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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Upcomming v0.54 of Inter-related mod.

Submitted by Fallen Haven on Tue, 2006-12-26 11:53. SE:V MODs

Well, asside from the few ballance fix, i am working on my own AI. Basing myself of what both Kwok and Maran have done, i'm adding to it my own twist. For exemple i made the AI design ships for each size of units instead of the largest hull availiable. I have adjusted the weighting so as the AI empire grow larger, it increase the ratio of larger ships while not giving up using the smaller ones. By doing so i also ensure that the earlier designs get updated so the AI don't keep around obselete designs it can no longer upgrade. I'm also updating the technologies the AI will use to it takes advantage of my new weapons.

Another thing i fiddled around with is Intelligence (spying). I changed the cost of each project to reflect how disruptive they are to gameplay. For exemple it's easier to get information than it is to sabotage, and the more damaging a sabotage is, the more costly it is. I also fixed the research destruction so it won't prevent you from researching again (getting -10000000000 or so isn't fun).

Of course, finishing the AI change will take me a while, especially each AI choice of weapons (so much rewriting to do!), and then i have to test it a bit before letting others try it, i don't want a crippled AI that can pose any challenge.

‹ How To?: AI Preplacement Waypoint editor/viewer ›
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cordas's picture

Sounds sweet, any ideas on

Submitted by cordas on Fri, 2006-12-29 08:26.

Sounds sweet, any ideas on when you might get the improved AI out the door, I like how are handling ship combat now, although it does a bit to get the old head around it (or at least my old hunover head)

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In this case...

Submitted by Fallen Haven on Fri, 2006-12-29 11:23.

Before claiming it's better, i must first get it to work. I made a lot of changes in my mod, many of wich the AI need to be "aware" of. I also have to change a few things to make sure the AI can use them, like my fighters weapons were too large and the AI had troubles fiting them on it's fighters, i had to get them a bit smaller (a human player would be able to handle, but it's too much for the auto-build). The troops don't have that problem since they are bigger than the Fighters in my mod.

It might take me the week end to finish it.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Captain Kwok's picture
Mod Designer

Source script for design creation

Submitted by Captain Kwok on Fri, 2006-12-29 11:54.

I'd be interested in seeing how your script changes to hull selection for designs.

-----

Space Empires Depot | SE:V Balance Mod

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Will be availiable in next release.

Submitted by Fallen Haven on Fri, 2006-12-29 12:44.

Captain Kwok wrote:
I'd be interested in seeing how your script changes to hull selection for designs.

Basically i created several sub-classes of ships/units that only contain the normal, organic and cristalline version of them. Then, created several new ships/units design types like Scout ship, skirmish ship, escort ship, assault ship, light fighter, medium fighter, heavy fighter and so on that use each size of ship/units. That part is easy, the hard part is creating a proper weighting system so the AI don't spam too many small ships or build only large ones once it can. But i guess that problem isn't new. I have my own solution for this but i'm still experiementing it.

When i release my next version, i will include my source scripts so you will be able to check out what i did in details.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Update.

Submitted by Fallen Haven on Sat, 2006-12-30 07:20.

Tonight i made a few breakthrough with the ship designs. I fixed quite a few bugs that prevented the AI from creating proper designs. I had to rewrite a lot of the code for that, some of the code used by Maran's (probably taken from Kwoks) were buggy and it took me quite a few hours to narrow all the problems down. Now it's mostly fixed and the AI do the design it's supposed to and add the right things (exept the annoying solar sail that pop up everywhere, the code i made for it don't seem to work). It's going well though, maybe another night at it and i will have a solid AI ship design...

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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All the bugs are fixed, working on the AI.

Submitted by Fallen Haven on Tue, 2007-01-02 20:52.

Today i rooted out all the design problems, the AI does some satisfying designs. I'm now working on the AI. Currently i'm testing the default AI and fixing a few things. I found a bug in the cargo transport routine, fixed it and now cargo ships pick up stuff and drop them properly. I also found a way to make the AI use lone scout ships for patrols, wich is much better than using a whole fleet for that (not sure if i should remove the fleet order for patrol just yet though). Still fixing some weighting on production, but so far my AI does well. Might release my default AI along 0.54 very soon. Next i will start on including all the AIs.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Captain Kwok's picture
Mod Designer

Cargo Fix

Submitted by Captain Kwok on Tue, 2007-01-02 22:35.

What was the cargo fix?

-----

Space Empires Depot | SE:V Balance Mod

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The fix...

Submitted by Fallen Haven on Wed, 2007-01-03 00:03.

Captain Kwok wrote:
What was the cargo fix?

For some reason my population transport kept on trying to unload it's cargo on my homeworld were it had just loaded itself. After a few turns of watching it "going in circle" i decided to check if there was a mistake in the ministers. I checked the formulas and rewrote it differently. Not sure if i did it right, but at least now my population transport load civilians at my homeworld and dump them at my largest colony to fill it up. That fix seem to work on cargo transport also, it loaded my troops / platforms and dumped them at that same colony.

Edit : I'm not certain now it does anything so i removed what i wrote about the formula. Still need some testing.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Rilbur's picture

Leave it

Submitted by Rilbur on Wed, 2007-01-03 12:23.

Fallen Haven wrote:
Captain Kwok wrote:
What was the cargo fix?
Edit : I'm not certain now it does anything so i removed what i wrote about the formula. Still need some testing.

You should have left it so they could test with you... or play with it in their AIs. It was only a reversal of two items, after all.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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It wasn't working...

Submitted by Fallen Haven on Wed, 2007-01-03 15:06.

Rilbur wrote:
You should have left it so they could test with you... or play with it in their AIs. It was only a reversal of two items, after all.

That formula wasn't working. I've worked on this last night and found a much better one. In my test games, my new formula work fine, my ships no longer try to fill planets that are already full or close to be. If all goes well, i will have an AI to release today with my new version of my mod.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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How to????

Submitted by Turkish on Wed, 2007-01-03 17:59.

This may soud foolish, but how do I upload ur Mod file, I understand from the website but, which file do I put the mod in??

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???

Submitted by Fallen Haven on Wed, 2007-01-03 18:27.

Turkish wrote:
This may soud foolish, but how do I upload ur Mod file, I understand from the website but, which file do I put the mod in??

Not sure what you are truly asking for, but if you want to use my mod, just unpack it in your gametypes directory (keep the directories included in the RAR file).

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Re: Upcomming v0.54 of Inter-related mod.

Submitted by Daedalus on Sat, 2007-02-03 21:36.

This download link doesn't work....Does anyone have a working link?

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Santiago's picture

Re: Upcomming v0.54 of Inter-related mod.

Submitted by Santiago on Sat, 2007-02-03 21:43.

IRM is upto v0.7c - The topic IRM 7.c Released is the topic just below this one in SEV Mods.

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Re: Upcomming v0.54 of Inter-related mod.

Submitted by evilginger on Sun, 2007-02-04 02:35.

The link dosent work because its been replaced with several versions since the current on being 0.7c which has just been released. I still have 0.54 if you want it but there has been a lot of work on it since and 0.7 is much much better

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