my Modded Armada 1 keeps cutting out -1 reply

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knightblazer85

GF Pwns Me!

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28th September 2009

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#1 6 years ago

I have an Armada 1 Mod. like the other 2 modded versions i have i just use it for instant actions. but every time i play this particular mod. after about half an hour. it just stops responding and shuts down.:bawl::curse: 2day i tried running it with 4 enemy ai's and an ally instead of the usual 6 and 1. but it didnt make any difference. is there something i can do to resolve it? or is it my computer thats the problem? please help. the ai on this mod is aggressive and fun and i'd hate to lose it




Major A Payne

The 6th Day

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7th August 2002

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#2 6 years ago

Well I can offer two suggestions:

Method 1: Create a basic map with plenty of space and a small enclosed area. Place plenty of resources and two start positions. One in the enclosed area and one in the open area. Place yourself in the closed area and an enemy AI in the open area. Don't construct anything but have the setting so you can view the entire map and carefully view what the AI builds. If there is a problem with the AI this may allow you to see how far it gets through its build list before crashing.

Method 2: Another method I use is to use a similair map setup as described above, but with one difference. Backup ALL race AIP's and then edit the originals that your mod uses to disable the very first dependant (this is usually something like the mining station). Without this first dependant the AI will just stop and not do anything. Then you use as long as you need to and construct every single unit and structure your mod gives access to. Repeat this for ALL races your mod uses. If a particular unit has any errors in its ODF then this is a very good way to find any errors. If you can build everything then there is almost certainly an error in a race AIP.

In almost every case I've come across that an AI bug is causing a crash its due to a bad dependancy (usually something such a missing structure is required which hasn't been entered in the necessary race AIP's).




Major A Payne

The 6th Day

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#3 6 years ago

Okay so I've had a thorough look through this mod and as far as I can see there doesn't seem to be anything that could cause this problem your having. Mind you. That doesn't mean that I've not missed something myself, theres not exactly a small amount of files to go through. My only suggestion would be for you to try one of the two methods I suggested in my reply above.

On a more personal note, 10 years ago the models your using might have seemed amazing but in my honest opinion the ones your using are seriously poor quality and could do with a total update. Textures could do with the same. As you've not said what specs your PC is using I would be loathe not to at least attempt to make the mod look better (even though there seems to be nothing wrong iwth the programing side of the mod).

(sorry about the rant but after making mods for as long as I have I tend to speak my mind when it comes to seeing these old model and texture assets).




knightblazer85

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#4 6 years ago

lol thanks. in truth one of the other mods i've got is better in terms of abilities and ships. the only thing its lacking in is transwarp for the 2 borg cruisers and the fact that when the enemy ai attacks they mostly send a large fleet of fighters with a massive battleship. me personally i'd prefer a little more variety in my battle (add to that the fact that the borg super cube would take a fleet of premonitions to destroy. the thing is a flying fortress) is there any chance that you could tell me what files i'd need to send you for you to possibly mod the ai to send a more balanced fleet against me in battle?. i know you'd probably need the original mod to set it up for everything that JC changed but all he did was add on 1 or 2 ship classes for each race and upgrade the firepower into the straosphere so if you were able to it would just be a case of adding the battleships, cruisers and destroyers to the build list. unfortunately as i said programming isnt my area of expertise. the best i could do on a mod would be to alter a few parameters on an odf file to tack on some extra weapons




Major A Payne

The 6th Day

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#5 6 years ago

Well to be honest I won't go any further with this mod your using. The reason for this is I didn't do any of the original editing for it and therefore debugging someone elses work is far more time consuming that simply rebuilding a mod from scratch. As it currently stands I have little in the way of free time to undertake this so I'm going to have to decline the request. The other reason is that I am currently working on my own mod and I will nearly never undertake a second one due to the first being far from finished.

However, are you specifically looking for a mod that changes the overall gameplay?? There are others out there and although I know of only one thats reasonably up to date it never hurts to look. Try MODDB as well as here and AFC. You could even try to start proper modding yourself. Its not actually as difficult as you might first think.




knightblazer85

GF Pwns Me!

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#6 6 years ago

thanks. the mods i have at the minute come from armada fleet comand anyway. what's the name of the other website you mentioned? it wasnt the mod i sent you i was asking you about anyway its another one with a fun weapons set for the ships that just uses the original ships and tacks on some extra firepower and 2 extra battleships per race. the problem is that when they attack they throw an army of scouts and the new battleship at me and aside from being unfair. it's boring.




Major A Payne

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#7 6 years ago

Your best bet would be to check out MODDB in that case. I tend to be somewhat biased, as many other modders would be, towards their own mods so your more likely to see me suggest one of my own projects.

As for the mod you sent me. The reason for the AI using the ships it does is simply due to the AI coding. Its been coded to build more ships of a particular class than it needs. In all AI coding theres a couple of things which can be removed which aren't really needed. In A2 the AIP's use specific dependacies and the AI can be instructed to use a tech tree file. In A1 its not the case. A1 ships will still use special weapons even if they have no research stations built. The AI also only uses certain special weapons. Ones such as the traswarp gate aren't used (at least I've never seen them used in any way or at any time in a regular skirmish game), so can be omitted. The only real way to know which are, and which aren't used is to try them in game. Any structures that aren't needed can be left out and the resources used to build them put to other construction uses.

Also in A1 the AI doesn't need to follow a specific pattern as construction structures dont need to built in order. Something I've also noticed with regards to this is that if, for example, you have 6 dilithium moons and you instruct an AI to build at location 7 or above it will endeavour to bolster its own defenses and the same locations it previously construction at.