Post by Admin on Sept 29, 2019 9:22:28 GMT
These days are the days testing reshade. My best settings are AdaptiveSharpen, BloomAndLensFlares, LumaSharpen, MXAO and SMAA. Some people add Vibrance and HDR but the first makes things more scratched, it disables the color settings from maps and the second adds a lot of color/brightness changes which they will disable other map settings and your screen settings if you have them. Even for me, these two make me a big dizzy. My eyes can not live with them active.
When I do not need test more these options, I will share the configuration profile created playing the mod.
About other progress with the mod, I have edited too much this weekend. Just I release the next update yesterday. All the work with the Mon Calamari Cruisers were added. There are not all models finished with turrets but I will continue it the next days.
In the new update, there are somethings which most of the people will ignore but they are very important.
-The improved ship models improve stability from the mod.
-The MPTLs improvement was thinking avoid this unit from pursue enemy units. I tried all the other possible code options and it was the unique good option. Now the unit requires deploy. I do not know what the AI will make with it. Perhaps it needs more testing.
-Improved AI. It is the feature more difficult. I agree how the AI attacks too much times but if you have played and followed the mod for years, you will know how before, the AI did not make any attack when you played GC with many planets. Now it is better. Even if you need play a lot of battles. Anyway, these attacks stop when you attack the enemy, if you take a defensive action, you will be attacked again and again, it is a fact. And these attacks add thousands of additional hour playing. I find them a good addition. Specially because now the AI attacks you even in the more defended planets.
However, most of this improvement is relationated with the amount of credits received by the AI. There are special edits which they improve the attack from all type of planets with any defenses, always following the weaker rule but the credits make to the AI build things, fleets, defenses, ground units and more. By default, the AI has limits, it can not build an unlimited amount of ground or space units, it is good, it affects the game from be overloaded a lot and obviously, it can create lag playing the galactic mode. It is a fact. The point is get the perfect amount. If you have seen these type of problems, please report them in the forum.
Why have I improved lately it more? I wanted reduce a bit the number of attacks. However, it continues being non-perfect because there is a problem, in big GCs, the AI has many planets and it can get many credits, in smaller GCs, it has less planets and less credits. Now I must think create something which it gives more credits with few planets and less with many.
Of course there are options, always there are options for many things, but they are not perfect. This is very similar to the graphics, specially in the particle effects, I can add more and great graphics in the particles. But the addition of them increase the neccesary amount computer hardware resources, we can see easily in other mods which they sell to the public the greatest graphics but they add lag in battles just the same amount of units in the original game, imagine the Star Wars FOC Alliance with more of 1000 different units. It is the main reason because I find the comparation with other Mods a nonsense. I can not follow the same rules. Never.
Well, now I will develop one feature for to improve the AI more.
In the last videos, in the starbase defense and attacks, you can watch the Pirate random attack, in these videos, it happens before the message "Uprising", in the final update, there are another message. In addition, I was working in a sneak attack from the enemy but I could not finish it at 100% and I am not sure if it works. It can be considered another work in progress.
More work in progress are these:
-Addition of shadows in space fighters/bomber.
-Improve from ships death animations.
-Addition of death animations in the ground air units.
-Addition of turrets with movement in other units as the Mon Calamari Cruisers.
-Ground and space particle effects.
As you can see, there are many things started which they will use many of my free time and at the same time, I will add some new units.
I remember you how this GC was started several time ago and somethings as the filters, some ground death animations and more can show errors when really they are correct.
When I do not need test more these options, I will share the configuration profile created playing the mod.
About other progress with the mod, I have edited too much this weekend. Just I release the next update yesterday. All the work with the Mon Calamari Cruisers were added. There are not all models finished with turrets but I will continue it the next days.
In the new update, there are somethings which most of the people will ignore but they are very important.
-The improved ship models improve stability from the mod.
-The MPTLs improvement was thinking avoid this unit from pursue enemy units. I tried all the other possible code options and it was the unique good option. Now the unit requires deploy. I do not know what the AI will make with it. Perhaps it needs more testing.
-Improved AI. It is the feature more difficult. I agree how the AI attacks too much times but if you have played and followed the mod for years, you will know how before, the AI did not make any attack when you played GC with many planets. Now it is better. Even if you need play a lot of battles. Anyway, these attacks stop when you attack the enemy, if you take a defensive action, you will be attacked again and again, it is a fact. And these attacks add thousands of additional hour playing. I find them a good addition. Specially because now the AI attacks you even in the more defended planets.
However, most of this improvement is relationated with the amount of credits received by the AI. There are special edits which they improve the attack from all type of planets with any defenses, always following the weaker rule but the credits make to the AI build things, fleets, defenses, ground units and more. By default, the AI has limits, it can not build an unlimited amount of ground or space units, it is good, it affects the game from be overloaded a lot and obviously, it can create lag playing the galactic mode. It is a fact. The point is get the perfect amount. If you have seen these type of problems, please report them in the forum.
Why have I improved lately it more? I wanted reduce a bit the number of attacks. However, it continues being non-perfect because there is a problem, in big GCs, the AI has many planets and it can get many credits, in smaller GCs, it has less planets and less credits. Now I must think create something which it gives more credits with few planets and less with many.
Of course there are options, always there are options for many things, but they are not perfect. This is very similar to the graphics, specially in the particle effects, I can add more and great graphics in the particles. But the addition of them increase the neccesary amount computer hardware resources, we can see easily in other mods which they sell to the public the greatest graphics but they add lag in battles just the same amount of units in the original game, imagine the Star Wars FOC Alliance with more of 1000 different units. It is the main reason because I find the comparation with other Mods a nonsense. I can not follow the same rules. Never.
Well, now I will develop one feature for to improve the AI more.
In the last videos, in the starbase defense and attacks, you can watch the Pirate random attack, in these videos, it happens before the message "Uprising", in the final update, there are another message. In addition, I was working in a sneak attack from the enemy but I could not finish it at 100% and I am not sure if it works. It can be considered another work in progress.
More work in progress are these:
-Addition of shadows in space fighters/bomber.
-Improve from ships death animations.
-Addition of death animations in the ground air units.
-Addition of turrets with movement in other units as the Mon Calamari Cruisers.
-Ground and space particle effects.
As you can see, there are many things started which they will use many of my free time and at the same time, I will add some new units.
I remember you how this GC was started several time ago and somethings as the filters, some ground death animations and more can show errors when really they are correct.