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Orao

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Everything posted by Orao

  1. I was looking into some AI lua file and thre was one equation about the taskforce. It had something like this Taskforce = 0.4 Tartan + 0.4 Frigates + 0.2 Capitals It was pertially readable.
  2. It is easy. It is referenced as Text_Tooltip in data file.
  3. Nope battle of Stalingrad lasted for 6 months. You had entire German 6th army attacking that city. Matter of fact during that battle noone never knew where the frontline is. What was taken during day by Germans was taken back during night by Soviets.
  4. My guess is that this will not affect the health of the ship itself. Why ? It is simple. Those values are telling to AI the global value of the ship i.e. money+combatpower. One way to check this would be exchange value of tartan with those of Victory and to see how it turns out. Moreover I will go to requireing level 2 station for all capitals and frigates.
  5. If we could only repack those files into meg format, it will work. As I stated before in other post. All files which are in Config.meg (such as AI) have much higher priority over allready extracted files.
  6. We have encrypted LUA files. Normal LUA files can be open with simple text editor.
  7. It is header file of some sort. However I found that all xml files which are in config.meg seems to be taken into account despite the fact that there are extracted files allready. It means that AI files can not be overwrittent inless wre repack modified AI in the meg format.
  8. Yep they will last longer. You got our word.
  9. I'm sorry to tell you this but it seems that abilities are dpendent on vehicule class. It means that you can't give hero ability to infantry as well as the self destruction ability won't work for ship. Unitl LUA script can be rearanged there is no way to bypass this limitation. However I'm not sure that they will give us access to encrypted lua files since it will be almost same thing as giving us access to the source code.
  10. Ok A rar file is compressed file which contains other files inside. Something like ZIP only little better. In order to open it you need a program such as winrar. Once you open it with winrar you extract all files. Then follow instruction in the readme file for installation. If some foldders don't exist then you will have to create them. I hope this helps you.
  11. Some good suggestion here. We gave more hitpoints to hardpoints on capitals allready but we also need to consider the following fact. If you make battles last longer would you get bored if after let's say 25 minutes you only managed to destroy a single hardpoint. The problem is how long do we want the battle to last ? 5 minutes, 10 minutes or 1 hour ? If we refer to tactical naval battles in history then I think that you will have to fight for 1 day. As an exemple Trafalgar battle (British Navy Vs French Navy) started with first rays of sun and lasted till 3 AM next day. In modern era (India Vs Pakistan) the biggest naval battle since the WW2 lasted only 15 minutes. Indian Navy stroke with anti-ship missiles. If you refer to the WW2 then we can talk about the battle between Royal Navy and KriegMarine. Sunking of Bismarck (the greatest battleships ever made) was done in 2 phases. 1 phase destroying its ability to move with torpedo planes and the second phase rush of the Royal Navy. 2 phases lasted for almost 48 hours. Eventhough Bismarck was disabled she was able to return fire. On other hand her armor was strong enough to reppel all attacks from 220 mm guns. A lucky shot in her ammo storage sent her down. So you see it is all about finding the compromise between what is acceptable by players and what happens in reality. Now for ppl who want to tweak by them self you can play with the file called hardpoints.xml Just increase the hitpoints of corresponding hardpoins. Concerning the rescaling. Yes I know that capitals are looking too big. I was discussing with Athanasios about this. When this was done the fighter has been taken as the reference and everything else was rescaled acording to it. We also tryed to take Capital as refrerence. Here you can see what is the end result when the capital is taken as the refrence. About the space station being too weak agains capitals. If you make research on gun enhancement for space station I'm sure that you will find space station too powerfull compared to capitals. When my gun and armor enhancements are at maximum no capitlal can take out the space station alone.
  12. With every rar file we included readme file and a quick installation guide in english and in french. If you are refering to hotfix then you just have to copy files into your gamedata\data\xml directory. This fix is to be used if you have installed modified galactic conquest map.
  13. Concerning freezing units issue. Apparently it isn't the problem caused by our mod. Someone reported to have exactly same problem with the original game. Check this link for more informations plz. http://forums.lucasarts.com/thread.jspa?threadID=107947&tstart=25
  14. Could you be more specific plz. Thx.
  15. The problem was identified. I had this same problem with Piett and generic SD. I found that this happen if I click on the unit before it finish it sequence of exiting from hyper space. If I select before the sequence ends then afterwards it will not work. No clue why this is happeneing.
  16. Sorry but we are limited with the engine code... There is no such thing like stealth or infiltration during space combat. We only did what was possible sorry....
  17. Hello guys, I'm trying to figure it out how the AI is behaving for Total Realism mod and thx to malric I can see clearly some things. However did you try the modified GC map. Some planets are just crossroads and until you don't hold them there is no go for the rest of the galaxy. I would like to have your feedback on AI's behaviour on such map.
  18. Hehe, I like when ppl enjoy the GC. Concerning the AI well we are working on it but as I said before there are some variables inside file definition for AI that we don't understand at all. We are playing with them atm. So we can't promise you nothing on the AI department. However I'm pleased to tell you that we finally fixed crawling problem with capitals. We identified the probelm in asteroid fields and in pathfinding algo. Since we rescaled the capitals, collision boxes were rescaled too. There was very little space left for normal maneuvering with all those asteroids meaning that the good solution for pathfinding was never found. After some time this blows up everything else since ship tries to reach her distant destination at all cost which causes crawling on general level. So until we can remake maps we removed asteroid damage for capitals. I give you credit that this is not realism but it is the only way to keep that huge ships on the map without putting whole rig on it knees. Ah and about that capital ship clipping, well it isn't there any longer. ;D All we had to do is to change Z-axis placement for ships.
  19. Hello guys.... Concerning Falcon's bug I wasn't be able to reproduce it. However we came with hotfix for Galactic Conquest. It corrects access bugs for planets and it gives more freedom to the rebel player on 43 planet map. HOTFIX You have detailed instructions on how to install these. However don't use these files if you didn't install new GC Map.
  20. For fighters we wanted to recreate the final battle in Episode 6 Concerning core planets. We played with scaling them down. It isn't the big deal just one value to change. However wehn you do that fleet icon remain same and it is overlaping the planet. At the end you finish by not knowing which fleet is stationen on wich planet. Finaly thank you for testing AI stuff with required base level. What we might do is make level 1 and 2 bases really cheap but not allowing them to build any ship or just fighters. Let's hope that this will force the AI to build more versatille fleet.
  21. There is a file called budgetallocation.XML for AI. It tells to AI how to spend money. This file make call to some values which are described in the LUA file. And inside that file (budgetallocation.xml) all you can see are equation.
  22. Ok guys I've been busy all the day so as a co-moder of TR I'll try to bring you some answers. As far as AI is concerned we can't do nothing at present state. The AI behaviour is described in LUA script at which we don't have any kind of access. Let's all hope that Petro will make AI more aggressive in the next patch. @Havoc04 The glow effect of engines. Before release we tyred to fix that thing. We didn't find any reference in code to how glow effect is big. Then we came across texture file. In those files you have the full circle and some kind of strap (it supposed to tell to the engine when to shut down the glow). We were playing with those files, trying to increase the radius and the size of the strap. But we didn't see any change. For the upcoming fix expect to see GC map starting positions rearranged. The Empire will still have core worlds but almost all outer rim worlds will be given to the Rebelion with exception of few which will remain in hands of pirates. Present version is a challenge for rebel player. You can achieve victory on this map but for that you have to use droids. They can travel from planet to planet without being seen. Meaning that you can tech up eventhough you are in the bottleneck at the beginning. Thank you to all for your support.
  23. Check the first page of the thread. You will find links there.
  24. Don't worry we will fix it soon. All we have to adjust is the turn rate of each ship. I'm really sorry for the inconvenient but we done nearly 800 modifications. At the end it was little hard evethough I give you credit it was too bigg to miss.
  25. Hi it is AT-AT not AT-ST.

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