Evtium;3591145Alright you guys get your wish. I'll just do this mod by myself. You guys can only object without giving some intellect and helpful opinions since your so experienced instead of being a broken record. I see now I was wrong to even think about coming here. Have fun modding guys, I pray the next person who comes along doesn't get greeted by you people.
I totally agree with you. I SOMETIMES AFRAID TO POST BECAUSE PEOPLE LIKE KALO SHIN ALWAYS HAVE SOMETHING NEGATIVE TO SAY. A few months ago I made 2 attempts to help the community, I stopped it because people just were negative. I'll be more than happy to help you if you contact me in private.
I'm not negative either, though I am a perfectionist/OCD when it comes to stuff like this. So I can get a little critical after seeing something, but most of its constructive, pointing out flaws that need to be polished out. I'm not good at modding, I'm getting better at mapping, though not as good as Vinegar, and though my abilities are limited when it comse to this stuff, I would be more than happy to help. One thing I excel at is information. I'm like a living encyclopedia lol. Also good at finding stuff. I would also be happy to test your mod and bounce some ideas off you. I don't know the language of the game, but I do know enough about basic programming to know a few tricks on where to look in the code for things to fix for your mod.
A late post, but as far as I can tell, it should be possible to produce a mod such as this; if someone wants to do it, let them put the work into it and do it; it's no skin off your nose after all.
Rescaling the planet models will not do anything to performance, as you are still rendering the same meshes and textures; just at a different size. However, you should instead optimise them by cutting out polygons. They will be less rounded, but drawn at a smaller scale, this is less evident.
Rescale the textures used on the models and remove any uneccessary additional textures that are being used. By example, reducing a 1024*1024 texture to 256*256 is cutting 1048576 pixels to 65536, resulting in an improvement of 1600% less calculation in the end, and an enormous performance boost. If you've halved the size of your planets, then you still haven't really lost any detail, as most of those pixels in the larger texture would have been calculated only to not be drawn to the screen anyway.
When mapping, using a versioning system; create a set of untextured terrains from which to base further maps. You can then use different textures on certain layouts along with different scenery objects and weather conditions to make them appear different to one another. Altering player start locations between versions is instantly a way of changing the way a map plays, as flow between player exchanges will directed along different routes.
In terms of gameplay on the strategic map (or whatever it is called, I can't remember, I don't really play EaW), you need to ideally reduce the number of fleets that players will be controlling and keep the need for micromanagement of planets down by cutting out detail. This will make the strategy mode playable and different, forcing players to perhaps concentrate on territory rather than amassing their armies.
A bit of experience goes a long way, and the only way to get that is to try after all. I believe my advice above is a good starting point for anyone who'd attempt such a project, both in terms of game performance and mod-team productivity. It's still a lot of work, but it's rewarding in the end. Listen to your nay-sayers, take their concerns into account, but you don't have to act on them.
I take it that you have never dug into the alamo Engine. What he wanted to do was impossible. Its not the models on the map that cause the lag in the GC. Its the game keeping track of ALL the units and fleets etc. As the game goes on and more units get built thats more units to keep track of. With that many planets even with pop cap of 5 on each the overall pophe AI builds cap raises considerably and the units traises exponentially. All of those units being tracked and moved by the game causes a TON of lag.
^z3r0x pretty mutch says it all^
340 planets??? Thats OTT!:rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: