[MOD] Praetorian Industries v1.2b

I actually have the mod installed, running kind of, getting some crashes because the “parasites updater” is crashing… Hmmm…

I had to modify a hull name, the EX Aeetes Cruiser…something was causing issues with the special “e”. The file directory structure is also different in this mod.

Prae, how much of the download isn’t used? There are some extra folder present like “Praetorian Fleet” which looks like a hulls folder. Are these needed? I have had to pull the scenario and deployment folders because of the above mentioned naming convention.

I was actually able to load up a hull, go to battle and fight for a few minutes before it crashed.

*** got the scenarios in, found the EX Aeetes cruiser hull and changed the name in the scenario deployment files. Played a couple and got kicked out… Not sure what is causing the crashes yet, but I’ll get there.

lets make a check…
yes, the Ae[size=150]ë[/size]tes seems to affect the mac. But the structure of the mod is not really different, i dont know why you say that, the files naming may be a bit different, but it is almost identical to Uni-T Mod in therms of structure.
Yes, there are some things that are not used that i forgot to delete:

Cruiser and Frigate Flak Particle Repeaters (or close) are not working modules that crashes the game, worked a few times but it weirdly started to crash the game after a week, a failed experiment.
There are 3 subfolders in Praetorian Industries/data/hulls/Praetorian Fleet directory named “Updated”, “Non expensive” and “unused or not working (or something like that)”, none of them are used, they are older versions of the hulls, delete them.
I cant remember another, i will check later…

If you correctly renamed all the code files, and you are begin able to start a battle before the game goes down, check the sound effect code lines and the sound formats, there are both WAV and OGG (cuz discovered that the format OGG lowers the sound quality in several cases). As i said many times i dont have experience with mac, so i dont know how many PC formats they cannot handle…

EDIT: Praetorian Industries, in my opinion, is a pretty complex mod, therefore it may be harder to convert to mac.

Mac will handle the .ogg and .wav files, I think I may have been using the corrupted turrets. Yeah it is just the excess folders of unused stuff that caused confusion.

What about “New Modules” sub folder in Modules? Keep or delete?

lol, delete it, it is so old that it should be called “reeeeeeeeeeeeeeeeeeeeeeeeeeeeeaaally outdated modules” xD

the funny thing i noticed when playing with leviathans and dreadnoughts is that some dreadnaugts are stronger which makes no sense and yet leviathans dont have that many wepaon spots which makes it so its not powerful

But leviathans are the only ones begin able to carry the most powerful weapons of PI. I know that they are not THAT powerful as they look, but i think that if i add more power to them they will be surely taken as OP.
I said it many times, Praetorian Leviathans are powerful, but their size adds the needing of escort ships. In the other hand most of PI Dreadnoughts are more capable to fight by themselves due the high ammount of modules, but they dont have 1 (or two) shot and kill weapons with a nice range like Levis.

i don’t get the point of the antimatter tanks and cargos

These modules are based on the DoomGen and designed to make your ship explode taking anything around along with it.
Play the survival mission “Point Blank” in the Unity Mod - you will see what i mean

Yeah, but thats only a small part of the whole cargos thing… and i’m going to explain it, again, if you want read it :stuck_out_tongue:

[size=90]<< The Cargo Containers, Antimatter Tanks and Cargo Ships with Negative Costs is a whole new idea/experiment called The Cargo Division (as i call it).
It is intended to be a THIRD side in the GSB battles, i mean, Your Combat Fleet, The Enemy Combat Fleet and now, The Defenseless/unlucky commercial ships that are begin escorted and/or intercepted in to the space battlefield.

Thats the Sci-Fi view of the thing, your fleet and your allied transports, and the enemy fleet. >>[/size]
If we look at the gaming view, Cargo stuff may look different, but, again, let me try to explain you how it works:

First, we have Antimatter Tanks. They have a little “negative cost” [size=80](<- i will explain this below)[/size] but if they go down with the ship, they will make a REALLY big boom, killing to everyone around with its powerful shockwave.

In the other hand we have Cargo Containters, they dont have explosive power and they can act as a light armour, but the most important thing here, is that they have the highest negative cost. Why Negative? Its simple:

Your fleet (F) = + Cost
Your cargo ships (C) = - Cost
F + (-C) = Less Total Fleet Cost

In fact, the cargo ships idea is an exchange of deployment space for more credits, if you have more credits you can equip your ships with more expensive and powerful stuff, always keeping the total amount of ships.

Think on cargo ships as some poor commercial convoys that were unlucky enough to get intercepted by enemies. As fast as the transports capintains notice that they cannot do another thing than face the threat with just a few low power weapons (like throwing rocks to a plasma shield) they will try in a desesperate last kamikaze effort to take the enemy, and everything around, with them.

But obviously, there are several ways to take the advantage with just a few of these cargo ships stuff, experimented commanders will archeve memorable tactical encounters with them ^^

do you mind sharing a cargo ship design with negative overrall cost?

Why not? Here you have a screeny of the standard “EX-Kalonice Cargo Transport” that you usually face in the Campaing Against Praetorian Industries, at scenarios tab.

As you can appreciate, the total cost of the ship is Negative meaning that when you deploy it, you will be adding credits to the fleet bucket instead of using it.
Please notice that there is a minor bug with negative values in the deployment window, it will not share the correct numbers, but if you look at the filling marker of the fleet bucket you will notice that the entire concept works perfectly.

bad thing i still need to unlock this hull :stuck_out_tongue:

it keep saying that failed to find variable in scenario…\src\SIM_Scenario.cpp 471.Help!!!

Hello, I too have problems with the P.I scenarios. It keeps saying that there is no sound for something. I think I should install P.I again, then get just the sounds.

No luck. It happens in any challenge I try.

go to “…/Gratuitous Space Battles\Praetorian Industries\data\sounds\music” and copy the sound file called “prae_battle.ogg”, then paste it in “\Gratuitous Space Battles\data\sounds\music”.

That should solve your problems. I wonder how many people that downloaded the mod faced this error and never tried to contact me…

Nope that didnt work it still says:
“Failed to find variable name in scenario:…\src\SIM_Scenario.cpp 471”

what scenario are you trying to play?

prae_battle is already there.