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Messages - NeoSigma

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1
Discussion, Suggestions & Feedback / Unit size scaling
« on: December 29, 2016, 06:38:19 AM »
I don't know if things are changed with 2.2 but in 2.1 I've noticed the unit scaling seems to be a little off. Fighters are slightly too large, ground infantry would be like 3 meters tall if they were real people :P The big one though is super capital ships are massive which causes pathing issues.

My suggestion would be maybe sometime in the far future of the mod's development to at least resize the space units and adjust the scales and maybe put some ships on different Z planes? As for ground, all that would need to be done there is to make the infantry a little shorter so Tie Maulers don't look like the size of a small sedan when they're standing next to them.

2
The first issue listed was the problem, the patch fixed it. :) Thank you!

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Imperial Civil War Tech Support / Sudden Freeze after around 49th week
« on: December 29, 2015, 08:11:27 PM »
So I've been playing as Empire of The Hand in the 91 planet galactic conquest (The Art of War) and I'm in the second era. After around 49 weeks/turns the galactic map will suddenly freeze, forcing me to ctr-alt-del and close the game. It seems to do this every time I reload the save or reload from an earlier save and will always happen around the same point. I have the RAM fix installed and the mod is on a fresh install of FoC from EaW Gold Edition (CD version).

4
does it crash to desktop, or does it just hang forever?

It hangs forever.

5
This is most likely the dreaded freeze, which is a vanilla bug. Use the Defreezer http://www.moddb.com/mods/thrawns-revenge/downloads/unit-selection-freeze-fixer-utility to fix it.

Incidentally I'm playing the very same campaign, at week 97.

Nah, this is a different issue. I tried the defreezer and it doesn't work for the save, there's still a hang-up. This seems more like game corruption, like a messed up AI move or something.

6
No idea if this is a vanilla bug (probably) but I've been playing the Art of War GC as Empire of the Hand. At a certain point on week 101 the game hangs and freezes, forcing me to CTR+ALT+DEL to exit the game. Is there any solution or is this game lost?

7
Discussion, Suggestions & Feedback / Ground Combat is too fast.
« on: December 04, 2014, 01:21:46 AM »
I've noticed when playing the latest version of the game (2.1, not the 2.15 beta patch) that the ground units move, fight, and die quickly as though it's stuck in fast forward though it isn't. This poses problems for people that like ground combat like myself since your units get wiped out extremely quick, forcing you to pause the game constantly to issue orders and move your units around. Maybe for the next version you could slow the ground combat down back to normal speeds?

8
Ascendancy Discussion / Re: Ascendancy? :o
« on: May 31, 2012, 07:26:53 PM »

The Chiss never did anything themselves in the Galaxy back then. They may have been the only official allies with the Sith, but they never did anything with them. Atleast in my Bounty Hunter playthrough they didn't do shit. And I actually interacted with them in said playthrough.

So a KotOR mod where the Chiss Ascendancy doesn't have any AI files?  =D

9
I would advise not getting Alliance, its very laggy and crashy from what I recall, and the space combat balance is all but nonexistent, it basically just requires you to use ships with power to weapons, which somehow instantly lower shields that ships otherwise cannot penetrate except with overwhelming numbers due to excessive shield regen rates. You can have huge battles with it but really thats the only thing I liked about it.

That and the creator for it seems like he has a short temperament from what I've seen. :P

10
Ok, I've made a step in the right direction I think. Here is what I did:

This is using FoC 1.1 with the 64x patch.

-install AotR 2.05, then install the 2.05 patch afterwards as you normally would. Be sure to copy "GRAPHICDETAILS.xml" from your FoC XML folder (in the data folder) and overwrite the one in the AotR 2.05's XML folder.
-Next create a empty folder and install AotR 2.50 Open Beta to that.
-open the folder you have AotR 2.50 in and delete the data folder, then click mods, Aotr 2.05, then XML folder, find and delete the AI folder there.
-cut and paste the remaining files over your AotR 2.05 installed in the FoC mod folder.
-open the AotR 2.05 data folder and then go to the XML folder, cut the AI folder and paste it in the AotR data folder.

That's how I got the 2.05 AI to work with 2.50. Now can someone tell me which file I need to go to so I can enable the third faction/Black Sun Pirates? :P

I'll keep tinkering with this and see if I can add bits and pieces of the AI files from 2.50 and maybe single out what is causing the AI to go passive.
---------
Edit: So I've been digging around, one odd thing I noticed was the number of files that are in 2.50 that are actually older than files in 2.05, so I didn't overwrite the newer files with the older. Also I noticed that copying the files from the 2.50 XML folder (not the subfolders) seems to make the AI horribly passive, so it's one or a group of those files.

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If anyone could help me is there a way to move the new units and black sun playable faction from 2.50 to the 2.05 version? If anything I'll at least have most of the features from 2.50 plus an AI that works for the most part.

I was just going to give up and go DL Firefox's Alliance mod, but just my luck he removed downloads for the latest version for some reason. :P

12
Okay this solution is really weird and a little tedious but it worked for me back when I still played AOTR. First what I do is to create a clone of the XML folder, which I use both for my solution to the AI problems, and to have an older copy in case my frequent XML tinkering screws something up. Anyway, first what you want to do is empty the AI folder in the actual AOTR XML folder. Next, launch the game and get to the main menu. Now, tab out and start copy pasting the AI folders from the XML clone into the original XML folder, one at a time. Each time you do this, go back into the game and click "yes" when a screen pops up telling you changes have been made and asking if you want to reload. I've found if you try to put more than one folder in at a time, it doesn't like this and sometimes crashes or something. Continue doing this until the AI folder has all the proper subfolders in it, and the AI SHOULD hopefully work.

Edit: Oh, and you also have to redo this every time you want to play :P. In the base game XML folder all I have is the AI folder and GAMECONSTANTS. Inside the AI folder is the Perceptual Equations AI file from AOTR. Whether or not this is actually needed to run the AI in the mod I don't remember, but if doing without it doesn't work, then try it! This I never had to redo. This MIGHT mess up your other mods though so make sure you create a renamed copy of whatever your current XML folder is.

I'll do this for now, but is there any other way? I mean someone else out there had to have gotten this game to work....That or is there another mod that is similar to AotR that takes place during the same time period. :P Normally I'd just go over and bother the SMG on their forums (and I did a year ago) but apparently they abandoned updating AotR 2 (and support for it as well it seems) after 2.50 and skipped straight to AotR 3, essentially making a whole new mod, which went on Hiatus and is dead in the water the last time I looked. Maybe someone could fix the AI and release a fan patch? Really it's the only thing I can find wrong with 2.5, at this point all I want the AI to do is build buildings and fleets properly and actually attack.

Edit: I just noticed there was a EAW mod sub-board. Now I feel derpy...

13
I posted this over at EverythingEAW boards but since they just recovered from a massive server crash in which they lost most of the forum data I doubt this will get answered anytime soon there.

As much as I want to like AotR 2.50 Open Beta I can't get the AI to work at all, or it will only partially work. I'm using Win 7 (I don't have EAW in program files but rather a separate folder to avoid the administrator stuff) and I also have the 64-bit patch installed (both to the mod and base game as otherwise it will CTD on my computer when starting). Here are some of the things I've tried in attempts to make it work:

  • Doing Nothing, starting up game after installing mod: The AI is mostly the same as vanilla, after the first or second week it will start attacking every planet with no or low garrison. It can perform good ground and space invasions when needed and builds military units. The big issue here is the AI hardly or never builds facilities on the planets after taking them, nor does it improve planets it had at game start. It will build structures on the ground eventually but I've never seen the AI build any space station past level 2. This means I could invade Kuat space, destroy their shipyards, and level 5 station then leave and the AI will never rebuild it past level 1, rarely it might rebuild to a level 2 station.
  • Moving the AI folder out of the XML folder in the AotR Data: I get a "perception parsing error" when starting FOC, game and campaign load fine, however the AI is dead and does nothing.
  • Doing the above and then deleting the FOC AI folder: Game starts normally as does campaign, but the AI only seems to move spies and heros around, around week 3 I usually my agents and heroes start getting neutralized and the comparison graph on the droid log shows that the other factions are spending money, on what I don't know since the army numbers barely change and the enemy planets near me have the same building slots as game start, I assume it's spending on spy actions? Other than that nothing.

This basically sums up the results I've been getting. Anyone that plays or has played this mod know what to do to make the AI work at its best?

14
Ascendancy Discussion / Re: Ascendancy? :o
« on: May 29, 2012, 02:38:13 AM »
Interesting why dont you just say it i already know what this is now anyways cause i figured it out, so this topic doesnt keep going off topic.
My many guesses, (because I hate one guessing :P)
=That they're reviving that old, dead KoTOR mod for EAW that died in like 2009 and barely got off the ground (there was an alpha released of it).
=A KoTOR mod for Sins of a Solar Empire
=A Starwars mod for Sins of a Solar Empire
=A KoTOR mod focusing on the Chiss Ascendency and their alliance with the Sith for Sins of a Solar Empire

But if I had a disruptor held to my head and had to ball all of this up into one guess, I'd say it's something about the Chiss Ascendency, taking place in the KoTOR Sith Wars era, if it's for SoSE then I probably won't play it since I only have the first game and couldn't really get into it.
Noone will say it because the truth is that "There is no spoon."

 :'(

15
Ascendancy Discussion / Re: Ascendancy? :o
« on: May 28, 2012, 08:28:27 PM »
I think I know what this is, but I'm not saying out of fear of being wrong and thus knowing I wasted nearly five minutes of brain power trying to figure it out.

16
Discussion, Suggestions & Feedback / Starfighter Blaster Shots
« on: September 03, 2010, 06:32:13 PM »
To me the starfighter shots and proton torpedoes seems a bit too large, maybe in the far flung future if it gets support they could be scaled down some? Preferably to the size of the shots the Gunboat Anti-Starcraft blasters.

As of right now it looks a tad odd to see the starfighters shooting off large, turbo laser like, bulky shots flying everywhere when they're in a dog fight.

17
Discussion, Suggestions & Feedback / Re: is the mod dead?
« on: January 26, 2010, 08:36:11 PM »
It is a shame the mod is on its way to being dead.  :-\ If only there was a way to keep the files and work done from going to waste. Hmm...

18
Discussion, Suggestions & Feedback / Re: Question on unit scale
« on: August 17, 2009, 05:23:57 PM »
Cool, I see you are going for a middle ground, by not making some units (fighters etc.) too small to hit, and others (The SSD's) too large to manuever.

It kind of ruined the mood in Vanilla to see a Tie Fighter with a cockpit the size of a Star Destroyer Bridge. I'm glad to hear the scaling isn't to off to ruin the mood while playing this mod.

It looks like I will have fun with this mod. Good luck with it, break a leg, or whatever they say. :P

19
Discussion, Suggestions & Feedback / Question on unit scale
« on: August 16, 2009, 09:23:21 PM »
Will the unit scaling be canon with the release of the full mod? Or will the fighters, soldiers, ships and vehicles be supersized/dwarfed like in vanillia?

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