Xalderon_

Xalderon_

Joined Member # 4017619
1 Posts 44 Replies 318 Reputation

Right all of these things altering numbers of things I would understand to be add-ons. But they will be invaluable for people who are playing larger games. I think it makes sense to have a 2 tiered product here. The core TSOP to take things as far as possible while keeping the game itself untouched, and then the extra mods for those who are willing to sacrifice a little in the game balance to get some serious help with large game lag. With convenient uninstallation ava

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Why can't you just scrap the mine meshes and use simple tetrahedrons in their place? 4 polys. At the least this should be available as another add-on. I'm sure most people who would install add-ons for strike craft reduction, which can actually change the game a little, would do this one for sure.

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Oh, I don't know, that sounds like it would make a good TSOP add-on. [quote who="myfist0" reply="569" id="2713964"] I haven't really looked but I think its hard coded. Another option would be to make a personal mod that removes the mines all together but thats for another thread. [/quote]

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I have produced an updated cargo ship reduction minimod with uninstall files and directions. A copy sent to myfist0 for now. Is there any interest in the second, more severe version of the mod that I mentioned, where I would cut trade ships from 5 to 1, and refinery ships from 10 to 2? Just completed it.

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[quote who="Thahat" reply="554" id="2713574"] Quoting Xalderon_, reply 550 Ok folks, here is the cargo ship reduction minimod. I've reduced refinery ships from 10 to 5 and trade ships from 5 to 2, doubling the gain or loss for killing one, and doubling the hull points. I realize for trade ships this is not quite perfect, technically you could argue for 2.5X, but I think its close enough. I didn't want to make them too juicy a target for fear of ch

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[quote who="SivCorp" reply="549" id="2713355"] ...This will keep the same DPS per squad the same for all factions, and still maintain a decent amount of strike craft without over doing it (and lagging the game). The only problem now is how to balance the abilities to it. I propose doing nothing yet and testing it at these numbers first. The total damage per squad is the same, and the total hull points per squad is also the same. The abilities should not

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Ok folks, here is the cargo ship reduction minimod. I've reduced refinery ships from 10 to 5 and trade ships from 5 to 2, doubling the gain or loss for killing one, and doubling the hull points. I realize for trade ships this is not quite perfect, technically you could argue for 2.5X, but I think its close enough. I didn't want to make them too juicy a target for fear of changing the game. If we really want to get hard core about unit reductions though, I could alway

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[quote who="BFroberg" reply="543" id="2713210"]I was able to continue from an auto-save and pummel the darn computer-newbs in to submission though. But I like the idea of reducing trade-ships, but how? [/quote] If you guys want I'll post my minimod for cargo ship reductions later tonight. It's here somewhere but I'm on my way to work at this moment.

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[quote who="BFroberg" reply="532" id="2713029"]Well, I think it kind-of works. I didn't experience as much of an improvement as I'd hoped in late game.. I still maintain my theory that all the trade drones/ships are responsible for much of it. Mapping all those travel-paths for so many units has to take some doing. [/quote] This is why for my games I have modded the numbers of those way down, to 2 trade ships per trade port and 5 refinery ships per re

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[quote who="myfist0" reply="526" id="2712226"]TXT format files are a little larger than BIN format. The texture locations where bad so they were changed to look directly in the texture folder instead of the developers drive and not finding it then looking in the texture folder. Here is 1 example... Mesh\Planet_Ice_1.mesh DiffuseTextureFileName "C:\PlanetIce01-cl.dds" SelfIlluminationTextureFileName "C:\PlanetIce01-da.dds" --> DiffuseTextureFileName "Planet

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First of all, great job on this project guys, I get about a 100% game speed execution improvement on large maps involving multiple AI's on my high end system. I have a question. Just to clarify, as of 0.07: "As of version 0.07 there are no longer any modded planet, and skybox meshes. Unfortunately the problems caused by the unfixable mesh errors from the poly reductions were not worth what little memory was gained from those optimizations. As i said the goal was to mak

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That is some extremely interesting information. Some of it I had suspected, namely about the polys still rendering even as you zoom out. I didn't know about DDS and mip mapping, so I guess that's one more advantage to you guys replacing some of the TGA textures with DDS.

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This is great work guys, I have a low end system myself and I've observed first hand how much difference this mod makes. My most recent 8 way FFA game would run at about 40% speed vanilla, and about 80% or so with these graphics changes. I'm now going to start a new game and compare 0.04 with 0.05 and see if I can measure any difference. One question (sorry if this was already addressed somewhere else): What changes does TOP make in the GameInfo direct

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Yeah I forgot how big all the textures are. Even packed with some stuff removed it will be over 60 MB. Maybe I can make a batch file to just convert the existing Sins Plus v1.3 to OS 1.191 with planets only.

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Turns out there's not a problem. The planets are working with my vanilla sins 1.191 fine. I have also tweaked the GalaxyScenarioDef to include the new planets in some random tables for MapDesigner, and other tables will have only original planets. I have designed new planet categories for things like 'Terran-like', 'Metal Rich', and 'Crystal Rich'. I have to admit though, since I am on a low spec machine and this mod is for OS, which includes a lot of other players wit

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Coincidentally, I have been doing just this during this week. I ported the planets and planet bonuses only from Sins Plus 1.3 into OS 1.191. I'm adding it into my own mod which will feature greatly expanded research ( up to 80 levels on some topics ) and a 'heroic' class of capital ships that the player can get later in the game. I'm probably going to offer this mod both as a whole and as each of these 3 separate parts (planets, heroic capitals, mega research).

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