galaxy+Max.galaxy

 

Also all of this has now been moved to this thread:

 

http://warlords.swrebellion.com/forums/viewtopic.php?f=588&t=27989

 

Recently there hasn't been any changes but I'm going to look into a few things soon. I need to research the best locatios for new pirate bases, as I'd like probably one or two more around the place, also Im seriously thinking of putting one shipgraveyard (blackfleet etc) back in as I removed all of them from previous versions.

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