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

IRM v 0.54d is released.

Submitted by Fallen Haven on Sat, 2007-01-06 17:39. SE:V MODs

Nothing serious has been changed, fixed a few minor things, added a readme link and changed the compression format to Zip. Here it is, enjoy.

Inter-Related Conversion
http://www.rogepost.com/n/5485884295

Readme file
http://www.rogepost.com/n/9575141011

‹ Shield Mounts? Score Weighting ›
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Ashbery76's picture
Mod Designer

Nice young girls.

Submitted by Ashbery76 on Sat, 2007-01-06 17:53.

Nice young girls. Smiling

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thank you

Submitted by evilginger on Sat, 2007-01-06 17:53.

Thank you I hope it works for me this time as I need a change form both stock & BM

Stock
The AI marine took cover behind the building and took aim with his M16 as the advancing Alien warrior and fired The Advancing Klargon warrior became aware of the attack even as it was made and levelled his obliterator carbine there was a flash and the marine his platoon the supporting tank as well as the building where gone. The Warrior walked on wondering if there would have to be another Klargon civil war for it to get a good fight.

BM
The Klargon warrior dropped to his knee before the enthroned warlord and spoke "Dread lord we have the colony of the terrains in sight and it is ringed by mines, shall I order in the pathfinder fleet lord"

On his throne the dread Warlord of Klarg picked his fangs and thought why must the Terrains cower behind their floating bombs why will they not fight like warriors

Of to try it

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I am scared by this mod

Submitted by evilginger on Sat, 2007-01-06 23:45.

Just to confirm the Zip format works and it plays well there are some odd little issues I picked up but they are minor and I am playing it for fun not QA at the present.

Why is it scary

1 I lost a frigate level fight with a neutral empire. The enemy frigate had better weapons and armour than I did by two tech levels and beat me in a one on one fight this was a couple of years in

2 I arranged a treaty expanding and not ready for a war which developed to include a technology transfer clause in it nothing major but I was after scavenging a few TL’s in useful stuff that I didn’t have the research pool to research. Didn’t pay much attention till my To in projectile weapons started to rocket 11 years in I have tl25 in projectile weapons thanks to this neutral empire which also has ten times more ships than I do and all the colony techs. Not to mention three times my research pool

I think we have a runner here fallen haven.

I did max out the AI bonus as usual but feel that I need not have done. I have not met a major empire yet so I don’t know what will happen then.

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Nice

Submitted by darkgift on Sun, 2007-01-07 07:22.

Sounds like a contender. My current game is a love-fest with everyone "Amiable" or "Receptive" so I think I'll can it and try this instead. I'll let you know how it goes, FH.

(I know I could just attack them, but to make it fun I'd have to do it before I was ready. And condemning your outer worlds to certain death is a hard step to take...) Smiling

Edit: Ack! I set up a new game using your mod, did ship designs and everything, and was looking forward to it -- then the game crashed on trying to Save. I tried a few more times, and same thing. I know others have complained of this problem before, but I never had any crashes while using Balance. I'm playing 1.20. Any ideas?

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That AI is a mere baby...

Submitted by Fallen Haven on Sun, 2007-01-07 07:26.

evilginger wrote:
Why is it scary

Wait to see my next generation AI, it steamroll the current one. I will have to give it a warning label : Do not feed the AI.

I'm happy to see that my AI is strong enough to pose more than a challenge. In my test games i though my Empire was growing too slowly (i was testing the Minister settings). But i never actually played against it (but in the current version the AI is way too peaceful, my next generation isn't as easy to befriend, though you can always make deals if you are determined enough).

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No idea.

Submitted by Fallen Haven on Sun, 2007-01-07 07:29.

My mod never crashed on me, even when testing incomplete features. And i do save my test game and load it back after having done some scripts changes. I'm clueless as to what can be wrong...

But i can suggest that you do not mix any other mod with mine, they are absolutly not compatible...

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I'm not mixing anything with

Submitted by darkgift on Sun, 2007-01-07 07:34.

I'm not mixing anything with it. It was a clean extraction of your folder and then I select your mod at startup.

It turns out it crashes when choosing any item from the Game menu -- Options, New, Load, etc. Going to try a reboot for starters.

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Well...

Submitted by Fallen Haven on Sun, 2007-01-07 07:44.

I did have some problems before with Se5. What i did to fix them was to defragment it (it took a long time, this game mess up an HD like no others). Afterward the game worked fine, and it still does. Of course i have a partition almost dedicated to the game...

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Problem solved: SOUND

Submitted by darkgift on Sun, 2007-01-07 08:12.

Strangely enough it was a sound issue. I had modified my stock Settings.txt file to disable sound/music (since I play with them off anyway). Your mod's Settings.txt has a setting of TRUE where mine had FALSE. And I guess the conflict somehow caused a crash when the game switched between the two files (i.e. when temporarily leaving your mod via the Game menu). I just switched FALSE back to TRUE in the global Settings.txt, and now it runs fine.

Summary: it wasn't your mod--it was mine!

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Good.

Submitted by Fallen Haven on Sun, 2007-01-07 08:19.

darkgift wrote:
Summary: it wasn't your mod--it was mine!

Now, try to kick my AI's ass Smiling.

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sounds promising

Submitted by KarateKid on Sun, 2007-01-07 11:38.

This mod sounds very promising, I'll give it a try for sure after I finish my current BM game Smiling

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A little hint about releasing mod

Submitted by Orzelek16 on Sun, 2007-01-07 15:16.

In each empire dir you have hidden file named thumbs.db. Removing it before making zip file would cut it's size down more than half.

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Where?

Submitted by Fallen Haven on Sun, 2007-01-07 16:47.

Orzelek16 wrote:
In each empire dir you have hidden file named thumbs.db. Removing it before making zip file would cut it's size down more than half.

I just checked and i don't find any hidden files anywhere...

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Go into explorer and turn on

Submitted by jeep on Sun, 2007-01-07 16:55.

Go into explorer and turn on "show hidden files" in the View tab of folder options.

When you take out the binary Thumbs.db files, the entire folder of ascii-based script files can compress down to 2MB rather than the current 4MB. If you use WinRAR, you can pack the entire mod into a 350KB file.

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.

Submitted by KarateKid on Sun, 2007-01-07 17:56.

Also, since this mod is in beta. Is there anything in particular you want us to test out or keep a look out for?

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Thumbs...

Submitted by Fallen Haven on Mon, 2007-01-08 08:23.

jeep wrote:
When you take out the binary Thumbs.db files, the entire folder of ascii-based script files can compress down to 2MB rather than the current 4MB. If you use WinRAR, you can pack the entire mod into a 350KB file.

I found thoses, but they were only in the RAR file. I believe it's a reminder that i haven't paid for that shareware and the program is probably designed to add thoses files. I haven't found thoses anywhere else...

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Well...

Submitted by Fallen Haven on Mon, 2007-01-08 08:26.

KarateKid wrote:
Also, since this mod is in beta. Is there anything in particular you want us to test out or keep a look out for?

Check for ballance issues, AI quirks, typos or things that don't seem to work properly. My mod is huge, there is bound to have mistakes. Just yesterday i found that the Wave-Motion was capped at 60 levels while most of the other weapons can reach 100. It's the kind of things players can run into...

Edit : Another thing you really should look into is the ship designs. I have made a lot of ship designs for the AIs, but it's possible that they don't get made properly. Like the Drone carriers, i had many occasions where it wasn't getting it's drone launchers (not sure if i fixed it properly). Also some reports about how effective the designs are against the player...

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Captain Kwok's picture
Mod Designer

Thumbs.db

Submitted by Captain Kwok on Mon, 2007-01-08 08:26.

You can always delete the thumbnail files directly from the .zip file itself. Just do a sort by filetype and all your thumbs.db will be neatly ordered and ready to be deleted.

When you zip a folder, it adds both visible and hidden files automatically.

-----

Space Empires Depot | SE:V Balance Mod

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Stupid thumbs...

Submitted by Fallen Haven on Mon, 2007-01-08 08:30.

Captain Kwok wrote:
You can always delete the thumbnail files directly from the .zip file itself. Just do a sort by filetype and all your thumbs.db will be neatly ordered and ready to be deleted.

When you zip a folder, it adds both visible and hidden files automatically.

Yeah but they were not in the source directory, as far as i can tell, it's the Winrar program that created them..

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Captain Kwok's picture
Mod Designer

To show hidden files

Submitted by Captain Kwok on Mon, 2007-01-08 09:29.

When using window's file explorer, you can set your system to display hidden files Under Tools - Folder Options - View. Thumbs.db files are only created by Windows for showing the little thumbnail images of pictures when using file explorer to view folders.

-----

Space Empires Depot | SE:V Balance Mod

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Alright...

Submitted by Fallen Haven on Mon, 2007-01-08 12:02.

Captain Kwok wrote:
When using window's file explorer, you can set your system to display hidden files Under Tools - Folder Options - View. Thumbs.db files are only created by Windows for showing the little thumbnail images of pictures when using file explorer to view folders.

I did not know about thoses and most of the time i set my folders to see only the list. I did not knew that windows created thoses files and that i could actually copy them...

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Shield tech

Submitted by evilginger on Mon, 2007-01-08 18:59.

Playing with the Mod and picked up a few bugs or possible bugs which I am confirming and noting down most of which are very minor.

There is one glaring problem I have at the moment is how do you develop shield tech as I know its in the game but starting from the bottom of the tech tree I have no idea how to get it. I don’t know if this is me or a bug

Other ones of note are

The colonising minister does not work and the ships do not automatically stock up on population when a colonization order is given resulting in me making a lot of empty colonies (this seems to be an intermitant bug as I am now playing a game where the auto fill function is working after two where it did not)

The population transfer minister does not work which is a particular pain because of the above manually backfilling empty colonise is a real pain ( I am aware of this being a problem in stock but it might be fixable by Moding )

Suggestions
Mines are too big or the warheads are too small my I suggest making extra components available for mines as well as I can see a role for armour and for detonators so that they shouldn’t always work and perhaps mine stealth technology which would make them harder to sweep. At present Mines are far too powerful

Introducing an energy weapons tech for lasers et al

Introducing advanced hull tech to give an extra ten tech levels of each ship hull which

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Hum...

Submitted by Fallen Haven on Mon, 2007-01-08 21:26.

evilginger wrote:
There is one glaring problem I have at the moment is how do you develop shield tech as I know its in the game but starting from the bottom of the tech tree I have no idea how to get it. I don’t know if this is me or a bug

Shield tech require Shield Theory first (Theorical). You wont be able to have shields before then. I did it to slow down the progress of technologies, shields take more time to appear.

Quote:
The colonising minister does not work and the ships do not automatically stock up on population when a colonization order is given resulting in me making a lot of empty colonies (this seems to be an intermitant bug as I am now playing a game where the auto fill function is working after two where it did not)

Hum... When i run the game on full ministers i have no problem, the AI fill it's ships and go where it need to go. Maybe you forgot to add a minister.

Quote:
The population transfer minister does not work which is a particular pain because of the above manually backfilling empty colonise is a real pain ( I am aware of this being a problem in stock but it might be fixable by Moding )

Try more of the ministers at once, that might fix the problem. In my test the AI fill it's colonies very fast and to shuttle stuff around so each colonies has defenses.

Quote:
Suggestions Mines are too big or the warheads are too small my I suggest making extra components available for mines as well as I can see a role for armour and for detonators so that they shouldn’t always work and perhaps mine stealth technology which would make them harder to sweep. At present Mines are far too powerful

I think i'll go to smaller, cheaper mines.

Quote:
Introducing an energy weapons tech for lasers et al

Why? Already have tons of tech to research and more weapons than i can care to count. Of course if you have some niche to fill (ie a gap between some techs)...

Quote:
Introducing advanced hull tech to give an extra ten tech levels of each ship hull which

Ouch, aren't the ships big enough already? Bigger and you may end up with ships that have no more slots to fill them or that are so expensive to build that you can only support 1 or 2 of them. You can't defend an Empire very well with only one fleet. I prefer to keep the hull size the way i made them, it's more ballanced (so no frigate the tonnage of a Battleship).

Edit : I already increased the hull sizes (at least, how much they increase my levels). The larger Hulls can hold a lot. For ballance reasons i don't want the small hulls to beat the larger ones in capacity, no matter the tech.

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Thank you

Submitted by evilginger on Mon, 2007-01-08 23:52.

Colony minister thing is intermittent and has not happened since the first two games I played with the mod when it happened later on as I manually colonised the initial colonies. It happened when I acquired an other form of colonization and wanted to automate back filling these worlds. I am going to have to keep trying it out as there may be certain conditions in which it doesn’t work for some reason but it otherwise works (hate tracking down that sort of error)

Thanks for the mine change I loathe mines with a passion thanks to the balance mod and you can get a stupid number of warheads even in a small nine at the moment

Suggestions
Advanced hulls
Advanced hulls would not under any circumstances make the hulls any bigger I was thinking more in terms of bonuses to structure and other advances but not tonnage indeed a tl 10 hull is plenty big enough for what it needs to have in it without being too small

Lasers
This was just a suggestion I only thought of it as I was typing my post

Any way I am thoroughly enjoying your mod and look forward to its further development

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My next version is comming fast...

Submitted by Fallen Haven on Tue, 2007-01-09 00:04.

I made a few ballance changes (like the mines) and the AI is almost complete (i'm trying to root out a political problem i created). My new research patern is bullet proof and should make the AI research in a semi-intelligent way. I just need to tweak a few things so wars actually happen without the help of the player, i hate ultra friendly AIs...

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Personality

Submitted by evilginger on Tue, 2007-01-09 00:15.

AI's should have personality but an initial minimal treaty isn’t over friendly it’s a cheap way of ensuring some sort of peace whilst the first contact is evaluated. I have no objection to an AI offering such a treaty and then when it’s worked out it can take you on repudiating it and attacking you. The AI in Medieval total war and Rome total war does this all the time but historically dodgy empires will back stab you if they think they can get away with it. That they never do is testament to my personal skill as a cavalry general.

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Captain Kwok's picture
Mod Designer

Mine Usage Rampant-ness

Submitted by Captain Kwok on Tue, 2007-01-09 00:19.

A note with the mines - they're rampant for two reasons. One is that the 100 per sector limit is being ignored and two is that a script function is not working in v1.20 (but fixed in v1.21) that is preventing planets from keeping some in cargo for mine layers to use on WPs instead of planets.

-----

Space Empires Depot | SE:V Balance Mod

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further work on ministers

Submitted by evilginger on Tue, 2007-01-09 03:47.

Have spent all night playing the game to check this out and I can confirm that the Ministers seem to be working fine for the AI when they are all on together. However I can confirm that the population transfer minister does not work neither does the colonization minister for a human player, unless you turn all the ministers on perhaps but I can’t confirm that. The problem seems to be something to do with the ships not loading population at the planet they are built and having too little population at any other planet for them to pick up. I don’t know but I suspect there might be some limit to stop planets being depopulated this way. I have seen colony ships built at planet A go to planet B to pick up population before going of and colonizing stuff.

The repeat orders instruction is also intermittently turning itself off and I have no idea why. Perhaps this game needs the facility to set up simple macros for repetitive tasks

Sorry to bug people with this and I will stop if its being a nuisance.

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Comments

Submitted by darkgift on Tue, 2007-01-09 05:50.

After 40 turns or so, I'm liking it. Some misc comments:

1) I noticed the Pop Transport minister bug as well. I don't use the others, but when PT min is turned on alone, ships under its control just sit there.

2) Planets are tougher, and I'm glad. In SEIV, and SEV Balance (I haven't played stock), one early frigate can exterminate 50M people, which is unrealistic. I attacked a defenseless (undomed) colony in your mod and did 0 damage. That got me thinking: is there a defensive difference between domed colonies and undomed? Logically, other defenses notwithstanding, a domed colony should be easily exterminated by a few holes in the dome. But I think it should be impossible to kill undomed population in significant numbers without true planetary bombardment weapons. Possible? Already the case?

3) The tech tree frustrated me at first because (I peeked at the txt file) there are sometimes 3-4 requirements for a component. I went to construct a Baseyard and then learned I wouldn't be able to until L10. Frustrating at first--but in retrospect I like it. Same with other items coming later. It makes the game more interesting that everyone doesn't quickly have identical weapons. When you get to differentiating races, you should def. have them focus on widely different areas.

4) Mines. They are too powerful, and plain aggravating in great numbers, but I'd like to see your AI use them a little more. I haven't encountered a minefield yet. As for countering it, is it possible to create a hull component that specifically absorbs mine damage and ONLY mine damage? Anti-Mine Plating or such?

5) Ship designs. Frigate vs Frigate, I mostly lose. I did give the AI's a starting tech boost, but the designs also seem to be a factor. (Heavy armor and a few weapons, whereas I tend toward the opposite.) I started sending small fighter groups after Frigates instead. That worked at first, then another class popped up which also died, but hammered my fighters in the process. And how surprised was I to descend on a "defenseless" lone Colony Ship only to take 57% damage killing it? Well armed colony ships - great. Often colony ships can outrun me and escape.

6) 2 of 3 AI's are outexpanding me, and all have many many more ships than I do.

7) I don't like the sensor requirement in ship design because I play "Whole System Visible" (SEIV style)--but then it's only 5K of space. Still, in late game when everything is fleet-based, doesn't that kill the idea of using a "Sensor Ship" with each fleet, rather than putting a sensor on every ship?

8: You should add the Design Type "Support Ship" to account for Supply/Ordinance Ships and such.

9) I keep bringing this up, and it's not specific to your mod, but I can't wait for better diplomacy / AI attitudes. I like to feel like the galaxy is a hostile place, but at the moment unless you do something mean, everyone will like you. Even if you do attack them repeatedly without declaring war, they're happy again if a year passes without incident. At least their default state should be Indifferent.

Minor errors:

-Point Defense Cannons L1 & L2 both showed up for me when I researched PD L2--L1 gave nothing.
-Misspellings in Tech tree: In description of Gauss Tech "magnetic" is (I think) "maniatic"; and tech area "Conventional Weapons" has an extra "n" in the first word.

Good work, please keep it up.

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Another possible intermittent bug

Submitted by darkgift on Tue, 2007-01-09 06:23.

Forgot to mention this. Happened twice, but can't recreate it.

Turn 1: Fighters launch from planet, get 1/1 movement (as normal)
Turn 2: Fighters get 1/18 movement (abnormal)
Turn 3: Fighters get 18/18 movement (back to normal)

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AI friendliness

Submitted by darkgift on Tue, 2007-01-09 07:10.

Edit: moved this post over to "AI and Treaties" thread!

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Glad you like it :)

Submitted by Fallen Haven on Tue, 2007-01-09 08:35.

"I don’t know but I suspect there might be some limit to stop planets being depopulated this way. I have seen colony ships built at planet A go to planet B to pick up population before going of and colonizing stuff."

This is on purpose. I created a formula that for that. It will value a nearby planet over the one you build the ship on. So if you build many colony ships, they won't depopulate the planet. Of course, if no high population planet are availiable, they will load on the planet that build them. Seem the calculation might be the reason they refuse to load at time, you did not allow the AI to control the ship fully so it can choose where to load itself.

"The repeat orders instruction is also intermittently turning itself off and I have no idea why. Perhaps this game needs the facility to set up simple macros for repetitive tasks."

It might have to do with my weighting system. The more units you build in a row, the less priority they get, eventually they shut down to leave room for another, higher priority build queue. Don't let the AI choose what to build if you don't want it to shut down your build queues. Maybe i should include some scripts to override this tendency when the player is partially in control.

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Some more notes.

Submitted by Fallen Haven on Tue, 2007-01-09 09:08.

"1) I noticed the Pop Transport minister bug as well. I don't use the others, but when PT min is turned on alone, ships under its control just sit there."

Might have to do with how my new AI calculate the availiability of population. I made it so it value population from nearby planets over thoses of the planet they are on. If they are not allowed to move on their own to pick stuff up, they might just sit there. Also, if the planet is low on pop (relative to other planets), it will refuse to load it there... Also ships will stay there until they can fill themselves up. If there is not enough to fill themselves, they wait.

"2) Planets are tougher, and I'm glad. In SEIV, and SEV Balance (I haven't played stock), one early frigate can exterminate 50M people, which is unrealistic. I attacked a defenseless (undomed) colony in your mod and did 0 damage. That got me thinking: is there a defensive difference between domed colonies and undomed? Logically, other defenses notwithstanding, a domed colony should be easily exterminated by a few holes in the dome. But I think it should be impossible to kill undomed population in significant numbers without true planetary bombardment weapons. Possible? Already the case?"

Yes, bombs are much more powerful against planets. You will need a lot of normal guns to kill just 1 population. Of course, with late game weapons, about anything might be able to cause planet damage... Still, you need like 2000 points of damage to kill 1 pop, and normal damage weapons do 0.05% or so... You are more likely to damage cargo or structures...

"3) The tech tree frustrated me at first because (I peeked at the txt file) there are sometimes 3-4 requirements for a component. I went to construct a Baseyard and then learned I wouldn't be able to until L10. Frustrating at first--but in retrospect I like it. Same with other items coming later. It makes the game more interesting that everyone doesn't quickly have identical weapons. When you get to differentiating races, you should def. have them focus on widely different areas."

Glad you like this.

"4) Mines. They are too powerful, and plain aggravating in great numbers, but I'd like to see your AI use them a little more. I haven't encountered a minefield yet. As for countering it, is it possible to create a hull component that specifically absorbs mine damage and ONLY mine damage? Anti-Mine Plating or such?"

I reduced the mines tonnage in my incomming version. It was a bit too high. But are the mine sweeper good enough at cleaning mines? The AI mine sweeper load several of them, is it nessessary or mandatory? I have never encoutered mines in my test so i don't know how effective they are... If not, i might increase the sweeping of mines sweeper. Though i would prefer that you actually need a dedicated mine sweeper to clear minefields...

"5) Ship designs. Frigate vs Frigate, I mostly lose. I did give the AI's a starting tech boost, but the designs also seem to be a factor. (Heavy armor and a few weapons, whereas I tend toward the opposite.) I started sending small fighter groups after Frigates instead. That worked at first, then another class popped up which also died, but hammered my fighters in the process. And how surprised was I to descend on a "defenseless" lone Colony Ship only to take 57% damage killing it? Well armed colony ships - great. Often colony ships can outrun me and escape."

Colony ships are slow, if they outrun you it must be that you don't load all the engines you can on your ships. You encoutered an armed colony ship? I don't remember to have coded that... Well, if the AI can i won't stop it from doing so Sticking out tongue.

Edit : The more armor plating you have, the less damage you take. There is a small stacking property to armor. Don't forget that my weapons are armor piercing. If you are low on armor, you might take internal damage. Armor is much more than a structural number now. And so are shields...

"6) 2 of 3 AI's are outexpanding me, and all have many many more ships than I do."

My scripts show their potential here Smiling.

"7) I don't like the sensor requirement in ship design because I play "Whole System Visible" (SEIV style)--but then it's only 5K of space. Still, in late game when everything is fleet-based, doesn't that kill the idea of using a "Sensor Ship" with each fleet, rather than putting a sensor on every ship?"

I did force it because i had a tendency to forget to put them on. I might consider removing this feature... But it's only 5 kt. And don't forget sensors have more uses than just see nearby things. They have also a low chance of seeing hidden stuff...

"8: You should add the Design Type "Support Ship" to account for Supply/Ordinance Ships and such."

Will do that. I had that in mind but did not code it yet. I will add the design and allow freighter to load supply and ordnance as main components.

"9) I keep bringing this up, and it's not specific to your mod, but I can't wait for better diplomacy / AI attitudes. I like to feel like the galaxy is a hostile place, but at the moment unless you do something mean, everyone will like you. Even if you do attack them repeatedly without declaring war, they're happy again if a year passes without incident. At least their default state should be Indifferent."

In the work, though i'm still far for understanding all the subtilities of the diplomacy script. But i'm working on this.

Minor errors:

"-Point Defense Cannons L1 & L2 both showed up for me when I researched PD L2--L1 gave nothing."

Point defense cannons require a weapon tech, they won't give you anything if you did not researched any weapons yet.


"-Misspellings in Tech tree: In description of Gauss Tech "magnetic" is (I think) "maniatic"; and tech area "Conventional Weapons" has an extra "n" in the first word."

Manietic maybe, i will check that.

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I confirm it's not a bug...

Submitted by Fallen Haven on Tue, 2007-01-09 10:36.

Edit : The ship mister bugs might be related to how ship's orders are sent from one minister to the next. Disable one misnister it need and it won't do a thing...

Edit : Magnetic is how it should be spelled (in English), i checked on the net.

Build queue clean up is handled by the "Clean up Minister". If you don't want your build queues to disapear, don't turn it on.

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to clarify the point

Submitted by evilginger on Tue, 2007-01-09 14:33.

Need to clear one thing up I have seen no problem with build ques the repeat orders issue is ship related

Noticed it when I was setting up a population transport

Load at planet A go to planet B unload repeat

This was set up Manually using the orders buttons on the bottom RHS of the UI when the ship was selected

I am aware that this is supposed to stop when planet B is full but some times it would do so well before that and as planet A was my home world and on all but full population I don’t think that was it either.

Quick one which ministers do you think I need on to effect population transport?

I have the colonization minister on and the population minister and have given minister control off all ships new and existing. This was enough to get the colonization minister to work in stock as I recall

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Minister of bug report.

Submitted by Fallen Haven on Tue, 2007-01-09 15:08.

evilginger wrote:
Noticed it when I was setting up a population transport

Load at planet A go to planet B unload repeat

This was set up Manually using the orders buttons on the bottom RHS of the UI when the ship was selected

I am aware that this is supposed to stop when planet B is full but some times it would do so well before that and as planet A was my home world and on all but full population I don’t think that was it either.

I'm not sure what can be causing this, for sure there is no problems when most of the ministers are on. I will have to dig on that but 0.6a is almost done, might need to wait the next revision for that as it may take some time to narrow down the bug.

Quote:
Quick one which ministers do you think I need on to effect population transport?

I have the colonization minister on and the population minister and have given minister control off all ships new and existing. This was enough to get the colonization minister to work in stock as I recall

Not sure, i'm not used to the ministers either. One thing is sure is that you may have to select the ships and planets for minister control after you turned the minister on...

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Mines & Armed Colony

Submitted by darkgift on Tue, 2007-01-09 16:30.

Re: Anti-Mine Plating: Sweeping works fine, but this would be an alternative approach. A ship with mine armor could brute force its way through a minefield, leaving behind all mines that don't detonate instead of clearing the path for other ships. A bulldozer approach, for when you can't wait for the sweeper to arrive. It should not be 100% effective, and the space used would reduce weapon tonnage. Just a thought, anyone can use if they like it.

Re: Armed Colony: I don't have access to the enemy design, and I use Strategic combat. So all I know is I came away from a fight with a lone colony ship with 1 of my 2 frigates heavily damaged, so it had something. Colonies can outrun me I think because I'm a few levels behind in engines.

Edit: I checked out the colony ship design and no weapons... so how did I take 50% damage? Friendly fire?

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Frigate rams colony ship?

Submitted by Ekim Nameoh on Tue, 2007-01-09 16:38.

Is it possible that one of your frigates rammed the colony ship? I have seen collisions occur in tactical combat like that.

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Check out the militia

Submitted by evilginger on Tue, 2007-01-09 16:45.

Check that the militia is working properly as I invaded three AI worlds owned by a Neutral AI and after a stiff fight with the defending squadron I landed troops and there was no one to fight with I thought at first that there was some recurrence of the old troop movement bug, but as my troops just sat there and milled about in place Then I noticed that there was no enemy just before the battle ended and I won. On the look out for this I spotted the same thing every other time I invaded a planet.

In all cases the planets population was full and as one of them was the neutrals home world that had a healthy population. Neither did I bombard any of them before landing

I have not tried this on a major empire as there is only one in the game so I don’t know if it’s exclusive to Neutral AI’s

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combative colony ships

Submitted by evilginger on Tue, 2007-01-09 16:52.

darkgift wrote:
Re: Armed Colony: I don't have access to the enemy design, and I use Strategic combat. So all I know is I came away from a fight with a lone colony ship with 1 of my 2 frigates heavily damaged, so it had something. Colonies can outrun me I think because I'm a few levels behind in engines.

Edit: I checked out the colony ship design and no weapons... so how did I take 50% damage? Friendly fire?

Did it have any point defence weapons at all as I have used PD equipped colony ships myself as blockade runners and some PD weapons will give a chasing ship the Proverbial bloody nose. PD being useful to assist in escaping missile boats and I have seen PD on freighters done by the AI before so why not colony ships.

Ramming is normally fatal for the smaller ship from my experience so I am not sure on that

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WP Transit

Submitted by darkgift on Tue, 2007-01-09 16:54.

Not sure if this one is just your mod or others too, but with a Fleet consisting of colony ship, transport, and 2 escorts, no arrangement I make in the Fleet screen can cause the escorts to become #'s 1 and 2 in Transit Order under WP Transit. It always wants to send the unarmed ships through first.

Or does the transit order not matter during combat at a WP?

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I have no way to...

Submitted by Fallen Haven on Tue, 2007-01-09 16:58.

evilginger wrote:
In all cases the planets population was full and as one of them was the neutrals home world that had a healthy population. Neither did I bombard any of them before landing

I have not tried this on a major empire as there is only one in the game so I don’t know if it’s exclusive to Neutral AI’s

Kwok said it a while ago that there is no way to set how many militia show up on any colony. It's currently hardcoded and changing values in the setting.txt does nothing. I don't know if neutral empires bother to build troops and fighters, or if they leave any at home. I haven't played a long enough game to know for sure...

As for the request for anti-mine armor... Well i could code something but then i would have to code something so the AI use it too. I'm not sure how i could ballance this and what logic i should use to explain why one type of armor is less affected by mines than another... But emissive armor takes 30% less damage by default in my mod, that armor might do better in a minefield, though the best defense against mines is still the sweeper or avoiding the minefield.

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thats odd

Submitted by evilginger on Tue, 2007-01-09 17:03.

That’s odd because when I have invaded worlds in balance mod and Stock there has almost always been at least one unit of militia except in cases where I bombarded the place extensively before landing. I am glad it’s not your mod that’s done this

I will have to invade a major empire world and see what happens then

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Colony ship damage

Submitted by darkgift on Tue, 2007-01-09 17:04.

Edit: Ekim's post reminded me, and I know what happened now. I was frustrated with the Colony Ship escaping with its faster engines, and with only 1 movement point left I set my frigates to Kamikaze to be sure they'd chase it down... I guess they took the order very literally. Smiling

Too bad Strategic Combat is only tiny dots. It would be nice if you could watch rendered combat as in (GASP) MOO3.

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Anti Mine armor

Submitted by darkgift on Tue, 2007-01-09 17:12.

Not trying to force the matter or anything, and I haven't reached your Emissive Armor yet, but you could always say AM plating has a special coating that prevents mines from adhering to the hull, or repels them on approach. Smiling It could have the same effect against ramming attacks.

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mystery solved

Submitted by evilginger on Tue, 2007-01-09 17:12.

Thats good as inexplicable behavior is always worying when you are bug hunting

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Hum...

Submitted by Fallen Haven on Tue, 2007-01-09 17:47.

darkgift wrote:
Or does the transit order not matter during combat at a WP?

I have no idea how the game handle this, and i haven't played the stock game enough to know what happen either. I believe armed ships comes in first, or MM coded this with the damn Alpha sort that would make them come in their names aphabetical order...

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AN AI SURENCERED!!!!!!

Submitted by evilginger on Tue, 2007-01-09 20:29.

Sorry to get excited but whilst play testing this Mod I actually had an AI surrender ok so they where well and truly beaten but they surrendered

Does little jig

AN AI SURENCERED!!!!!!

I did demand they do so though if it makes any difference

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Surrender.

Submitted by Fallen Haven on Tue, 2007-01-09 21:54.

evilginger wrote:
AN AI SURENCERED!!!!!!

Yes they can surrender. If you are 300% their score they will. In the next version you will be able to bully them into abusive treaties so they don't have to surrender. But expect the AI to do it too Laughing out loud.

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A question.

Submitted by Fallen Haven on Wed, 2007-01-10 00:25.

I'm actually struggling to implement a formula to get my Large Support and Crew Quarters. Does anyone find it useful to have a small and a large version of thoses or i should just keep one? Also i am considering upping the number of crew required for the larger ships but that would mean more crew and support to fill the design. Unlike Kwok i don't have a formula to calculate how many of them i need for the level of the device so i'm stuck adding more than actually needed. This is bugging me right now and it's delaying the release of my next version...

So what you guys suggest i do with this issue?

Edit : Problem solved, i created my very own formula to choose the right size of crew quarters while taking into account it's level. I even found a bug in the Large versions of the two componment that did not allow them to grow as large as they should. So another improvement for my mod Smiling.

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crews and life suport

Submitted by evilginger on Wed, 2007-01-10 00:32.

I have used the larger life support on bigger ships especially as I tend to forget to research and upgrade them quite a lot so it’s nice to avoid filling up space with multiple components. I have no objection to crew sizes increasing as such but feel that doing so will make the large life support components more rather than less necessary.

on the subject of surrender its nice to get an AI which is prepared to be reasonable and I very much appreciate the hard work you are doing getting the Mod to the point it is now.

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Warp Order

Submitted by darkgift on Wed, 2007-01-10 03:37.

Solved: I stumbled across a Transit Order setting in Empire options. Default says "All ships transit simultaneously" = TRUE. Clicking toggles it to FALSE and you set the preferred order. But believe it or not, I don't have 2 ships in the same system to stack up and test if it works. This is the point in the game, when I'm a paper tiger, ignoring defenses, that I'd love for an AI to send a fleet or two at me instead of begging for treaties!

I second evilginger's thanks to you FH. And eg, congrats on the surrender!

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Gauss weapons

Submitted by darkgift on Wed, 2007-01-10 05:42.

FH, your Gauss weapons as they stand are just slightly larger DU cannons. They do slightly more damage, but have proportionally higher cost and tonnage. Plus, I built two identical frigates, one with DU and one with Gauss, same level, and the Gauss gets slaughtered. (Smaller DU size also means 1 extra armor) I like the idea, but to be worthwhile the Gauss should be different in a real way. For example, you could have it do lower damage than a DU but with much higher accuracy. Like the M16 (hi accuracy/low penetration) vs an AK47 (low accuracy/hi penetration).

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More observations

Submitted by darkgift on Wed, 2007-01-10 06:39.

-Just ran into an AI ship with a Class name different from its ship name, so AI is upgrading its ships -- great.

-I'm hiding mine-protected satellite groups in enemy systems, inside opaque sectors, to keep an eye on their movements. Is it possible to have the AI send a ship that isn't busy into storm/asteroid sectors at random intervals to check for things like that? It would be nice to get caught. (Of course, I'm only assuming they really can't see me -- maybe they just aren't attacking.)

-AI doesn't seem to be building defense bases in decent numbers. Most planets have none, and a homeworld I can see only has 1.

-While you're working on the AI diplomacy, I hope you consider preventing its mood from drifting toward Amiable for no reason. If we've barely met, why should they like me so much? Maybe some races should be naturally friendly, but by far my biggest gripe about the game right now is having complete control over where and when I fight. I've been bullying the last place AI for 30 turns now, and he never declares war or even sends me a warning. If I leave him alone for a few turns, he starts liking me again.

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More stuff.

Submitted by Fallen Haven on Wed, 2007-01-10 09:38.

darkgift wrote:
-I'm hiding mine-protected satellite groups in enemy systems, inside opaque sectors, to keep an eye on their movements. Is it possible to have the AI send a ship that isn't busy into storm/asteroid sectors at random intervals to check for things like that? It would be nice to get caught. (Of course, I'm only assuming they really can't see me -- maybe they just aren't attacking.)

The AI do send patrols in my mod, they probably have spotted you. Are you at war with them?

Quote:
-AI doesn't seem to be building defense bases in decent numbers. Most planets have none, and a homeworld I can see only has 1.

Build queues have been improved in my upcomming version, there should be more defenses. Also the priority for defense base is higher when they are in defense mode than in Attack mode.

Quote:
-While you're working on the AI diplomacy, I hope you consider preventing its mood from drifting toward Amiable for no reason. If we've barely met, why should they like me so much? Maybe some races should be naturally friendly, but by far my biggest gripe about the game right now is having complete control over where and when I fight. I've been bullying the last place AI for 30 turns now, and he never declares war or even sends me a warning. If I leave him alone for a few turns, he starts liking me again.

I plan on changing that. I will check that right after i deal with my annoying ship design bug.

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Strange.

Submitted by Fallen Haven on Wed, 2007-01-10 09:42.

darkgift wrote:
FH, your Gauss weapons as they stand are just slightly larger DU cannons. They do slightly more damage, but have proportionally higher cost and tonnage. Plus, I built two identical frigates, one with DU and one with Gauss, same level, and the Gauss gets slaughtered. (Smaller DU size also means 1 extra armor) I like the idea, but to be worthwhile the Gauss should be different in a real way. For example, you could have it do lower damage than a DU but with much higher accuracy. Like the M16 (hi accuracy/low penetration) vs an AK47 (low accuracy/hi penetration).

Strange, last time i tested it Mass Driver were more powerful than Depleted Cannon. Mass Drivers do more damage and have better range, that's why i made it bigger... In some test i made, Gauss Weapons used to beat the other type of weapons, but i should run other tests again. Don't forget that Gauss weapons are 2 weapons : Mass driver and Railgun. The railgun is superior to the Autocannon accuracy wise.

I think it's a case of min maxing. You have put equal numbers of weapons and filled the rest with armor. But fill them with equal armor then add the weapons and you'll the the Gauss Weapons will win the fight as they penetrate armor better.

Edit : I ran several test. I have made 2 designs, both with the same armor level but sqeezed one extra gun on the DUC design. Played several mock fight (5 vs 5, frigate size). The more armor i put on the designs, the more the MD is advantaged despite having 1 less gun. The less armor, the more the ballance goes toward the DUC. But on average, 1-3 MD survive the fight, but somtimes the DUC get on top. I think it's fairly ballanced.

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Gauss

Submitted by darkgift on Wed, 2007-01-10 12:03.

Quote:
I ran several test. I have made 2 designs, both with the same armor level but sqeezed one extra gun on the DUC design. Played several mock fight (5 vs 5, frigate size).

I just noticed there had been a slight level difference in my test. Even so, I can never see any cause to research both, and with DUC a multiple of 10kt they are easier to fit in designs, so I'd tend to pick them. On the other hand if the trade-off between accuracy & damage were more pronounced, there might be a case for using both. Just a nitpick really--keep on the bigger stuff like getting the AI to attack me, whatever weapon he uses. Smiling

Re: hiding in a storm/asteroid sector. But isn't what's inside the hex invisible to the patrol's sensors? They would have to move straight into it, and I would know if that had happened since there would have been combat. No state of war between us, but untreatied and Angry. Is there a way you can instruct AI patrols to go directly into storms? Again, assuming they really are "opaque" to most sensors like it says they are. I imagine I'm not the only player who'd hide stuff in there.

Edit: Sorry to sound "opaque" myself, but what's the difference between sensors and scanners?

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Jagzeplin's picture

i havent played for very long but...

Submitted by Jagzeplin on Wed, 2007-01-10 17:41.

i think scanners can show the components of a ship while sensors only show that its there

My name is Inigo Montoya. You killed my father. Prepare to die.

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