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

IRTM v 0.54c is out!

Submitted by Fallen Haven on Wed, 2007-01-03 23:09. SE:V MODs

Ok, it's been enough, i had to shove it by the window... Sticking out tongue Nah seriously, it's here, another alpha, but this time with an AI. This AI still need some tweaking but it should do much better than the stock one. It's amazing how fast it does set up it's colonies and send ships around. I did not have time to tweak the finer details though...

Edit : This version is obselete.

‹ MAKING THE AI BETTER I (still) want more spaceyards ›
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Sorry if anyone already d/l

Submitted by Fallen Haven on Thu, 2007-01-04 01:37.

Sorry if anyone already d/l it, i found a few minor bugs moments after i released it, now it's 0.54b.

Inter-Related Tactical Conversion v 0.54

http://www.rogepost.com/n/8398890507

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Found my supply bug. Somehow

Submitted by Fallen Haven on Thu, 2007-01-04 09:27.

Found my supply bug. Somehow the Ion engine entry was corrupted with an invisible caracter (i could never find anything wrong in it), but just pasted an earler version entry over and it fixed the problem. I'm sick of this kind of bug, it's not the first time i'm dealing with thoses...

Inter-Related Tactical Conversion v 0.54b

http://www.rogepost.com/n/8398890507

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Anyone tryied it yet?

Submitted by Fallen Haven on Thu, 2007-01-04 17:16.

Well, i was hoping for some feedback by now. I guess i'm not patient enough.

Inter-Related Tactical Conversion v 0.54b

http://www.rogepost.com/n/8398890507

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Trying and fixing it :)

Submitted by Orzelek16 on Thu, 2007-01-04 17:37.

I'll play a little with your mod. It looks fine for now:)
No supply usage is annoyance but I got rid of it.
It looks like there is a bug in game that cause supplies to be not used when movement generated by vehicle is a floating point value. If you take values generated by engines and engines per move and multiply them by 1000 all works fine. I have fixed files for this and can send them also.

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I found another way to fix it.

Submitted by Fallen Haven on Thu, 2007-01-04 17:48.

Only the Ion Engine had the bug, the rest worked fine. After narrowing down all the possibilities, i figured the entry itself had a bug. It's fixed now and i did not need to remove any floating point (i don't want to get rid of them). Btw, Kwok use floating points for his engines too and they work fine.

I'm working on the scripts right now, if you have anything to report in regard to how the ministers handle things...

Inter-Related Tactical Conversion v 0.54b

http://www.rogepost.com/n/8398890507

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Will you post fix / updated mod?

Submitted by Orzelek16 on Thu, 2007-01-04 18:05.

I need to admit that I'm not using ministers yet. If you could post how to fix this bug it would be great.

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I can do better.

Submitted by Fallen Haven on Thu, 2007-01-04 18:11.

Orzelek16 wrote:
I need to admit that I'm not using ministers yet. If you could post how to fix this bug it would be great.

Well, i can do better, i can wrap up another version, i've made a few changes already. Leave me a few mins and i will post 0.54c...

Inter-Related Tactical Conversion v 0.54b

http://www.rogepost.com/n/8398890507

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Here it is...

Submitted by Fallen Haven on Thu, 2007-01-04 18:31.

There you go, my new version is up, with the supply bug fixed. Try the ministers a bit if you want to see how the AI behave, i did a few improvement to it. I did not do anything to diplomacy so no need to test that...

Inter-Related Tactical Conversion v 0.54c

http://www.rogepost.com/n/4658979518

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Jared_Torval's picture

Quick Question re Compatability with Balance mod

Submitted by Jared_Torval on Fri, 2007-01-05 05:51.

Fallen Haven, I know in the beginning you indicated your mod used Kwoks AI and another source for a basic starting point. Is this mod built to work with Kwok's Balance mod 1.01 at this point ? I pretty much exclusively play balance mod now since plain vanilla SEV lacks sooooo much.

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They are not compatible.

Submitted by Fallen Haven on Fri, 2007-01-05 09:37.

I have gone in a very different direction than Kwok in my mod, there is no compatibility. Of course we do share a few features here and there but that's it.

Was there any reason you wanted them to be compatible?

Inter-Related Tactical Conversion v 0.54c

http://www.rogepost.com/n/4658979518

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Update.

Submitted by Fallen Haven on Fri, 2007-01-05 18:13.

This week-end i will be working on improving the AI so it build better stuff and more ballanced fleets. So far it look good but i need a bit of time to make sure everything is ok. I'm also looking to add more design types so the AI has more variety of ships to throw at the player. I might even try to get the scrap routine on-line so obselete ships that can't be upgraded be junked.

If you have suggestion of ship designs (loadout, armor/shields ratio, mandatory devices), feel free to add. My next version promise to be much better than the current one.

Inter-Related Tactical Conversion v 0.54c

http://www.rogepost.com/n/4658979518

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I am having a problem with this mod

Submitted by evilginger on Fri, 2007-01-05 20:36.

I would like to try this mod but for some reason I get an error message when I load the game I think it’s a problem caused by extracting the .rar would it be possible to post a .zip format version?

I have a screen shot of the message and would be happy to E-mail you this if you Pm'd me with an address. its probably somthing simple

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Hum...

Submitted by Fallen Haven on Sat, 2007-01-06 07:38.

evilginger wrote:
I would like to try this mod but for some reason I get an error message when I load the game I think it’s a problem caused by extracting the .rar would it be possible to post a .zip format version?

I have a screen shot of the message and would be happy to E-mail you this if you Pm'd me with an address. its probably somthing simple

Right now i'm not posting from my computer. Rogepost is down so i can't get my mod to repack it. I think i would be much quicker for you to just grab another unpacker and try to unpack it again...

Inter-Related Tactical Conversion v 0.54c

http://www.rogepost.com/n/4658979518

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No comments yet?

Submitted by Fallen Haven on Sat, 2007-01-06 07:42.

So, no one want to comment about my mod and it's features? No one seen how well the AI build it's colonies and roam around? Anyone actually got to war with my AI?

Inter-Related Tactical Conversion v 0.54c

http://www.rogepost.com/n/4658979518

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How "tactical" is it?

Submitted by darkgift on Sat, 2007-01-06 09:31.

FH,

I'd be willing to try it out, but how "tactical" is your mod? I don't use Tactical combat at all because IMO it rarely makes a win/lose difference. Tech levels and numbers are almost always more important factors. I'd rather just take 10-20% more damage than spend all that extra time controlling ships. Is the goal of your mod just tougher battles, or are there equal strategic improvements (research/construction/force movement/etc) in your AI? If so, are they different from the ones in Balance Mod?

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Gantoris's picture

Might check it out.

Submitted by Gantoris on Sat, 2007-01-06 09:46.

Any chance you could give a brief summary of what this mod does? your link just takes me to a download site so the only information i have is the file name Sticking out tongue

Im not normally much of a mod type person but with the stock version of the game in the state its in im open to anything that will finally let me have a good game of SEV.

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Well, maybe my mod need a better name, it's still Alpha...

Submitted by Fallen Haven on Sat, 2007-01-06 17:03.

darkgift wrote:
FH,

I'd be willing to try it out, but how "tactical" is your mod? I don't use Tactical combat at all because IMO it rarely makes a win/lose difference. Tech levels and numbers are almost always more important factors. I'd rather just take 10-20% more damage than spend all that extra time controlling ships. Is the goal of your mod just tougher battles, or are there equal strategic improvements (research/construction/force movement/etc) in your AI? If so, are they different from the ones in Balance Mod?

Well, i guess i could also say it's strategic. The loadout of your ships will affect how well they will fare against other ships. It's not just damage and range, i made sure each designs has some flaw you can abuse of. The AI will build several type of ships, and will continue to use smaller vessels along larger ones. I designed weapons to have tactical consideration in mind. Main guns are great at killing other ships but can't aim at units (fighters, drones, Satellites). Secondary weapons can aim at everything but planets, but they are jack of all trades, master of none. Point defenses can only aim at fighters, drones and seekers, but their damage is low and won't do well against well armored fighters and drones.

I also improved the AI so it can build it's colony better and faster (and believe me, it's far better at it than stock). It will also patrol more heavily around it's colonies and know where you are and act accordingly. It will use it's freighter efficiently and planets are more likely to be well defended with platforms and satellites.

I really should get a permanent host, i admit that having a file at Rogepost isn't a good way to promote my mod...

Inter-Related Tactical Conversion v 0.54c

http://www.rogepost.com/n/4658979518

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