Do you think that this galaxy map can run? -1 reply

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#1 6 years ago

Few time ago the yuzzang vong team published a image from a galaxy. starwarsgalaxy.jpg

They tell with great proud that it runs on the game without show any proof.

I believe that it can have thousands of problems. I go to explain my personal thoughts about it.

-The space for put planets on galaxy is limited. You can not make a galaxy very big.

-The planets are very close between them. If you put them very close, you will see thousands of problems moving your units.

-If you make the planets very small........you will not see the starbase......and you do not resolve the problem moving units.

-There is not a chance of strategy when all the planets are too close. The IA can spread itself by any site from the galaxy.

-I suppose that the galaxy has not all these trade routes because if I´m wrong.......it can not be good for the speed of the game.

Well these are some thoughts, a friend of me found them interesting for discuss them.




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#2 6 years ago

I think that will work. But if you think the planets are to close together, you can change their posistions in the 'Planets' XML.




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#3 6 years ago
AUS_Doug;5609074I think that will work. But if you think the planets are to close together, you can change their posistions in the 'Planets' XML.

Yep but only with the default configuration from the image, the galaxy size will be very big and it will cover everything, if you increase the space between planets, you will need a galaxy bigger and there are limitations with this.




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#4 6 years ago

Hmm, well I can imagine that there could be some problems if they put all these planets in one GC. Did they state anywhere they're in fact all going to be in one huge GC? Those are certainly a lot of planets, could cause some lag, especially with an active AI and all those trade routes.

As for the space on the GC map, I have never checked if there is a limit to it. Are there maximum/minimum coordinates planets can have?

Well, maybe they also found a solution to reduce lag even with a lot of planets. For example, I recall that Steiner wanted to replace the planet models in GC with simplified shapes to save resources. Unfortunately, he never completed that little experiment. Would have been nice to know how effective this is. I'm also not sure how much resources the galaxy background model takes. Maybe they replaced that?

Another possibility would be a...let's call it a "progressive" GC. I have been playing with that thought for a while. Let's say you have a lot of planets, too many to place them on one GC map. So you split up the whole thing and make several smaller GCs instead. Then you start one of those GCs and depending on who wins the GC the next GC map is loaded. The winner of the previous GC map could also get some bonuses in the new GC. Hm, I think I might release a little "tutorial" on that topic, maybe someone can use it in a mod.

Well, those are possibilities I can think of to avoid lag and space issues. But in the end we should just wait and see how they did it. I don't think they'd announce something they haven't tested, yet.




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#5 6 years ago

Yes, they want add all them on a single galaxy map.

I recall that Steiner wanted to replace the planet models in GC with simplified shapes to save resources.

I thought it one time but I´m not sure that it reduces the lag, by default the original planets are very simple and they add lag......but you can test it replacing the planet models by boxes or other very simple mesh.

But for me the thing which it will make more lag and you have told about it, it will be the IA running around all these trade routes. This is the thing which it makes more lag on a mod. Specially when you can see their movements and with all these planets too close......you will see it very clear and if they use the spy abilities.......I can not tell you how many lag it makes........

Another possibility would be a...let's call it a "progressive" GC. I have been playing with that thought for a while. Let's say you have a lot of planets, too many to place them on one GC map. So you split up the whole thing and make several smaller GCs instead. Then you start one of those GCs and depending on who wins the GC the next GC map is loaded. The winner of the previous GC map could also get some bonuses in the new GC. Hm, I think I might release a little "tutorial" on that topic, maybe someone can use it in a mod.

It remembers me one thing that I saw on the original GC from EAW, if you make a big galaxy but you divide it on sectors and you go playing each sector, loading them with events. You can restrict planets, activate and deactivate the IA when you want and load all these sectors as part from one story.

But your option would be better, problem, at least for me is how you can jump automatically from one GC to other?

But I do not think that this Yuzzang Vong at War mod team is thinking on GC with story events. By the moment the unique mods that I know with this are your Space Add On, the Divided Empire at War and the Alliance. Nobody more is betting by this type of feature on a mod.




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#6 6 years ago

I have just posted an article on the progressive GC topic on my old forums: Progressive Galactic Conquest

And also I think that the YVaW team will use a lot of events and LUA scripts. They got Shimrra from UEAW on their team who knows quite a lot about these things.




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#7 6 years ago

Very interesting, if it runs, it can be used for many different proyects. Because the SW Galaxy always will be bigger than the game´s galaxy and with some like this, you can navigate between sectors.

This same thread can be followed on Empire at War: Mods Database where Nomada_Firefox himself can post his thoughts better.




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#8 6 years ago

the thrawn mod has a big map. I think they just shrunk those galactic images and stuff like that giving the allusion of big stuff.

I'm having a brain fart now so excuse the not making sense.




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#9 6 years ago

Does anyone know if there is a cap on the number of planets in the grand campaign? My game crashes when I add the 129th.

But the Phoenix Rising mod - which I can play on the same PC, has around 157. Any idea of how they have managed this?

The problem seems to be in the scenario/campaign file, rather than the planets file. Any attempt to add #128 to the list of planets in that campaign file, causes the game to crash a few seconds after clicking the FoC.exe icon.




Geroenimo

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#10 6 years ago
They got Shimrra from UEAW on their team who knows quite a lot about these things.

Infact, he's our lead coder/scripter, there will be story events and other of the sort.

Shimrra has gotten the map working weeks ago now, this has been discussed on several fora over several sites, and the awnser stays the same, it works ingame, it has been tested. Also it contains the proper routes displayed in the picture. The map has everything in the picture, working without lag, clearest I can be about the situation.

Edit: Oh now I see it nomada's translator managed to screw over names again :D

yuzzang vong

Way to go google translator.




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