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

IRM V 0.6b

Submitted by Fallen Haven on Fri, 2007-01-12 13:04. SE:V MODs

This version fix all the bugs of the previous release and include the fixed scripts source.

Enjoy!

The mod :
http://www.rogepost.com/n/7281446910

The readme file :
http://www.rogepost.com/n/1155240768

‹ A.I. Modding Formula for %Increase to Damage ›
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Things to look for.

Submitted by Fallen Haven on Fri, 2007-01-12 17:12.

In this version i have made a few changes to the scripts to prevent ships from just sitting in place after they retreated. By default they should seek to return to the nearest spaceyard. Seem to work well, i haven't seen an AI controlled ship that retreated from a fight try to engage again with low supplies or ordinances for a little while since i added the code.

On the diplomacy front, i want to know if Peaceful and Aggressive race act like they should. I intended the Peaceful ones to like other player more quickly and be less warlike. On other hand, aggressive AIs are supposed to be difficult to befriend and get angry at anyone they have no treaty with, eventually declaring war to them. I suspect it's not working as intended as i have came to war with the Abbidon in my test game. I did not try to make them declare war on me, but they started to attack without warning and eventually had whole fleets raiding my planets... Not sure if it's because of the diplomacy tweaks or it's due to their longer memory that make them remember encounters and such longer...

Anyway, some report about this could help improving the AI.

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A quick fix.

Submitted by Fallen Haven on Sat, 2007-01-13 07:33.

The next version isn't ready yet, but there is an annoying bug in the planetsize.txt. Certain domed colonies don't get the right facility tonnage. It's easy to fix though, they should have 5 times the tonnage than their population limit (for exemple, a huge planet should have 10000 kt of facility for it's 2000 population, not 5000 kt). This typo was crippling the AI as well as the player unfortunate enough to get domed planets with the wrong tonnage.

About colony bombardment. If your weapons can't damage the population in the first few shots, don't bother wasting more shots, the population will never get casualties. Damage to the planet don't stack, so pop never get the required damage to kill them. You need more powerful weapons. I tryied to come with a better solution to make planets stronger, but seem population don't have hit points, they just require enough damage 1 one shot to kill them. Only the variable in the weapon damage file seem to affect people on planet, the ones in the settings.txt do absolutly nothing...

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Interesting Mod

Submitted by arnholio on Sat, 2007-01-13 10:44.

There are definately things i like about this mod. Questions, Does the AI know the proper path to the tech advances, I played quite a few turns, (not knowing what I needed for what) and finally managed to get destroyers, bombs, and quite a few other things. AI, however was still just sending out lvl 3 frigates with lvl 2 Weapons.

Also, what is the path to get better engines? I went to Ion Lvl 7 and saw only a 2 MP benefit.

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Looking forward to it

Submitted by darkgift on Sat, 2007-01-13 11:13.

Hi FH.

I have continued playing your mod. Since it seems like much has changed now, I think I'll be starting a new game using .6. I only had 3 AI players in the last one, so it was a bit lonely. I also (being new to SEV and not having played IV in a long time) made some stupid mistakes unrelated to your mod, such as getting into a major minerals crunch that made me start mothballing whole fleets. Smiling

I came across one possible bug. I was unable to mothball a Space Station (1200kt). It just sat there with Mothball orders turn after turn, taking up maintenance. I tried jettisoning its ordinance, scrapping it, firing on it, but nothing worked. It just sat there taking up minerals. I can't recall for sure, but I think I was able to mothball bases in Balance Mod.

About the AI ship designs: It seems they pick just the DU Cannon path (at least for frigates -- no destroyers yet) and no other weapons. The lack of variety in their ships made it a little too easy to know exactly what I needed to beat them. Of course these were what you called "Scouts" and "Light Gunships" so my guess is later on the designs get more varied.

I like what you did with planetary bombardment. It makes much more sense.

One little mistake in the Tech Tree under an area description: "particules" = particles.

Please keep up the good work. Looking forward to getting raided by the Abbidon.

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Aggressive empires

Submitted by darkgift on Sat, 2007-01-13 11:20.

The typical problem with aggressive AI's is that they tend to commit suicide by fighting too many wars against too many opponents. Maybe there's something you can do to counter that, such as whatever you did to make your AI able to maintain such big fleets, make the Aggro's even 10% better at it to make up for their higher casualties.

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Jagzeplin's picture

or

Submitted by Jagzeplin on Sat, 2007-01-13 11:27.

make a limit so that it will only declare war on an empire if it isnt at war with another. unless the other empire is really askin for it.

-----
Now get the hell out of our galaxy! -Captn Sherridan

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bug report

Submitted by evilginger on Sat, 2007-01-13 15:53.

0.54d
Research track for Applied Research continues but the last facility seems to be at TL20
0.54d
I am getting a lot of resource problems when I don’t think I should they occur when I am using a lot of one resource more than I am producing but have in no ways run out of it (I have a save game for this)

The AI is much better they surrender as previously discussed and I can fight limited war because they will make peace when they are thoroughly beaten. Have not tried O.6 yet as I was enjoying the 0.54d frankly I am

Is 0.6 backward Compatible with 0.54d saves By the way?

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unpacking bug

Submitted by evilginger on Sat, 2007-01-13 17:04.

I am having problems with unpacking 0.6a & b and get an error message when I start a new game. Might be an idea to post the files some where lese dodgy then Rogepost.

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I'm planning to.

Submitted by Fallen Haven on Sat, 2007-01-13 17:09.

evilginger wrote:
I am having problems with unpacking 0.6a & b and get an error message when I start a new game. Might be an idea to post the files some where lese dodgy then Rogepost.

Next version will be hosted, i made some arrangements for that. But i'm working this week-end and don't have much time online (but my work leave me plenty of time to code Sticking out tongue).

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The AI still struggle with the research tree.

Submitted by Fallen Haven on Sat, 2007-01-13 17:11.

The AI is quite good at managing large fleets and managing multiple planets, but i still struggle in making my new tech research work properly. I think i found a way to make it work properly but i'm still testing it.

What bug the AI down is the expensive requirment techs. They try to research them early, while they should research the lower level techs instead. There are 2 ways i can fix this. First make the AI follow a pre-defined research path like stock. The second is prevent the AI from research expensive technologies until it can afford them, or at least has reached some levels in basic techs. Right now, when it run into a tech it doesn't have, it will try to research all the required techs it can see in the tree, but for that will stop researching basic techs it actually need like weapons and engines... I'm working on this but i'm not sure if i should just scrap my whole concept and return to stock way of research...

"Research track for Applied Research continues but the last facility seems to be at TL20"

It's on purpose, i don't want research centers to become any better. But applyied research is needed for other things so i let it keep leveling up.

"I am getting a lot of resource problems when I don’t think I should they occur when I am using a lot of one resource more than I am producing but have in no ways run out of it (I have a save game for this)"

Population consume more ressources than stock, you have to check for that (and not just organics). Also make sure you have spaceports in each systems and build storage for that extra production you have. I believe the game don't care how much you produce, you must be able to store it before it can use it (make sense, production is just potential).

I'm working on fixing the AI research patern right now. I'm sure the AI will be really difficult to beat once i fix that. If not i just make a generic research pathern and let the AI go from there.

I believe the changes from 0.5d to 0.6b are not too drastic and the savegames should work. But it's always better to start over.

Edit : The Mothballing bug isn't of my doing, it happen also in stock. I can't do anything about this.

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Unpacking the mod

Submitted by darkgift on Sun, 2007-01-14 05:44.

evilginger,

I had the same error at first, if you mean "cannot find mod definition.txt." It's because inside the folder called "IRM V 0.6b" there are two subfolders, one for the mod and one for his source scripts. But the actual mod folder has to be directly underneath GameTypes, without any subfolders. In other words, unzip it, and then move the "Inter-related Mod" folder manually.

Edit: Has the mothballing bug been reported? It's pretty inconvenient considering how expensive bases are to maintain!

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Ship design bug

Submitted by darkgift on Sun, 2007-01-14 06:14.

In 0.6b. While creating a Small freighter, after adding the basic crew requirements plus 12 engines, just 4 small supply modules (20kt) is enough to cause the "40% of hull space must be for cargo" warning to vanish. Then you can put anything you want on it.

Related: I don't like that Cargo Modules are now 60kt instead of 40. It makes them hard to fit on Frigate hulls for things like Sat/Mine Layers. Maybe there could be a Small version at 30kt?

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thank you

Submitted by evilginger on Sun, 2007-01-14 07:20.

darkgift wrote:
evilginger,

I had the same error at first, if you mean "cannot find mod definition.txt." It's because inside the folder called "IRM V 0.6b" there are two subfolders, one for the mod and one for his source scripts. But the actual mod folder has to be directly underneath GameTypes, without any subfolders. In other words, unzip it, and then move the "Inter-related Mod" folder manually.

Edit: Has the mothballing bug been reported? It's pretty inconvenient considering how expensive bases are to maintain!

thanks and that the source code is with it is also interesting

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Update.

Submitted by Fallen Haven on Sun, 2007-01-14 07:23.

"In 0.6b. While creating a Small freighter, after adding the basic crew requirements plus 12 engines, just 4 small supply modules (20kt) is enough to cause the "40% of hull space must be for cargo" warning to vanish. Then you can put anything you want on it."

I should recheck the the formula that limit what can be put on freighter. I guess it's because engines contain supplies and will count toward the limit for supply modules.

"Related: I don't like that Cargo Modules are now 60kt instead of 40. It makes them hard to fit on Frigate hulls for things like Sat/Mine Layers. Maybe there could be a Small version at 30kt?"

For game ballance i did not want too many cargo to be loaded on any ships. Remember that you can use them to hold anything, and if they are too space effective players will load quantities of them on Drone Carrier, Carrier and the like. But i might grant your wish and add a smaller version (but more than likely, i will grant it to the AI).

=======================

I'm currently working on getting a dynamic research system for the AI. It's difficult to pull of as the original system is very linear and offer little support for changes of priority. One reason the AI in 0.6b is so weak is that my previous attempt is broken and that the AI eventually reach the bottom of the list and don't research anymore (it does not loop back to the beginning like i wanted it to). But i'm on the verge of having a solution. We might finally get an AI that is strong at researching what it need...

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AI Treaties

Submitted by darkgift on Sun, 2007-01-14 08:15.

Your tweaks to the AI already caused me trouble (of the good kind): I have an unarmed scout trapped in a dead-end system owned by a Neutral. The 1 WP is guarded, and and he won't answer my treaty request because the intrusion made him Angry. Abiddon are Displeased and also almost trapped my ship in their system.

The AI's no longer send treaty requests the minute you meet them, but once they do send one, they repeat it without waiting for an answer first. I think Kwok solved that in Balance Mod by having them wait a random number of turns (3-5?) between requests.

Hope you can get the research working the way you want it, cause it sounds great. I have faith.

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0.6b has that fix...

Submitted by Fallen Haven on Sun, 2007-01-14 08:35.

darkgift wrote:
Your tweaks to the AI already caused me trouble (of the good kind): I have an unarmed scout trapped in a dead-end system owned by a Neutral. The 1 WP is guarded, and and he won't answer my treaty request because the intrusion made him Angry. Abiddon are Displeased and also almost trapped my ship in their system.

In one of my games, i waited too long to make treaties with another AI. But when i did, it had already made a colony in MY home system. I could no longer colonise my own system because of this... Talk about a cheap way to start relations Sticking out tongue.

darkgift wrote:
The AI's no longer send treaty requests the minute you meet them, but once they do send one, they repeat it without waiting for an answer first. I think Kwok solved that in Balance Mod by having them wait a random number of turns (3-5?) between requests.

Hope you can get the research working the way you want it, cause it sounds great. I have faith.

Kwok shared his fix with me. But it might not work all as intended. And they do like to send similar, if not the same treaty, even after they have one with you. I guess i should recheck some booleans i changed, they might be the cause of this issue.

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Great so far. I did launch

Submitted by darkgift on Mon, 2007-01-15 06:02.

Great so far. I did launch right into #1 position, but as we know the overall score doesn't seem to mean much. It's hard to make friends with the AI's, which is as it should be. The neutral that trapped my ship finally attacked it, and then declared war.

Can't tell yet if this is a recurring quirk, but a few times now I have accepted a NI treaty request, only to have the offerer break it 1-2 turns later for no apparent cause, with no mood change, then ask for an NI again soon after.

To make up for their tech tree problems I think I'll start handing out weapons techs to them. I look forward to seeing what they do with fighters.

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Another day, another bug...

Submitted by Fallen Haven on Mon, 2007-01-15 08:13.

darkgift wrote:
Great so far. I did launch right into #1 position, but as we know the overall score doesn't seem to mean much. It's hard to make friends with the AI's, which is as it should be. The neutral that trapped my ship finally attacked it, and then declared war.

In my mod, score mean a lot, i seen to that.

Quote:
Can't tell yet if this is a recurring quirk, but a few times now I have accepted a NI treaty request, only to have the offerer break it 1-2 turns later for no apparent cause, with no mood change, then ask for an NI again soon after.

I believe i messed something, i'm looking into this...

Quote:
To make up for their tech tree problems I think I'll start handing out weapons techs to them. I look forward to seeing what they do with fighters.

I will soon have a fix for the AI tech research, be patient Smiling.

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Score

Submitted by darkgift on Mon, 2007-01-15 08:29.

So you changed how the score is calculated? Even though I'm only ahead (slightly) in population and number of ships, and behind in all else, I'm way ahead in overall points. Tech levels don't seem to count for much, because I gave all the AI's a 30 TL advantage over me to start, but I still went to the #1 spot with no difficulty. Seems (to me) like tech should be a pretty big factor in judging an empire's strength. And ship count is deceptive, since quality is much more important than quantity. So what if I have 200 frigates and transports and 500M more population if he can just blow them all away with 20 cruisers? Smiling Just food for thought as you develop.

IMO one of the best indicators of empire strength would be Victories/Defeats. One of my favorite 4x games, SPARTAN, tracks this, but I doubt there's a mechanism for it in SE:V.

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If everything was working as planed...

Submitted by Fallen Haven on Mon, 2007-01-15 14:14.

The AI does a good job at upgrading it's ships once it has new designs in my mod. If it could keep new techs comming in at a good pace, you would be in serious troubles. But right now it's research routine is broken so it eventually stop researching...

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Treaty spam

Submitted by evilginger on Mon, 2007-01-15 20:43.

The Ai's are defiantly different than they where when it comes to treaties but I am not sure that they are exactly better since I now need to deal with a lot more AI messages altogether. The AI seems to break treaties and declare war on you very quickly and for no readily apparent reason. It then does nothing for a few turns and then makes peace. This cycle of behaviour has repeated itself since I made first contact in the test game. At the same time I have only fought one battle with one of the empires I was at war with and I initiated that. I have built some fearsome planetary defences as a result of these war scares and a small but tough fleet but not much more. I also have never been offered more than a very basic treaty and since they break them so quickly not had a chance to build on them beyond that.

That said I really like this mod and the fact that every direct fire weapon tech has a weapon which can do point defence makes the AI so much more resistant to missiles is nothing short of inspired

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Good news.

Submitted by Fallen Haven on Mon, 2007-01-15 22:47.

I believe i have solved all treaties and research problems of the AI. I'm testing them right now and if all goes well in this game i'm playing, i will have a new version to release. The AI should no longer break treaties it just made or go to war for no reason. It should also improve it's technologies in an intelligent manner and switch it's priorities according to the need. The algorithm works, just need to make sure it works later in the game.

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Sweet. I really liked the

Submitted by Strabo4 on Mon, 2007-01-15 23:59.

Sweet. I really liked the earlier versions.

I hope this one is a good challenge Smiling

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I figured why the AI was breaking treaties so much...

Submitted by Fallen Haven on Tue, 2007-01-16 02:37.

I had placed limitation on the treaties to prevent the AI from making thoses treaties if it had not the requirements. Unfortunatly, it also meant they would automatically break treaties if the requirments where no longer met. I removed most of the requirments exept maximum anger (so if you annoy them enough, they break treaties immediatly). Still testing though, there might be a few diplomatic bugs left...

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Great... plus a new tech request

Submitted by darkgift on Tue, 2007-01-16 07:09.

Can't wait. I like that the AI's are hard to get along with, but single turn treaties is a little too hard. Smiling

I also found that they might not be marking Systems to Avoid wisely. An empire I was at war with tried to send a Colony Ship straight through my home system. Nice try.

This will be low on your to-do list, if at all (lots of work to make the AI use it) but I'd like to see the following tech that would diversify the game's economy. I don't like that it's so focused on Minerals that the other two almost don't matter.

Theoretical: Physics
Applied: Matter Conversion - The science of converting one form of matter to another.

Ship Component: Matter Converter - Converts XX% (increases w/ TL) of a ship's Mineral maintenance cost to Radioactives. One per ship effective. (Would let you run fleets primarily on Radioactives, with the price that the ships need this component.)

Facility: Mineral Replicator - Converts XXX (increases w/ TL) Radioactives from storage per turn into Minerals.

Just a thought because one of my favorite SEIV mods was Pirates & Nomads, which made Rads much more important. It makes more sense to me, too, to run ships on Radioactives.

Keep up the great work, I'll keep using it.

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Some good feedback :)

Submitted by Fallen Haven on Tue, 2007-01-16 09:56.

darkgift wrote:
Can't wait. I like that the AI's are hard to get along with, but single turn treaties is a little too hard. Smiling

I adjusted the difficulty to the type of AI. Peaceful are easier to get along than Aggressive. Peaceful relation will improve from just knowing you, but aggressive will worsen (neutral don't care that you exist).

Quote:
I also found that they might not be marking Systems to Avoid wisely. An empire I was at war with tried to send a Colony Ship straight through my home system. Nice try.

That is not something i know how to fix right now.

Quote:
This will be low on your to-do list, if at all (lots of work to make the AI use it) but I'd like to see the following tech that would diversify the game's economy. I don't like that it's so focused on Minerals that the other two almost don't matter.

As far as i know, there already is a tech to convert ressources to something else you need...

Quote:
Just a thought because one of my favorite SEIV mods was Pirates & Nomads, which made Rads much more important. It makes more sense to me, too, to run ships on Radioactives.

I increased (following your idea) the cost in radioactive of all engine types, this should in turn increase the upkeep in radioactive. Also adjusted the radioactive cost of shields, they are now radioactive hungry.

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Angry Neutrals

Submitted by darkgift on Tue, 2007-01-16 14:03.

Fallen Haven wrote:
(neutral don't care that you exist).

I'm at war with one (or maybe 2) of your neutrals. They get really pissed when you enter their system! Smiling

Thanks for the Rad increase. I seem to always end up in a rad rich system and they just go to waste...

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Repair rate

Submitted by darkgift on Wed, 2007-01-17 04:34.

The repair rate might be too fast. I've never had to wait more than 1 turn for any repairs. Even when I parked 5 damaged ships, one of them 97%, at a L3 Spaceyard, all of them were completely fixed in 1 turn. Not sure if it's just your mod, since I didn't pay close enough attention before. (I only have L1 in Repair tech.)

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Movement Bug

Submitted by darkgift on Wed, 2007-01-17 06:01.

I create a Light Carrier w/ 12 engines. In the design screen and when I build one, its movement is 14. Then when I mothball it and unmothball it, its movement becomes 7.

Edit: I'm asking this here rather than in the general forum because I don't know if it's the result of your mod or not. When you have occupying troops on a planet, and ground combat is ongoing, can you add more troops with another invasion? No matter what I do (they have Capture Planet orders, of course) my second transport wave runs away without dropping troops. On the ground, my only occupying troops have no anti-fighter weapons, making them helpless while one damaged fighter is mopping them all up. Meanwhile I have troops in orbit that could finish the job. Do they have to sit and wait for the original force to be destroyed?

On a related note, conquered populations tend to be Jubliant and give 100% loyalty immediately, even with very few troops on the ground.

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some help

Submitted by evilginger on Wed, 2007-01-17 06:20.

Quote:
I create a Light Carrier w/ 12 engines. In the design screen and when I build one, its movement is 14. Then when I mothball it and unmothball it, its movement becomes 7.

Check the crew if it has no crew a ship will have half movement I havent mothballed any ships but I suspect the crew is lost when you mothball it.

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Movement Bug cause

Submitted by Nevyn on Wed, 2007-01-17 06:22.

darkgift wrote:
I create a Light Carrier w/ 12 engines. In the design screen and when I build one, its movement is 14. Then when I mothball it and unmothball it, its movement becomes 7.

Edit: I'm asking this here rather than in the general forum because I don't know if it's the result of your mod or not. When you have occupying troops on a planet, and ground combat is ongoing, can you add more troops with another invasion? No matter what I do (they have Capture Planet orders, of course) my second transport wave runs away without dropping troops. On the ground, my only occupying troops have no anti-fighter weapons, making them helpless while one damaged fighter is mopping them all up. Meanwhile I have troops in orbit that could finish the job. Do they have to sit and wait for the original force to be destroyed?

On a related note, conquered populations tend to be Jubliant and give 100% loyalty immediately, even with very few troops on the ground.

The Movement bug is because you spaced all it's crew for some reason so it has no-one to crew it. Yay Mothballing

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Bug report

Submitted by evilginger on Wed, 2007-01-17 07:00.

Couple of minor ones

1 Emergency reordinace and resuply pods are mutually exclusive try to put both on a design and you get an error beep on placing the second as if you had tried to place two of the same.

2 ordinance factories and supply factories are not distributing supplies to ships in system as I understand they are supposed to. (Cleaver idea by the way to include these)

3 might be me and not a bug but I cant get planetary improvement facilities I have researched what I think are the relevant techs but no luck, so either its not there or I am missing something

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Repair rate...

Submitted by Fallen Haven on Wed, 2007-01-17 07:01.

I found that i cranked shipyard repair rate a bit too much, it's toned down now, you will need repair bay for the job... Did not change repair bay though. If it's still fast to repair it's just because early game ships don't have much health, but later in game, they get a lot to repair...

I'm doing one or two checks now and i'm wrapping the next version. It should be online shortly.

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bug report II

Submitted by evilginger on Wed, 2007-01-17 07:17.

one I missed also Minor

AI sending mesages breaking treaties that they dont have, might be due to me Lanching an INTEL attack on them but cant be sure of that.

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Ghost Ships

Submitted by darkgift on Wed, 2007-01-17 07:29.

It was the no crew thing. But when the ship arrived at another planet in the same system, it recrewed automatically and got movement back. Yay mothballing indeed. I use it a lot actually, good way to keep reserves on hand without maintenance.

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Mothballing...

Submitted by Fallen Haven on Wed, 2007-01-17 07:51.

darkgift wrote:
It was the no crew thing. But when the ship arrived at another planet in the same system, it recrewed automatically and got movement back. Yay mothballing indeed. I use it a lot actually, good way to keep reserves on hand without maintenance.

You might want to avoid it in the future since crew experience is more valuable in my new version. A green crew is not battle worthy... And mothballing reduce crew experience. But i might tone down the motballing penality... Well it's done now. -5 instead of -40.

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Intel.

Submitted by Fallen Haven on Wed, 2007-01-17 07:54.

evilginger wrote:
one I missed also Minor AI sending mesages breaking treaties that they dont have, might be due to me Lanching an INTEL attack on them but cant be sure of that.

Most likely the result of an Intel attack (tempered diplomatic message).

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Mothballing

Submitted by darkgift on Wed, 2007-01-17 08:02.

Fallen Haven wrote:
You might want to avoid it in the future since crew experience is more valuable in my new version. A green crew is not battle worthy... And mothballing reduce crew experience. But i might tone down the motballing penality... Well it's done now. -5 instead of -40.

Logically, your penalty makes sense. The crews disperse and go to other postings. You could put the penalty back, or at least split the difference and make it -20. If I'm going to save on all that maintenance, I should have to pay a price in crew experience.

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Mines visible

Submitted by darkgift on Wed, 2007-01-17 08:03.

Again not sure if this is your mod or the fact that I play with "Whole system is visible when you have presence," but I can see enemy mine groups (even tell how many there are) as if they were fighter/sat groups.

If it's because of the game setting, I guess that's a bug that should be reported. I play that way because it's what I was used to in SE:IV and because exploring with sensors (Civ-style) is just tedious to me. But I don't think that setting should remove mines from the game as an effective unit.

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Well you pay anyway...

Submitted by Fallen Haven on Wed, 2007-01-17 08:21.

darkgift wrote:
Logically, your penalty makes sense. The crews disperse and go to other postings. You could put the penalty back, or at least split the difference and make it -20. If I'm going to save on all that maintenance, I should have to pay a price in crew experience.

The crew experience loss only hurt in early game. Later, with training facilities and all, that -40 don't mean much. So i set it to -5. Your crew should not forget how to control a ship, it's just they may forget a few things by not being in their ship. Also mothball isn't just for players that like having a large fleet in reserve, but also for thoses that struggle after a major loss or some managing mistakes... You are still loosing something though, your crew isn't gaining any experience while it's on hold. It might still hurt you when you meet a well trained fleet...

I don't think my change is game breaking

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Stupid Rogepost...

Submitted by Fallen Haven on Wed, 2007-01-17 09:05.

I'm trying to post my new version, but the stupid site won't take my file... Well, i might finally be forced to move to an host. I should do that today.

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Thy Reaper's picture
Mod Designer

Sensors can see mines at high levels

Submitted by Thy Reaper on Wed, 2007-01-17 10:19.

Although I haven't played IRM yet (I'm waiting for the next patch + new mod version), this is probably because your sensors are higher than the cloak level of the mines. Look at the mines' abilities and check to see if they have a cloak level below your sensor level.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Mines

Submitted by darkgift on Wed, 2007-01-17 11:35.

Thy Reaper wrote:
this is probably because your sensors are higher than the cloak level of the mines.

I thought of this, but even L2 mines are supposed to resist L7 scans. This is early game and my sensors scan at 1.2. To top it off, my unit (an unarmed satellite) in the system doesn't even have a sensor. So it seems like (unless it's the mod, which I'm thinking it can't be) all mines just must be visible when "Whole System Visible" is turned on. Can anyone verify that?

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Mines...

Submitted by Fallen Haven on Wed, 2007-01-17 12:41.

darkgift wrote:
I thought of this, but even L2 mines are supposed to resist L7 scans. This is early game and my sensors scan at 1.2. To top it off, my unit (an unarmed satellite) in the system doesn't even have a sensor. So it seems like (unless it's the mod, which I'm thinking it can't be) all mines just must be visible when "Whole System Visible" is turned on. Can anyone verify that?

I read somewhere that this is an issue with the last game patch, cloaking for mines don't seem to work anymore. But knowing there is mines don't make them useless. You still have to clear them to pass and they can kill ships that run into them. I'm not sure if i could do something with this in my mod, but i could try.

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