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Messages - kamil50000

Pages: [1]
1
Imperial Civil War Tech Support / A few questions
« on: October 22, 2017, 07:54:09 AM »
I have two questions:
1.I noticed that in the galactic conquest planet which is not connected by trade it is for this reason no unit on this planet will move.It is my planet and trade routes with Campaigns_FTGU.xml:
<Locations>
      Galaxy_Core_Art_Model,
      Abregado_Rae, AetenII,
      Alderaan,
      NewAlderaan,
      AlzocIII,
      Adumar,
      Anaxes,
      Atzerri,
      AnxMinor,
      Amrac,
      Balmorra,
      Bakura,
      Bastion,
      BanthaNebula,
      Belsavis,
      Belsmuth,
      Bespin,
      Bestine,
      Bilbringi,
      Bimmisaari,
      Bonadan,
      Borleais,
      Borosk,
      Bothawui,
      Bpfassh,
      Brentaal,
      Byss,
      Carida,
      Cattamascar,
      Cejansij,
      Champala,
      Chandrila,
      Chardaan,
      Charubah,
      Chorax,
      Chrondre,
      Ciutric,
      Comkin,
      Commenor,
      Corellia,
      Corulag,
      Coruscant,
      Crustai,
      Dagobah,
      Dantooine,
      Da_SoochaV,
      Dathomir,
      Denon,
      Dolomar,
      Doornik,
      Druckenwell,
      Dubrillion,
      Duro,
      Endor,
      Eriadu,
      Ession,
      Etti_IV,
      Exocron,
      Farrfin,
      Felucia,
      Filve,
      Fondor,
      Fresia,
      Garos_IV,
      Garqi,
      Generis,
      Geonosis,
      Galantos,
      Gravan,
      Gravlex_Med,
      Grho,
      Gyndine,
      Hakassi,
      Hapes,
      Helska_4,
      Honoghr,
      Hoth,
      Hypori,
      ILC905,
      Ilum,
      Ithor,
      Jabiim,
      Jaemus,
      Jomark,
      Jtptan,
      Kalist,
      Kamino,
      Kariek,
      Kashyyyk,
      Kauron,
      Kessel,
      Katana_Space,
      Ketaris,
      Khomm,
      Korriban,
      Kothlis,
      Kuat,
      Levian,
      Lwhekk,
      Manaan,
      Mandalore,
      Mantell,
      Metellos,
      MistTwo,
      MistThree,
      MonCalimari,
      Morishim,
      Mrisst,
      Mustafar,
      Muunilinst,
      Myrkr,
      Naboo,
      NalHutta,
      NespisVIII,
      NewCov,
      Nirauan,
      Nkllon,
      Noquivzor,
      Nzoth,
      Obroa,
      ObroaSkai,
      Odik,
      Onderon,
      Orinda,
      Oristrom,
      Ossus,
      Pakrik_Minor,
      Pantolomin,
      Pardron,
      Pesitiin,
      Phind,
      Poderis,
      Polus,
      Polneye,
      PorusVida,
      QatChrystac,
      Quethold,
      Rhigar,
      Riette,
      Rishi,
      Rodia,
      Ryloth,
      Saleucami,
      Sarvchi,
      Selaggis,
      Sernpidal,
      Shola,
      Sluis_Van,
      Sullust,
      Syca,
      Svivren,
      Talasea,
      Talfaglio,
      Taris,
      Tatooine,
      Tangrene,
      Telos,
      Terephon,
      Thanos,
      Trasi,
      Tsoss,
      The_Maw,
      Thyferra,
      Ukio,
      Utapau,
      VergessoAsteroids,
      Wayland,
      Wistril,
      Woostri,
      Yaga_Minor,
      YagDhul,
      Parkrik_Minor,
      Ylesia,
      Yavin,
      Zfell,
      Dummy_Empire,
      Dummy_Pentastar,
      Dummy_EotH,
      Dummy_Sarlacc,
      Dummy_Pirates,
      Dummy_Rebel,
      Dummy_Yevetha
      </Locations>
      
      <Trade_Routes>         
                        Abregado_Byss,
         Abregado_Fondor,
         Abregado_Kalist,
         Abregado_Khomm,
         Amrac_Rhigar,
         Amrac_Riette,
         AnxMinor_Ciutric,
         AnxMinor_Tangrene,
         AnxMinor_Trasi,
         Balmorra_Brentaal,
         Balmorra_Commenor,
         Balmorra_Kuat,
         Bastion_Dubrillion,
         Bastion_Jaemus,
         Bastion_Muunilinst,
         Belsavis_Sluis,
         Bespin_Sluis,
         Bespin_Qat,
         Bilbringi_Mantell,
         Bilbringi_Noquivzor,
         Bilbringi_Pesitiin,
         Bimmisaari_Cejansij,
         Bimmisaari_Jomark,
         Bonadan_Ession,
         Bonadan_Etti,
         Borleais_Noquivzor,
         Borleais_Pantolomin,
         Borleais_Dolomar,
         Borosk_Ithor,
         Borosk_Morishim,
         Borosk_Orinda,
         Borosk_Yaga,
         Bothawui_Kothlis,
         Bothawui_Maw,
         Byss_Khomm,
         Byss_Pakrik,
         Byss_Kalist,
         Carida_Chandrila,
         Carida_Poderis,
         Cejansij_Kashyyyk,
         Champala_Mantell,
         Champala_Mantell,
         Chandrila_Corulag,
         Chandrila_Farrfin,
         Chardaan_Denon,
         Chardaan_NewCov,
         Chardaan_Thyferra,
         Chorax_Commenor,
         Chrondre_Filve,
         Chrondre_Pardron,
         Chrondre_Rodia,
         Chrondre_Svivren,
         Ciutric_Garqi,
         Ciutric_Wayland,
         Ciutric_Ketaris,
         Commenor_Kashyyyk,
         Commenor_Talasea,
         Corellia_Duro,
         Corellia_Kuat,
         Corellia_Talfaglio,
         Corulag_Coruscant,
         Corulag_Kuat,
         Coruscant_Metellos,
         Coruscant_Pakrik,
         Coruscant_Pantolomin,
         Crustai_Oristrom,
         Crustai_Pesitiin,
         Crustai_Sarvchi,
         Crustai_Syca,
         Dathomir_Wayland,
         Dathomir_Yavin,
         Denon_Duro,
         Denon_Gyndine,
         Dolomar_Mrisst,
         Druckenwell_Filve,
         Druckenwell_NewCov,
         Dubrillion_Gravlex,
         Dubrillion_Sernpidal,
         Endor_Qat,
         Eriadu_Sluis,
         Eriadu_Woostri,
         Ession_Etti,
         Etti_Telos,
         Farrfin_Noquivzor,
         Filve_Pardron,
         Fondor_Thyferra,
         Garos_Phindar,
         Garos_Selaggis,
         Garqi_Generis,
         Garqi_Ketaris,
         Garqi_Ithor,
         Garqi_Morishim,
         Garqi_Orinda,
         Gravlex_Trasi,
         Alderaan_Kuat,
         Gyndine_Talasea,
         Hakassi_Kuat,
         Helska_Sernpidal,
         Honoghr_Kessel,
         Honoghr_Maw,
         Ithor_Levian,
         Ithor_Mantell,
         Ithor_Orinda,
         Ithor_Wayland,
         Jomark_Kessel,
         Jomark_Nespis,
         Kariek_Nirauan,
         Kariek_Quethold,
         Kauron_Tangrene,
         Kauron_Telos,
         Khomm_Talfaglio,
         Kothlis_NewCov,
         Kothlis_Rishi,
         Levian_Mantell,
         Levian_Myrkr,
         Levian_Obroa,
         MonCal_Nespis,
         Morishim_Trasi,
         Mrisst_Noquivzor,
         Muunilinst_Jaemus,
         Muunilinst_Yaga,
         Myrkr_Wayland,
         Nespis_Phindar,
         Nirauan_Pesitiin,
         Nirauan_Quethold,
         Nkllon_Qat,
         Nkllon_Woostri,
         Nkllon_YagDhul,
         Obroa_Poderis,
         Odik_Pakrik,
         Orinda_Wistril,
         Oristrom_Sarvchi,
         Oristrom_Pantolomin,
         Pardron_Ukio,
         Phindar_Yavin,
         Qat_Woostri,
         Quethold_Syca,
         Rhigar_Sarvchi,
         Rhigar_Riette,
         Rishi_Ukio,
         Rodia_Sluis,
         Selaggis_Wayland,
         Sluis_Svivren,
         Sluis_Woostri,
         Telos_Yavin,
         Thyferra_YagDhul,
         Woostri_YagDhul,
         Hakassi_Tsoss,
         Kalist_Pakrik,
         Kalist_Khomm,
         Kessel_Maw,
         Kessel_MonCal,
         Khomm_Tsoss,
         MonCal_Yavin,
         Pakrik_Tsoss,
         Hakassi_Maw,
         Bimmisaari_Kessel,
         Bimmisaari_Yavin,
         Coruscant_Kuat,
         Coruscant_Metellos,
         Balmorra_Onderon,
         Bimmisaari_Onderon,
         Kalist_Odik,
         Belsmuth_Dathomir,
         Belsmuth_Phind,
         Brentaal_Kuat,
         Brentaal_Levian,
         Charubah_Hapes,
         Charubah_MistOne,
         Comkin_Levian,
         Comkin_Selaggis,
         Commenor_Kuat,
         Dathomir_Selaggis,
         Gravan_Levian,
         Gravan_MistTwo,
         Hapes_MistTwo,
         Hapes_Terephon,
         Kashyyyk_MistThree,
         Kuat_MistOne,
         MistThree_NewAlderaan,
         MistThree_Terephon,
         NewAlderaan_Phind,
         Bilbringi_Mrisst,
         Mrisst_Pantolomin,
         ILC905_Jtptan,
         Doornik_ILC905,
         Doornik_Nzoth,
         Pantolomin_Doornik,
         Nzoth_Polneye,
         Jtptan_Polneye,
         Zfell_Polneye,
         Jtptan_Zfell,
         Zfell_Galantos,
         Coruscant_Galantos,
         Coruscant_Nzoth,
         Pantolomin_Doornik,
         Doornik_Mrisst,
         Borleais_Coruscant,
         Borleais_Mrisst,
         Katana_Pakrik
      </Trade_Routes>
So I have some questions.
1a. Are they all planets?
1b.Attempts to add more routes have failed.I know they are in trade_routers.xml but there are a lot of them and I do not know which one to add. I am having it all. So i count on helping someone experienced eg your corey.
Please help. I have the latest version with mod db 2.15 but I hate multiplayer I prefer AI game with singleplayer.
2. Can you from somewhere (because I did not find anywhere) to download galactic conquest scenario editor? Even if it's an early version, I'll be happy too.

2
Imperial Civil War Tech Support / Re: The game cuts slightly.
« on: July 18, 2017, 05:03:01 AM »
$ 300 and what kind of processor? It will be on my monthly 1000 pln
I live with my parents and my rent is 700 pln? So much for me? Will something keep me?

3
Imperial Civil War Tech Support / Re: The game cuts slightly.
« on: July 16, 2017, 05:04:07 AM »
In that case what kind of minimal equipment on the minimum details would give you advice? I will also add that only in big battles I cut but only a little bit. I have limited the number of units on each planet to 1 viscount and 1 lusankyi.Ai produces different units outside the sorveign and exekutorem (on the side of the empire) that I blocked (destroyed sorveign bursts with powerful effect and even pissed that superlaser) .On the previous post thank you and sorry I will write to you soon unless you are writing to me once. How would you like to use my modified xml files for your fashion? I just do not know if I will be able to send you these files because this is one campaign file and 8-12 other xml.

4
Imperial Civil War Tech Support / Re: The game cuts slightly.
« on: July 16, 2017, 04:01:15 AM »
I mean what improvements can be maximized to my computer

5
Imperial Civil War Tech Support / Re: The game cuts slightly.
« on: July 16, 2017, 03:42:19 AM »
Does this motherboard pays to improve on Trawn Revenge? The motherboard is Gigabyte ga M61PME-S2. PLEASE HELP. Power supply with reset function.

6
Imperial Civil War Tech Support / The game cuts slightly.
« on: July 15, 2017, 05:17:34 AM »
I play only in some situations, such as I have many fighters next to each other and how far I map the problem disappears. My computer is:
Amd Athlon (tm) 64 X2 Dual Core Processor 4400+ 2.30GHZ
3 GB RAM (DDR2 800)
Windows 7 64 bit
Ge Force 6150SE nforce 430 1GB (IntegratedRamDac)
BIOS wersion 5.61.32.19.4.
Man hoping to add frames to 6gb will help? PLEASE HELP.

7
I care about this map and the most aggressive AI.

8
Now I set who in the file:
Definicje funkcji ()
MinContrastScale = 1,25
MaxContrastScale = 1,75

Kategoria = "Conquer_Opponent"
TaskForce = {
- pierwsza grupa zadaniowa
{
"SpaceForce"
, "MinimumTotalSize = 40"
, "MinimumTotalForce = 40000"
"SpaceHero | Furgonetka | Stolica | Korweta | Bomber | Fighter = 100%"
}}
{
"Groundforce"
, "MinimumTotalSize = 4"
, "MinimumTotalForce = 20000"
"LandHero | Pojazd | Piechota | Powietrze = 100%"
}}
}}
WymaganeCategories = "Piechota", "Corvette | Frigate | Capital | Super"} - Muszą mieć przynajmniej jedną jednostkę naziemną, upewnić się, że przestrzeń kosmiczna jest rozsądna

PerFailureContrastAdjust = 0.5

SpaceSecured = true
LandSecured = true
MovingGroundForceToTarget = true
WasConflict = true

Trudność = "łatwe"
Jeśli wtedy PlayerObject
Trudność = PlayerObject.Get_Difficulty ()
koniec
Sleep_duration = trudnośćBasedMinPause (trudność)
koniec

Funkcja SpaceForce_Thread ()
- Ponieważ planujemy nie dostosować kontrastu, jesteśmy
- dotyczy tylko niepowodzeń w bitwie. Domyślnie
- planuje odnieść sukces
- tylko na wypadek zabitych naszych sił zadaniowych jest
- plan na stan nieudany.
SpaceForce.Set_Plan_Result (true)

SpaceSecured = fałsz

Jeśli SpaceForce.Are_All_Units_On_Free_Store () == prawda następnie
AssembleForce (SpaceForce)
jeszcze
BlockOnCommand (SpaceForce.Produce_Force ());
powrót
koniec

Jeśli SpaceForce.Get_Force_Count () == 0 wtedy
Jeśli EvaluatePerception ("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0
ScriptExit ()
jeszcze
SpaceSecured = true
koniec
jeszcze
BlockOnCommand (SpaceForce.Move_To (cel))
WasConflict = true
Jeśli SpaceForce.Get_Force_Count () == 0 wtedy
SpaceForce.Set_Plan_Result (false)
Exit_Plan_With_Possible_Sleep ()
koniec

SpaceSecured = true

Chociaż nie LandSecured
Sen (5)
koniec

SpaceForce.Release_Forces (1.0)
koniec
koniec

Funkcja GroundForce_Thread ()
- Muszą być wykonane przez oba zadania - czasami możemy tylko stworzyć siłę, a jeśli my
- Zdajemy sobie sprawę, że porażka zakończy się szaloną skokową eskalacją.
GroundForce.Set_Plan_Result (true)

Jeśli GroundForce.Are_All_Units_On_Free_Store () == prawda następnie
AssembleForce (Groundforce)
jeszcze
BlockOnCommand (GroundForce.Produce_Force ());
powrót
koniec

LandUnits (Groundforce)

Chociaż nie SpaceSecured
Jeśli WasConflict wtedy
Exit_Plan_With_Possible_Sleep ()
koniec
Sen (5)
koniec

Jeśli nie LaunchUnits (GroundForce)
Exit_Plan_With_Possible_Sleep ()
koniec

Jeśli EvaluatePerception ("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0
Exit_Plan_With_Possible_Sleep ()
koniec

MovingGroundForceToTarget = true
BlockOnCommand (GroundForce.Move_To (cel))
MovingGroundForceToTarget = fałsz
WasConflict = true
Jeśli Invade (GroundForce) == false to
GroundForce.Set_Plan_Result (false)
Exit_Plan_With_Possible_Sleep ()
koniec

- Ten plan w ogóle się nie powiedzie; Upewnij się, że systemy AI nie są usuwane
GroundForce.Set_As_Goal_System_Removable (false)
GroundForce.Test_Target_Contrast (false)

LandSecured = true

GroundForce.Release_Forces (1.0)

Fundusze (obiekt PlayerObject, cel)

Exit_Plan_With_Possible_Sleep ()
koniec

Funkcja Exit_Plan_With_Possible_Sleep ()
Jeśli SpaceForce wtedy
SpaceForce.Release_Forces (1.0)
koniec
GroundForce.Release_Forces (1.0)
Jeśli WasConflict (a nie GalacticAttackAllowed (trudność, 1)), wtedy
Uśpienie (czas zwłoki)
koniec
ScriptExit ()
koniec

Funkcja SpaceForce_Production_Failed (tf, failed_object_type)
ScriptExit ()
koniec

Funkcja GroundForce_Production_Failed (tf, failed_object_type)
ScriptExit ()
koniec

Funkcja SpaceForce_Original_Target_Owner_Changed (tf, old_owner, new_owner)
--Nie przejdź do neutralnego - może to być tylko tymczasowe w drodze
- wchodząc w moją kontrolę.
Jeśli new_owner ~ = PlayerObject i new_owner.Is_Neutral () == false wtedy
Jeśli (nie LandSecured) lub (PlayerObject.Get_Difficulty () == "Łatwe") następnie
ScriptExit ()
koniec
koniec
koniec

Funkcja GroundForce_Original_Target_Owner_Changed (tf, old_owner, new_owner)
--Nie przejdź do neutralnego - może to być tylko tymczasowe w drodze
- wchodząc w moją kontrolę.
Jeśli new_owner ~ = PlayerObject i new_owner.Is_Neutral () == false wtedy
Jeśli (nie LandSecured) lub (PlayerObject.Get_Difficulty () == "Łatwe") następnie
ScriptExit ()
koniec
koniec
koniec

Funkcja SpaceForce_No_Units_Remaining ()
Jeśli nie LandSecured
SpaceForce.Set_Plan_Result (false)
- Nie wychodź, ponieważ musimy spać, aby wymusić opóźnienia między atakami AI (nie można wykonać wewnątrz procedury obsługi zdarzenia)
koniec
koniec

Funkcja GroundForce_No_Units_Remaining ()
Jeśli nie LandSecured
GroundForce.Set_Plan_Result (false)
- Nie wychodź, ponieważ musimy spać, aby wymusić opóźnienia między atakami AI (nie można wykonać wewnątrz procedury obsługi zdarzenia)
koniec
koniec

MI DEPENDS ON THIS MAP AND HOW MY MOST AGGRESSIVE AI. PLEASE HELP.

9
Maybe it is a problem that garqi population limit is 2000? I reduced it to a value of 20 and the space station level 1 to value 2. Maybe should the empire allow to build a level 5 station? I'm not quite sure so I'm asking you. I can not speak English only in Polish. English I know as much as I translate from google translator.

10
Maybe this is my problem:
Function Definitions ()
MinContrastScale = 1.25
MaxContrastScale = 1.75

Category = "Conquer_Opponent"
TaskForce = {
- First Task Force
{
"SpaceForce"
, "MinimumTotalSize = 1"
, "MinimumTotalForce = 2"
"SpaceHero | Frigate | Capital | Corvette | Bomber | Fighter = 100%"
}
{
"Groundforce"
, "MinimumTotalSize = 1"
, "MinimumTotalForce = 2"
"LandHero | Vehicle | Infantry | Air = 100%"
}
}
RequiredCategories = "Infantry", "Corvette | Frigate | Capital | Super"} --Must have at least one ground unit, also make sure space force is reasonable

PerFailureContrastAdjust = 0.5
If so what is the value to enter? What files does the Ai cover for galaxy conquest?

11
After Prost, I prefer to dominate the democratic factions of the new republic. This planet of remembrance empire is Garqi. How to change this attack requires that is appropriate to adjust the planet? Let me add also that the play was in Up From the Gtround and not modified the AI. The only purpose for the rest of the galaxy is ithor. I can fly to them through the trade route. They should also. So powedz me how to change this and still flew to the Garqi to Ithor? I know how but these files and although they are unencrypted I do not understand.

12
No. Clean install gold pack with gog. Everything is working properly and even beyond. I play the New Republic. I would add that since the beginning of the game in the gc (after processing the file in the folder conguests opponent has one planet and I have the rest of the planets, but I increased his income so that he did not feel weaker. Maybe this is the problem? That I'm not sure but ai not modified the I do not know how

13
I will say briefly. Ai just stands. I would add that it also did not modify in any way any file ai. I have a question. Is it possible to improve ai ai files was furiously aggressive? Admiral's difficulty level did not help. Please help. Translating from Polish into Google Translate.

14
Imperial Civil War Tech Support / AI in Trawn Revenge mod to sw foc
« on: July 04, 2016, 12:33:38 PM »
I have a problem with the mod Thrawn's revenge. AI performs 3-4 attacks and later dies. I modified files only xml and individuals regeneration heroes, one map and more specifically Art of war are 134 planets (133 I control it so that the new republic one I control of the Empire. I have 2 viscount 2 star destroyer (copied star destroyer file units of the new republic model wedge antiles ) 2 frigates, 2 ships ewing and kwing and 3 heroes (wedge antiles, han solo hero in a red star-destroyer 2 generation. I have modified a file story ai empire ai and rebel (because the after the battle a tactical tech level fall me from 5 to 3 level until you have modified this file). Everything is great except that it ai attacks in 11 days galactic and then 3-4 times and dies. the problem must be in the folder scripts. How to modify or update this file?

Aggressiveness? Is it at all modify or improves?

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