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Topics - Pox

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1
Imperial Civil War Tech Support / TR Mod Launcher (Beta)
« on: December 27, 2015, 02:30:21 PM »
I have been working on a new Mod Launcher for Empire at War/Forces of Corruption that implements my defreezer utility and automates it to a certain degree.
For those of you who are not familiar with the Defreezer: It's a tool that allows you to fix save game files that have been affected by the unit selection bug that occurs once too many objects have been created during the course of a galactic conquest.

The launcher will automatically detect your installation path for EaW and FoC. You can switch between these two games and launch them with or without mods. This should work for steam as well as the retail version.
Once a game has been launched the program will monitor the save game folder of the game and detect changes and/or new save games. After you have exited the game the launcher will give you the opportunity to use the Defreezer on any of the changed/new files.

As the title mentions this launcher is still in beta, so some features have not been fully implemented yet.

This is what the launcher does so far:
- Auto detect game installation path
- Can launch either game with or without mods
- Monitors save game files and offers to use defreezer (FoC only at the moment)

For the full release I will also implement an automatic move function for AI folders, so that mods with custom AI won't interfer with other mods.

Requirements:
- .NET Framework 4.0 or higher

However, I need some help testing this project.
I have changed a few things in the way the Defreezer works and I need to find out if it still works as intended.
Unfortunately, I have lost all my save games that were affected by the selection bug after formatting my PC, so if any of you still have some saves that are affected by the freeze I'd appreciate it if you could test it on them.
So far I have tested the Defreezer only with an uncorrupted save game and it seems to work fine with that.

EDIT: I have found a major bug that makes the game pretty much unplayable, therefore I have removed the download link for now. I will upload a new version as soon as I have fixed the issue.

2
Discussion, Suggestions & Feedback / Diplomacy for ICW
« on: May 13, 2014, 06:14:25 AM »
Corey: We're currently looking for any and all feedback to decide if we're going to add this feature to Imperial Civil War in 2.2.


For the past few years I have been working on bringing diplomacy to Empire at War and finally I can say that I am more or less finished.
I would like you to try this new feature with base FoC for now and hopefully when we are done we can add it to ICW.

Here is how it works:
1. Influence
-The galaxy map is divided into sectors. Each planet gets assigned a value that represents your current influence on that planet.
-If you lose a planet in a sector you lose influence on all other planets owned by you in the same sector.
-If you conquer a planet you gain influence on all other planets owned by you in that sector
-You gain a little influence every day on each planet you own.
-If your influence on a planet drops to 0 you lose that planet (affiliation changes to neutral if no enemy diplomat or fleet is present)
-You can have a look on your current influence by clicking on the Show Credits filter button on the command bar (will be changed later)


2. Diplomats
-Every faction gets a diplomat unit with a build limit of one at a time
-Diplomats have galactic stealth
-If a diplomat is in orbit of a planet owned by another faction, the faction's influence on that planet will decrease every day
-If the influence hits 0 while a diplomat is present the affiliation of that planet will change to the faction the diplomat belongs to. The diplomat also gets removed.
-Diplomats are also removed when the planet affiliation changes due to another faction conquering the planet
-Diplomats are minor heroes that can be killed by bounty hunters(currently the only way to get rid of a diplomat)
-AI diplomats only choose planets owned by the player

-For now diplomats are units that only cost 1 Credit
-The rebel diplomat has a mon calamari cruiser icon, the empire and underworld have Tartan cruiser icons.(since you can only play the empire in this version you'll have no problem identifying which diplomat belongs to which faction)


What I would like you to look out for while testing:
-Is the AI targeting always the same planets with its diplomats? (this is what I have seen so far in the beginning of a GC, however I have not played a full GC yet)
-Are diplomats always removed correctly? (due to losing planets after battles etc)
-Are AI diplomats always spawned at the same time? (this can happen, but should not always happen)
-Is the AI also killing your diplomats?
-Does the AI place troops on planets that have been taken over by diplomats?

Design related things:
-Is diplomacy actually a threat to you? (at the moment I think if you keep track of your influence you can easily prevent any planet from being taken over)

If you have any suggestions on how to improve the diplomacy system I'd be glad to hear them.
However, there is one thing I'd rather not change if I don't have to and that is adding more diplomats per faction.
This is due to two reasons:
1. I have designed the whole script to work with one diplomat per faction and it would take quite a while to change that
2. While having diplomacy is fun I think the main aspect of Empire at War is the combat part and I don't think being able to take over the whole galaxy with diplomacy is a really good idea

And finally, the download link:
Download

EDIT:
For those who'd like to have some more details on how the system works:
What happens with the influence every day:
-If you have more than one planet in a sector you gain +5 influence on each of your planets in this sector
-If you have a hero on that planet you gain additional +5 influence on that planet (having more heroes on the planet does NOT increase the influence bonus)
-If you don't have other planets in a sector you lose 5 influence on that planet
-If an enemy diplomat is on one of your planets you lose 20 influence on that planet


How does the AI determine which planet is most suitable for a diplomacy mission:
Diplomacy_Desire =
(1 - Low_Ground_Defense_Score ) * 33 +
(1 - Low_Space_Defense_Score) * 33 +
GenericPlanetValue * 100 +
(100 - current_owners_influence) / 3
( + a random desire bonus from 0 to 20 if Diplomacy_Desire <= 70)

Low_Ground_Defense_Score, Low_Space_Defense_Score and GenericPlanetValue are AI functions that return a value between 0 and 1
current_owners_influence represents the exact current influence of the planet's owner with a value between 0 and 100

I'll also give you a list with the planets in each sector, since there is currently no visual representation that tells you which planet belongs to which sector:
Sector I:
"AlzocIII",
"Carida",
"Ilum",
"Jabiim",
"Manaan"

Sector II:
"Coruscant",
 "Byss",
 "Abregado_Rae",
 "Anaxes",
 "Corulag",
 "Fresia"

Sector III:
"Bothawui",
"Corellia",
"Kashyyyk",
"Kessel",
"Kuat"

Sector IV:
"Hypori",
 "Mandalore",
"NalHutta",
"Ryloth",
"Shola"

Sector V:
"Dagobah",
"Geonosis",
"Mustafar",
"Naboo",
"Tatooine",
"Utapau"

Sector VI:
"Atzerri",
"Bespin",
"Bestine",         
"Hoth",
"Sullust"

Sector VII:
"Endor",
"Fondor",
"Polus",
"Taris",
"Thyferra"

Sector VIII:
"Bonadan",     
"Dathomir",
"Muunilinst",
"Myrkr"

Sector IX:
"Korriban",     
"Yavin"

Sector X:
"Honoghr",
"Kamino",
"MonCalimari",
"Saleucami"

The planets "AetenII",  "Dantooine", "Felucia" and "Wayland" are missing from that list. They cannot be taken over with diplomacy in this version. The reason for that is a bug that is already fixed, but I forgot to put the planets back in.

================================================================================================

Patch1:
Bug Fixes:
-Fixed a bug where planets would lose influence even if a friendly diplomat was in orbit
-Fixed a bug where the AI would kill enemy diplomats even when they were on planets not owned by an AI faction
-A new diplomat should be buildable now once the old one is lost


Changes:
-When diplomacy desire is calculated the script now checks if the desire for a certain planet is lower than the current maximum desire for another planet and only then adds a random integer from 0 to 40 to the desire value.
 Maybe this will help with the issue of the AI always targeting the same planet.

Download

3
Discussion, Suggestions & Feedback / Survival Mode Discussion
« on: January 06, 2014, 06:07:15 PM »
Hey guys
I'd like to get some feedback on what you think of the survival mode so far. I won't have much time during the next few months, so I'd like to make any necessary changes to it as soon as possible.
What do/don't you like about it? What could be improved? Would you like to see any additions to it (not units, but gameplay elements)?

4
Hey guys,

I'd like to introduce a new modding tool that I am currently working on. I call it the Empire at War Story Creator and its purpose is to make the creation of story events a lot easier. I have tried to keep the design as simple as possible, so that even people who have never worked with story events before should be able to understand it, once they have read the tutorial that comes with the Story Creator. But I think even more experienced modders will find it useful. Although it is not possible to write "complicated" event scripts with the Story Creator, since not all Event and Reward Types have been implemented, yet, it can still be used to set up basic scripts pretty fast.

I have posted two articles about it on ModDB, so if you'd like to know more about it check out these two links:

http://www.moddb.com/mods/secret-weapons-of-the-empire/news/eaw-space-addon-news-no-17

http://www.moddb.com/mods/secret-weapons-of-the-empire/news/an-early-christmas-present-for-modders-the-empire-at-war-story-creator


As it says in the second article there is already a demo version available, this is the download link:

http://www.moddb.com/mods/secret-weapons-of-the-empire/downloads/empire-at-war-story-creator-alpha-022



I have actually received absolutely no feedback so far, so if any of you would give the tool a try, I'd love to hear your opinion.

Thanks in advance  :)

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Those working on this mod do so in their own free time and for no pay.
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