Before that, I had a much more solid mod with very good performance in space battles. The difference was how the reinforces from all AI's fleets destroyed by you were not showed in the debriefing screen after battles.
After the 2021 January patch many things from the game started to run as they supposed to do, the targeting accuracy, the damage in more of one hardpoint for some proyectiles or many special codes as by example the code which it adds reinforces and shows these destroyed in the debriefing screen from the battles.
However, to find how use all these things at the same time in a huge mod as the FOC Alliance is difficult and it took time. Many tryouts and many pauses between these tryouts. But now I believe how it runs everything as it supposed to be running.
As always, any change take time and comparing to other mods, here there are a lot of different pieces, many different units, if I edit one thing, probably I will need edit a hundred more, many things are linked and there is not a fast shortcut.
Now I go to show you a good comparation. This is my last space battle video where I showed the last Defense Shield, you can note how at some points the game runs slower and it was because by a strange combination the AI breaks the pop cap and it spawns more of 45 points. More of that does not crash the game, at least not in my computer but it slows everything a bit and you will note it.
I could show the fps in the video but it has not sense. The game always will run at low fps but smooth while there was a bottleneck in the CPU and GPU where it does not use more of a 30%.
It is not a failure from this mod or any mod, it happens in the original game and I hope so one day be fixed. It would be a good point for a EAW remasterization, not a mod, a true new version developed by Petroglyph.
However with a 30%, we can make good things and the game continues being very unique because no one other game has strategic galactic mode, space battles and ground battles. Most of the 4X games add the first two but with exception from the old Imperium Galactica games, I do not know others with ground combat.
I know what you are thinking, specially if you have not played the FOC Alliance. EAW is not a 4X game. Yes, it is more simple RTS but the FOC Alliance ups the game to the 4X level with new capabilities and a complete new game mode.
Now centering us again in the space combat, it is a video showing the previous showed battle at Chazwa, exactly the same in the same moment with the same enemy units where you can compare the performance.
You will note how with exception from the points where units are spawned, the game runs smoother. The hyperspace leave from new units in the battle always will add a small lag in the game, always.
Does it run better, no? well, it can be improved yet. In the next video you will note how the AI spawns more variety of units, always without up the population limit and it makes the game much more fun.
Other change in the moment that I recorded that video, it was the balistic proyectiles as missiles, heavy rockets or torpedoes from fighters and bombers, they fire more amount of them. Before I limited them but what is the point is they are alive few time😅. At the end, one thing compensate to the other.
Other change is the movement from these type of proyectiles, I do not go to lie, sometimes, they can add a bit of lag but it does not compromise too much the game.
I recomend you watch the last video carefuly and compare with the others because there are many differences.😎