
jedi_consulor
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Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
1) I will try to re scale it again ok ? 2) this information is not useful to me and does not actually tell me what is wrong. 3) I will adjust it - in fact I noticed it myself when testing Skirmish yesterday - very odd. But I'll fix it. 4) So ..? I work with what I have, Its a model made by Frankie - he made the hardpoints nothing I can do about that. I will however make them weaker and easier to destroy ok ? I am looking into Avengers ISD conversion - but I may not use it. I have a lot of other things to do and the more I get bug reports to figure out the longer it will be to Alpha 7. People want me to fix Skirmish mode as well as a dozen other things. I will need a few days to correct what I can. - This is BEFORE I can get to coding any more ships in the game, this is the reason I asked you and DV to start doing the other ships I wanted for the Rebel and Consortium factions doing. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Actually, this was intentional, I changed the code to do this. Vader should only live once and not recharge. Please bear in mind that this mod extends to 10 ABY OK ? - we can't have Vader continuing to exist in this period. Of course some people may choose not to build Vader till Tech 5 anyway, even so if built and destroyed early - it conforms to being cannon and the time line in some way. I am cutting back on the Garrison units for Starbases even. I already identified this issue and it is being looked at. Alpha 7 will have fewer Garrison Space units and longer Spawn times. Or are you referring to Skirmish mode - you did not say. DID you read my previous reply ? - if you don't like the way the game spawns fighters, then delete the Lua script file called PGAICommands in the Scripting folder. This returns the AI to normal - but is less aggressive and less competitive. Jerec should really be like Vader and only be used once I could say the same for any Infringing hero too such as Needa and Ozzel ? Perhaps Skywalker should be made to only be used once along with Yoda,. The Galactic Map will do this because I would say some of the campaigns we did have like between 26 - 70 planets. That will cause lag the more active the AI becomes and builds and moves things. By the way would you like to say what your system specs are ? - because this just isn't a memory related issue. It's also Graphics card related. I just don't want to hear it that you have a tired old gfx card and wonder why you have lag in the game. I should bring it to your attention also many of the models in the game don't use bump maps - but use Direct X shaders. For slower gfx cards this is an issue. By the way if you want to take screen shots to get a good shot of some thing like a unit - press the 'C' key after selecting the unit. then press the prtScn key to take a screen grab. For a general screen grab just do the latter. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Well I have to say I have never touched the StormTrooper Squads code other than add the StormTrooper Officer to the group. I have never had problems with StormTrooper Squads when playing Skirmish battles. Daft Vader made the Ord Mantell Map and the as far as I know has no bugs. The other planets mentioned are FOC planet's from the original game. So it shows it is not the planets that are causing what ever issues it is your having. I only can say I have not seen it happen yet. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Well sure - it should do. I added the structures to the buildable skirmish structures lua file also - so the AI should know what it can build -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
hmm I have something else to reveal I have. This was requested and I finally figured this out from peeking at other people's code who got this to work so with out further a do, I want to now present Buildable Golan Stations from the Defence Satellites. (From Build Pads) http://i37.photobucket.com/albums/e99/drone_pilot/Build_Golan.jpg Now I know how this code works, I will extend the amount of things which can be built from them. We will see how it go's on the testing. Oh by the way, if you really dislike the way the AI seem's to spam you all the time, please delete the PGAICommands Lua file - to return the AI to normal. This was mentioned earlier today, I forgot to mention you can delete that Lua file - or modify it to change this behaviour. I actually like a challenge though so it suits me - but it won't suit everyone. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Sat here twiddling my thumbs.. so I got bored and decided to do it. DV you have enough work to do for SOTE don't you think ? Like Sluis Van, and the Rebel ships. I thought of an idea that would make doing this less complicated to do than what I said to you. I am also working on other things too to sort out Skirmish Mode once and for all I hope. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
It's a fair point, but I am thinking on saving building space on the command bar for the Starbase at the moment. I think If I do it that way I would add people like Vader, Han Solo and Dash Rendar etc to the Starbase. Which for the Rebels takes two build slots up. Yes All the Multiplayer maps are being updated for SOTE. They will have two skirmish Shipyards that can be captured. The tricky thing IS is getting the AI to be bothered giving them a higher priority to capture them and build from them rather than chase after cash points. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Important Changes to SOTE Skirmish Mode enhancements - Heroes and bonus Space units now built at Merchant Dock Merchant Dock is no more in Skirmish Space Mode Renamed to Ship Yards Merchant Dock Model changed for Large Space Yard Model The above changes will mean that extra space units such as these types will now be built there instead. What can now be built at the old Merchant Docks (Now called Skirmish Ship Yards) Space Heroes Super Captial Ships- (SSD's, Star Cruisers, Dreadnauts, Venator's, Acclamators, MC90, Mediator etc. Small Patrol ships such as Carrack Cruiser, and Bayonet Patrol Cruiser This frees up room on the command bar for the main Starbase where ever type of other ship will be built. You will still need to capture the construction yards in order to use them. There will be now two of them for every map. SOTE will now use its own custom skirmish map's instead of stock game ones. This is because extra structures will be added for better balance and game play in skirmish mode. Thanks. I hope this will appease the skirmish mode players and make capturing the 'Merchant' Docks more interesting as well. This is how the new model looks for the Construction Shipyard (formally known as the Merchant Dock in Skirmish) http://i37.photobucket.com/albums/e99/drone_pilot/Construction_Yards_Skirmish.jpg Each one is placed not so near but close enough for each faction to have the opportunity to capture it and then has the option for new buildable space units. I am making new Skirmish mode maps based on the originals so that each player has the opportunity to capture a shipyard and use it. By the way I'll add the Outrider soon. - well in fact I have added it to the new Shipyards structure with the other heroes. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
It's not a public model, you should get permission from Frankie to use any models and skins from his mod. He has said he doesn't mind people using them, but it's just the models and skins he will allow use of I think. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Like I said in a few post's earlier, it's a known problem, and I am working on re doing the skirmish stuff as I speak. (So to speak). This AI tends to do that, this is because of the script files I have such a file that makes enemy space units more aggressive and don't sit around and do nothing. I have made further adjustments to the AI for Alpha 7 however. So n its not a bug - an issue I would say, but this can be adjusted in the AI scripts. I have tweaked the AI further and I am working on skirmish at the moment, so bear with me on this. Remember that this mod is not just all about building what ever units you like and throwing them at an enemy AI. The Damage to Armour mod and other tweaks in the game is for realism, but not so much in the fact of the AI spamming. However you have an Executor Star Destroyer coming at you, - you have B-Wings and K-wing's in skirmish you can build that will own the Executors butt. Use your units wisely. This does not play like a stock FOC game OK, the Missile's in the game need resizing, I know about this, but it's at the bottom of the list - as its not breaking anything right now. Plus this is the general problem when you resize things in this game - you find other things need resizing also ! But thanks for listing them I will put them on my list to do at some point. But remember this game is in 'Alpha' - no where near ready for public usage. Ship yards being buildable the way I wanted to do them did not work. The AI does nothing .. I am working on other idea's I will get back to people, but it will change the skirmish play in SOTE for sure. We have two different Mediator's. One is a Cruiser - it should be smaller in size to the 2nd version which is a Battle Cruiser. This is Fan Fiction, I made the cruiser smaller because it should not be confused with the Battle Ship version. I don't remember if I sent people the Alpha with the mediator cruiser with the new scale size, but it was resized to 3.0 from 0.7 JC -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
yes, well I am still working on things, give me time to get things right -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Frankie did the skin and conversion for the ISD -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
@ARC Like I say I could not find any problems - I test this 3-4 times and all the heroes where there in tactical combat mode at Ord Mantell. Don't worry about the Skirmish problem, were working on this for Alpha 7 so it will be better and improved. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Hmm yes the thing should be resized a little bigger. maybe to 0.35 scale -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Yes DV is having real problems with Alpha 6 with either the AI or some thing. I am not seeing any problems though. Does the AI tech to lvl 5 first before building any capital ships or frigates ? - it seems to do that for me. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Get on MSN - I will send you my updated AI files this might sort out what ever it is going on. But sure the AI is doing things - perhaps slower than before though. Hmmm get on msn anyways.. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
I tested the AI today - there is nothing wrong with it. I played as the Empire today - the rebels by day 6 had built 3 MC80 Cruisers and lots of ground units. The consortium as usual trying to sabotage and corrupt planets. I see nothing wrong here. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Build the units AGAIN, and then take them to a stock in game map that was from FOC. This can help me understand if its a problem with the Ord Mantel Maps, or if its some thing else. What's with the angry faces ? - your testing a BETA you know ? - expect to find problems. If you don't understand what Beta means don't play this mod > well I have tested for the problem like 3-4 times and can't find it. Every time I had all the Imperial 'Infringment' heroes in Space Tactical combat mode. With other ships in the reinforcements que. I built Jerec, Needa, the Chimera and even had Mara Jade with me. As well as Thrawn and some of the other in game heroes that come with FOC. All of them were there on the space map at Ord Mantell. In factions.xml you might want to make sure that the rebel and imperial factions are set back to 20 space units and 25 for the consortium oh 25 for the rebels. I just made these changes later after I uploaded Alpha 6. I don't think this has anything to do with your problem, 'but' it will reduce the lag in space battles at least for people who have problems with that,. -
is this a pop quiz ? ooh I like these. You seek you need to place the name of the structure the unit should be built at in this line.
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Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
@ARC Trooper - Do you have any Reinforcements showing at all ? Even when you have not made any Warlord 'Infringing' heroes. EDIT: - The Empire unit cap is set to 40 Space units in Alpha 6 - I should have re set this to 20 or 25 units. This is because of people complaining of lag in their game. However you should have found all the Infringing heroes then some where on the Space Tactical combat map..? - depending on how many space units you had built, it may not have required any ships being forced to the reinforcements que. @shak - DV thinks he has problems with the AI in his game. Does the AI work ok for you, and this question is for anyone else for that matter. I have noticed no problems with the AI as to date in Alpha 6 myself but if anyone else thinks so other than Daft Vader please also mention it. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
The Strike Cruiser already has the Tractor beam ability. Think its the starting unit one that does.. After checking the scale again on the Nebulon B - I set it to 0.5 in the Alpha 6 version. I haven't looked at the Strike Cruiser lately, it could be the wrong scale as well. But Scaling units is being done and re checked as the mod develops. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
It's supposed to be the size it is. You refer to the scale from Alpha 6 right ? After playing several other Star Wars games - such as Rogue Squadron II and Rebel Strike, the size of the Nebulon B seems much bigger than people have made in EAW mods. I think people making scale mods in the past have had it wrong. The current scale is 0.45 I think. Which I think should be enough -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Nope. It's only on some newer models that support it.