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Unnamed Mod, Data Errors

Submitted by Non-Terrestrial on Sat, 2007-12-08 03:16. SE:V MODs

First time using a mod, ever. I tried Unnamed AI mod with SEV 1.63 and I keep getting default strategy data errors, and playing I find my AI opponents not doing anything, not colonizing or building or anything.

Any help with this mod for first mod user?

» 3 comments

Anyone running SEV on Vista64?

Submitted by SpaceAndy on Sat, 2007-12-08 07:15. Space Empires V General

Hi all,

my next pc (quad core, 4 gig ram) will get vista ultimate 64 bit version (thats fixed and doesn't need to be discussed. I'll keep my old XP PC as a fallback.)

Question: Please post if you managed to get SEV running on vista 64 bit, or failed to get it running. No posts on 32 bit or XP superiority please.

» 5 comments

IRM for 1.63 Available

Submitted by unnamed on Sat, 2007-12-08 10:56. Space Empires V General

Hey Everyone,

I've updated IRM to work with version 1.63

Get it http://wiki.spaceempires.net/index.php/IRM/IRM

These are simply the old files made to work with 1.63. I dont know whether all of the concepts work correctly as intended but the AI does build an empire. Enjoy

-Unnamed

» 5 comments
crimson's picture

AI Counter

Submitted by crimson on Sat, 2007-12-08 11:08. SE:V MODs

Hi, how well does the AI counter a new enemy tech? Ex: increase in armor by an enemy would the AI counter with anti-armor or something. I haven't seen anything in the AI script so far that tells the AI how to reactive. If there is not anyway then could a array and/or if statement be setup to check against the enemy design to see what is new or have increase and then have a counter item start being research and used in the AI new designs.

» 1 comment

unnamed with bal mod

Submitted by awolf on Sat, 2007-12-08 12:53. SE:V MODs

I am running game with kwoks bal mod 1.11 and thinking of adding the unnamed mod. Is it ok to run both mods or would they be separate choices?

Doug (awolf)

» 2 comments
Unole's picture

Space Object counts under Empire Options is erroneous.

Submitted by Unole on Sat, 2007-12-08 13:03.

SEV stock 1.63 (well fairly stock anyway). Stardate 2421.0

Under the tab "Ships" (Shift + S), I have 69 ships and 4 bases with no mothballed ships or bases.

Under the tab "Empire Options" (Shift + O), I have the following vehicle sizes:


Type Built Alive Lost In Queue Actual by hand count
Frigate 14 -4 18 0 3
Destroyer 57 -42 99 0 7 All stolen from enemy
Light Cruiser 75 -63 138 0 48
Cruiser 0 0 0 11 0
Light Carrier 2 2 0 0 2

» read more

Gid Mod 5.0.0-beta

Game Mods
First inclusion of personalities and political system.
» login or register to post comments

GidMod 5.0.0.beta...

Submitted by Gideon on Sat, 2007-12-08 14:11. SE:V MODs

Alrighty, here is the latest version of the GidMod.

This version marks the beginning of each empire having a different personality. While they do have different likes/dislikes in terms of what their neighbors are like and what treaty eliments they prefer, this work is not set in stone. The AI should also be more aggressive, particularly towards those it dislikes. Finally, there have been some minor tweaks to the Research system, in an effort to clean it up a bit and make the AI a bit more competative with the player.

You will want to check out the ReadMe for a list of details on what has changed.

» read more | 34 comments | 1 attachment
Unole's picture

Advanced Military Science is missing

Submitted by Unole on Sat, 2007-12-08 17:39.

This is only a problem if you want Ship Training and Fleet Training facilities in the stock 1.63 game. Smiling Which I do so I added it back in.
Script_AI_GlobalConstants :
AI_TECH_AREA_ADVANCED_MILITARY_SCIENCE: string := "Advanced Military Science"

Script_AI_GlobalResearch :
AI_TECH_AREA_ADVANCED_MILITARY_SCIENCE:
set tech_name := AI_TECH_AREA_MILITARY_SCIENCE
set tech_level := 3

Script_AI_Research :
Anywhere you want to research Advanced Military Science

steelar manipulation components... more than one use?

Submitted by solanrix on Sat, 2007-12-08 18:43. Space Empires V General

hi there just for fun i thought id try and make warp point openers and closers not be destroyed after use, so i went and altered the code appropriatly but once used they still break...
heres the alterations...

this one is default from balance mod 1.11 and sev 1.58

Name := Gravitational Condenser
Description := Gravitational beam that closes an active warp point.
Picture Number := 70
Maximum Level := 1
Tonnage Space Taken Formula := 100

» read more | 8 comments

AI and finite resources

Submitted by shireknight on Sat, 2007-12-08 23:38. Space Empires V General

Well I finally got the full version and just played my first game and it was a complete mess.

I patched my copy to version 1.63, played on a large map with loads of AI players (there were 11 others I believe) with finite resources and after a few hours I noticed that suddenly the AI players were taking no time at all to do their moves.

I finally met an AI race only to find that their planets were all out of minerals.

Don't the AI players know that they have to find new resources before their home planet runs out?

» 8 comments

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