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

IRM V 0.7a

Submitted by Fallen Haven on Wed, 2007-01-17 09:11. SE:V MODs

New and improve. This version should fix most of the flaws of the previous versions of Inter-Related. The AI should be thougher and more consistant in it's treaties, and the game ballance should be much better than before. There are a few new goodies in this version. Let's hope this one has no game breaking bugs left Smiling.

The mod : http://www.rogepost.com/n/4725328858

The readme file : http://www.rogepost.com/n/0913496065

I'm now a member of SeNet. This should be the last time i host on RogePost, next time i will have an official place for my mod.

Edit : Fixed the last minute bug, new link provided. If the AI don't expand in your game, just re-download the mod, there was a game breaking mod on the first release.

‹ Compiling new design creations Using Troops to defend against boarding actions ›
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Great

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

My 0.6 game is going pretty well, but I think I'll start fresh with this one. Even with improved AI's, and even though I still make stupid newbie mistakes on account of not having tried all the features/techs/components yet, it still becomes basically a management game, with the other empires just a few bumps in the road. So I hope the 0.7 AI will be able to threaten my homeworld.

To be honest, I have yet to get past 80 turns in any game of SE:V because it just gets uninteresting. So thanks again for your efforts.

Edit: Peeked at the Design Types, and you're missing "Satellite Layer" and "Ship - Support" (for Supply/Ordinance ships, etc). I would also change "Archer" to "Missile Boat", a more recognizable term.

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So in reply...

Submitted by Fallen Haven on Wed, 2007-01-17 12:36.

darkgift wrote:
Peeked at the Design Types, and you're missing "Satellite Layer" and "Ship - Support" (for Supply/Ordinance ships, etc). I would also change "Archer" to "Missile Boat", a more recognizable term.

Yep, i could add Satellite layer, but the support one would need to be created (should not be too hard). There is a reason i called it "Archer". Some of the races don't use ordnance, but can use the Archer for long ranged beams. That's why i did not want to call it "missile boat".

Things to look for : Since 0.6b i included a bit of code to force ships with no orders to return to shipyard. This is a fix for all the ships the AI seemed to forget here and there, or for ships that ran out of ordnance in a fight. It works but has an annoying after effect : ships on their first flight then to return home after their first order from the Minister. Should only affect the AI or someone who let his fleet be run by the Ministers. I'm working on this issue but it has only minor effect on gameplay so it's not a critical issue...

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About game ballance...

Submitted by Fallen Haven on Wed, 2007-01-17 13:28.

Is there things that should be reworked? I did spend a lot of time trying to make sure everything in the game has purposes and uses, that nothing end up not being used or abused of. But i'm sure there are still things that should be reworked.

I'm considering increasing the difference in speed of each ship size. Right now, everything bellow cruiser is about the same speed, only acceleration differ. Should i make it so that the smaller ships always outrun the larger ones?

Kamikaze. Kamikaze are not very useful right now. I included them back, but they still can't hurt much, most ships can keep their distances and never get rammed, or manage to kill the Kamikaze before it can do any harm. How should i fix that? Giving speed bonus to a ship with warheads? Creating a new afterburner for ships that would provide extra speed?

About the afterburner. I was thinking all that it could provide for ships with short ranged weapons. My secondary weapons shoot fast but it's hard to get them in range, ships try to stay at optimal range. But nothing would prevent a player from designing a long range ship and strap it an AB so it would never get caught by a short range one (or a kamikaze). Still have to thinker on that.

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Already in the "to do list".

Submitted by Fallen Haven on Wed, 2007-01-17 15:39.

For the next revision :

-Added Satellite Layer as design type
-Fixed the Gunship design type (no supplies or ordnance space in smaller hull size when shields are used)
-Revised ship speed, ships get slightly slower as they get larger (and the baseship is no longer faster than the Dreadnaught).

Planned

-Resupply ship design
-Fixing Space Yard ship design
-Adding a Fenser ship design (A ship that get close and personnal with short range weapons)

More to come.

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Very strange Colony ship bug...

Submitted by darkgift on Wed, 2007-01-17 16:09.

I made a fleet of 1 Colony and 1 Escort and gave them the order to Colonize a planet. They did create a colony, but to my surprise, which ship is left in the fleet afterwards? The Colony ship, with its population. The colony has 0 pop, and the escort (Type: Ship - Attack) is gone. Other colonies worked normally, but they weren't sent out in fleet.

I wrote a post about the ship speeds, but I guess I hit Preview and then shut the window.... Anyway, I think making the smaller hulls faster is good. It makes it worthwhile to keep up-to-date Frigate/Destroyer designs even in late game. And it might solve the Kamikaze problem, since you could just build them on small hulls, allowing them to overtake larger ships. I'm not sure how the "directional damage" mechanism works, but you'd want Kamikaze warhead damage to be super-directional, and if possible to target bridge/life support or maybe just engines.

Edit: By Fenser I think you mean Fencer, right? Otherwise I'm not familiar with the term. I would avoid going too overboard on the Design Types available to the player, since those names are really just for convenience in the Build screen (right?), and having too many just gets confusing. But I think it's cool to give the AI ships all kinds of special classes.

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Design

Submitted by Fallen Haven on Wed, 2007-01-17 17:52.

darkgift wrote:
I made a fleet of 1 Colony and 1 Escort and gave them the order to Colonize a planet. They did create a colony, but to my surprise, which ship is left in the fleet afterwards? The Colony ship, with its population. The colony has 0 pop, and the escort (Type: Ship - Attack) is gone. Other colonies worked normally, but they weren't sent out in fleet.

A known bug of the stock game, nothing to do with my mod.

Quote:
I wrote a post about the ship speeds, but I guess I hit Preview and then shut the window.... Anyway, I think making the smaller hulls faster is good. It makes it worthwhile to keep up-to-date Frigate/Destroyer designs even in late game. And it might solve the Kamikaze problem, since you could just build them on small hulls, allowing them to overtake larger ships. I'm not sure how the "directional damage" mechanism works, but you'd want Kamikaze warhead damage to be super-directional, and if possible to target bridge/life support or maybe just engines.

Usually, a kamikaze should have enough explosive to blow the ship they are aiming at. But bridge and the like are Inner hull, all the outer hull need to be blown off before they start taking damage.

Quote:
Edit: By Fenser I think you mean Fencer, right? Otherwise I'm not familiar with the term. I would avoid going too overboard on the Design Types available to the player, since those names are really just for convenience in the Build screen (right?), and having too many just gets confusing. But I think it's cool to give the AI ships all kinds of special classes.

Yeah, i meant Fencer, like Fencing. The new design class are more than just convenient names, they affect the autobuild feature. The ship will be designed in the same way it is for the AI. It's a quick way to design a ship. Of course i'm sure most players fine tune their ships, but it still save some designing time. Notice that my ship design routine is much more advanced than the stock game, it will put on components in an intelligent manner. Placement on other hand isn't as good, but i might devote some time to improve this. For exemple i don't like shields to be all in the front of weapons and some component end up all on one side of the ship...

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So, how is my AI this time around?

Submitted by Fallen Haven on Wed, 2007-01-17 22:15.

I hope it give some challenge this time, the previous version was quite crippled. From my tests i believe it does perform this time around, but i wasn't truly playing, i was just testing it "live". I did not keep playing long enough to see it build larger ships or even use missiles (but they should, i made sure of it). I have yet to see if it does invade planets, it does add troop transports to it's fleet, just don't know if it will use them...

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Autobuild / Fighter Nukes

Submitted by darkgift on Thu, 2007-01-18 02:47.

I don't think I tried your autocomplete except for a transport. Will do.

I think fighter nukes make it too easy to wipe out population. I think either 1) the component should be too big to fit on a Small fighter, but require Medium or higher instead, or 2) the component should only be available at a higher TL of Fighter Weapons.

I gave the AI a tech headstart and High bonus, and I'm currently in last place, as I should be. Not far enough in yet to have fought with them much.

Any way to prevent them from repeatedly sending lone ships through WP's where they've already taken many losses, and group the ships instead? (That was in 0.6.)

I think Kamikazes with enough warheads ought to be able to pierce the outer hull and specifically hit the Bridge/Life support rather than damaging normally. That's what I'd train them to aim for... Edit: Is there any way to have a Kamikaze crew's skill level affect the amount of damage the warhead does? Probably not, but it would make sense. (Of course, all their experience would have to come from a facility...) Smiling

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Kamikaze...

Submitted by Fallen Haven on Thu, 2007-01-18 03:22.

darkgift wrote:
I don't think I tried your autocomplete except for a transport. Will do.

I'm sure you will use it a lot more afterward Smiling.

Quote:
I think fighter nukes make it too easy to wipe out population. I think either 1) the component should be too big to fit on a Small fighter, but require Medium or higher instead, or 2) the component should only be available at a higher TL of Fighter Weapons.

Fighter nukes are weak, i'm sure they won't kill population until much later in game. But they are the only fighter weapon that can strike ground targets from orbit. I believe they are fairly ballanced.

Quote:
I gave the AI a tech headstart and High bonus, and I'm currently in last place, as I should be. Not far enough in yet to have fought with them much.

You should be in for a royal ass kicking once you start a war with them. More than likely, some aggressive race will pick on you soon enough.

Quote:
Any way to prevent them from repeatedly sending lone ships through WP's where they've already taken many losses, and group the ships instead? (That was in 0.6.)

What ships do they send in? If they are just scouts, that just mean the AI try to scout that system. If it's other designs, now that may be a bug. The AI need some time before a fleet is to be assembled, but they should pose a problem once they send one fleet in your system. 10-15 ships usually break a waypoint unless you have a whole fleet with mines and sats to block their arrival.

Quote:
I think Kamikazes with enough warheads ought to be able to pierce the outer hull and specifically hit the Bridge/Life support rather than damaging normally. That's what I'd train them to aim for... Edit: Is there any way to have a Kamikaze crew's skill level affect the amount of damage the warhead does? Probably not, but it would make sense. (Of course, all their experience would have to come from a facility...) Smiling

Hystorically, kamikaze only had minimal training, just what it takes to fly. They were a last ditch effort to stop an enemy, not some crack pilots. I could make the experience affect the blast, but that may just be hurting you more than the enemy. Rookie crew have penalities, it takes at least veteran before they start getting some bonus. Way too much investment in time for something you should use when you have no other options... At least, that's how i coded the AI, and i want it to use kamikaze when it's in defense, not in offense.

Edit : AI switch to defense when they have more than one enemy empire to fight.

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Fighter nukes

Submitted by darkgift on Thu, 2007-01-18 03:39.

I think I used 5 small fighters w/ nukes to empty a colony with 120M. Don't remember the exact number, but at any rate I used them in very small numbers but they still never failed to wipe out a target. Didn't try them against a homeworld or huge colony.

What they allow you to do in early game is create one colony in any enemy system, immediately start producing small nuke fighters at 4 per turn, along with a few PD fighters to take out defenses, then just send the fighter group around depopulating enemy planets in the system. The AI can't do much about it.

The units coming one by one through WPs were scout frigates -- but they came through the same defended point 3-4-5 times, sometimes two in the same turn. As long as it doesn't happen later with warships, then no big problem. I haven't been attacked in force yet.

As for Kamikazes, I think you're thinking too much in terms of earth history, which isn't really right for SE and its many alien cultures. I'd like to be able to train up kamikazes and see what they could do. After all this is a Tyranny, and they'll do what I tell them or else.

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Kamikaze...

Submitted by Fallen Haven on Thu, 2007-01-18 04:15.

darkgift wrote:
I think I used 5 small fighters w/ nukes to empty a colony with 120M. Don't remember the exact number, but at any rate I used them in very small numbers but they still never failed to wipe out a target. Didn't try them against a homeworld or huge colony.

Did you do it in 0.7a? If so it's an issue, if it was in a previous version, this has been changed.

Quote:
What they allow you to do in early game is create one colony in any enemy system, immediately start producing small nuke fighters at 4 per turn, along with a few PD fighters to take out defenses, then just send the fighter group around depopulating enemy planets in the system. The AI can't do much about it.

I changed the requirements of fighters in 0.7a, you should not be able to get fighters that early...

Quote:
The units coming one by one through WPs were scout frigates -- but they came through the same defended point 3-4-5 times, sometimes two in the same turn. As long as it doesn't happen later with warships, then no big problem. I haven't been attacked in force yet.

The AI don't use anything else that scouts for scouting, the rest stay home or joint fleets.

Quote:
As for Kamikazes, I think you're thinking too much in terms of earth history, which isn't really right for SE and its many alien cultures. I'd like to be able to train up kamikazes and see what they could do. After all this is a Tyranny, and they'll do what I tell them or else.

Yeah, but the way it works, you would have to train them no matter what, even if you are using them as last ditch effort. If i make it to be related to crew experience, it's accross the board, not just for your crack suicide bombers...

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Fighters

Submitted by darkgift on Thu, 2007-01-18 04:24.

Fallen Haven wrote:
Did you do it in 0.7a? If so it's an issue, if it was in a previous version, this has been changed.

It was in the last version. I didn't know you made fighter changes for 0.7. Good, I'm glad. I was avoiding researching them so as not to overuse them.

Quote:
If i make it to be related to crew experience, it's accross the board

Right, it would only make sense if you could tie an increase to only the k. warhead and not all weapons.

I am next door to Abiddon again, and they've already declared war.

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Something worthwhile for the next version...

Submitted by Fallen Haven on Thu, 2007-01-18 07:26.

I think i found a better solution for the population killing thing. I've build a test in wich i multiplied population by a factor of 1000 (so instead of being millions, they are just thousans by units). This work well, high population planets will be quite hard to exterminate, it might take a serious siege for that. Of course there are still a few issues with that approach. One is the way things are destroyed on the surface. Bombardment may not be able to kill off all the population in one turn, but they will for sure destroy any cargo it has. This mean that most likely there won't be any troops to defend that huge population...

The idea has merit, but it will require some thinkering before it's worth using in the mod...

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Veteran Kamikazes Make No Sense

Submitted by Fishman on Thu, 2007-01-18 20:39.

darkgift wrote:
As for Kamikazes, I think you're thinking too much in terms of earth history, which isn't really right for SE and its many alien cultures. I'd like to be able to train up kamikazes and see what they could do. After all this is a Tyranny, and they'll do what I tell them or else.
I fail to see how you'd effectively train experienced kamikazes. Ramming into enemies is kind of a brute force, no-subtlety tactic. While more experienced crews would be harder to shoot down going in, the moment of impact is hardly something you get to practice. Unless you're kamikazing with warheadless, armor-plated bricks much more advanced than the enemy's ships, and thus can destroy them with your ram shields and armor without actually being destroyed yourself.

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Wade's picture

One month is enough time to

Submitted by Wade on Thu, 2007-01-18 20:54.

One month is enough time to annialate a population from orbit.

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bug report v7a

Submitted by evilginger on Thu, 2007-01-18 22:40.

I think that there may have an AI bug stopping all of them from expanding beyond their home world had two cases of this one was a neutral empire which I over ran early on but the other was the Urktral and as a major AI I would have expected them to have expanded well beyond their home world after 90 turns.

On the plus side both planets had ground troops and put up quite a fight and I won by superior numbers as much as any thing else.

Update its not that the empires are not building colony ships it would seem that they are not using them I have manualy set the second major power to colonise the rest of his home system around turn 95 and will see what happens

Further update they have now got to the point where they have all bancrupted themselves so even helping them dose not work

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been playing with the bug

Submitted by evilginger on Fri, 2007-01-19 01:12.

I have been trying to track down the bug I described in more detail and have tracked it down a bit though I have not looked at the code.

The problem seems to be related to the movement of ships by the AI and Ministers all of them are affected not just the colony ships. Scout ships are built but don’t scout as are transports but they sit in orbit of the home world. It also effects players if you turn over the control of the player empire to ministers ships are designed and built and even refitted its just that they don’t move unless the player does it manually at which point the ministers will run any further colonies made.

Left un toughed the AI will eventually bankrupt itself as it will build a reasonable fleet but this is much bigger than it can support form its home world alone. That it refits ships as it researches new technologies serving to speed this up

Other than this things seem to be good, the AI designs sensible ships does sensible research and seems to carry on as if it was a competent player. If you can get it to expand and fight again then you are on to a real winner here.

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Veteran kamikaze=simulators

Submitted by darkgift on Fri, 2007-01-19 02:28.

Fishman wrote:
I fail to see how you'd effectively train experienced kamikazes.

Simulators. I said in my post it would have to come from facilities. You train them to dodge incoming fire and home in full speed on a particular part of the enemy ship. Why would they need training for the "point of impact"? Just one thing to do there: die. (Ok, so the simulator cockpit can shake and say "You're dead!") But it's a moot point because apparently it can't be modded that way.

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Hmmm...

Submitted by darkgift on Fri, 2007-01-19 02:37.

I'm about 30 turns in and every AI that I have seen scores for in 0.7a owns several worlds, 5-6, about the same number as me. How could they be that seriously broken in one person's game, and not in mine? In fact, here's what I was about to report...

Good news/bad news:

Good news is that a fleet of 7 Abiddon ships (at war with me), including a troop transport, showed up and attacked one of my brand new colonies which had no defenses. I confirmed that the transport did have troops in it at the time of attack. The transport did as it's supposed to do, touch down on the surface and then retreat--so I think it dropped the troops. But the bad news: no ground combat happened and the troops didn't show up in the Occupying box. It's too bad, because he would have taken it without a fight.

The other little flaw was that none of the 6 Abiddon frigates had any PD whatsoever, only regular DU cannons, so if I'd had a few satellites he would have been toast.

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checked one last thing

Submitted by evilginger on Fri, 2007-01-19 04:11.

Can confirm the ship movement bug in all the games I have tried last night both Quick start ones and standard games. AI & ministers are unable to move ships. Also tried stock and that’s fine and BM1.02 just in case and that works ok.

Had no problem with .054 & 0.6

So I am really puzzled

I do have saved games demonstrating this if that helps

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Redownload the mod.

Submitted by Fallen Haven on Fri, 2007-01-19 04:26.

evilginger wrote:
I have been trying to track down the bug I described in more detail and have tracked it down a bit though I have not looked at the code.

On the initial release, there was that bug that prevented the ships from moving, i fixed it quickly but you might have downloaded it before i posted the fixed version (did not want to change the name for just one bug).

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PDs...

Submitted by Fallen Haven on Fri, 2007-01-19 04:56.

darkgift wrote:
I'm about 30 turns in and every AI that I have seen scores for in 0.7a owns several worlds, 5-6, about the same number as me. How could they be that seriously broken in one person's game, and not in mine? In fact, here's what I was about to report...

He just downloaded the buggy version i initially posted, he just need to re-download it.

Quote:
Good news/bad news:

Good news is that a fleet of 7 Abiddon ships (at war with me), including a troop transport, showed up and attacked one of my brand new colonies which had no defenses. I confirmed that the transport did have troops in it at the time of attack. The transport did as it's supposed to do, touch down on the surface and then retreat--so I think it dropped the troops. But the bad news: no ground combat happened and the troops didn't show up in the Occupying box. It's too bad, because he would have taken it without a fight.

The bug is a known bug, not due to my mod. Sometimes ground combat don't occur...

Quote:
The other little flaw was that none of the 6 Abiddon frigates had any PD whatsoever, only regular DU cannons, so if I'd had a few satellites he would have been toast.

The AI has designs with PDs, it might just happen that in that particular fleet, it has none. Also most of the ships have secondary weapons, thoses can shoot at missiles and small units. Don't worry, you should see more powerful ships later in the game. At 5-6 colonies, the AI don't have much to throw at you.

Edit : There is a reason why the AI did not put ships with PDs or Secondary weapons. It's due to the way it round up ships to form a fleet. It just take ships that have no orders, and also leave 15% at home (to train, refit or simply garrison worlds). Also it does send ships to guard war points. So if it does have ships with PDs, they might just not be in that fleet. Kill that fleet and more than likely the next one will have some...

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Rraagh!!!!

Submitted by evilginger on Fri, 2007-01-19 04:59.

Fallen Haven wrote:
evilginger wrote:
I have been trying to track down the bug I described in more detail and have tracked it down a bit though I have not looked at the code.

On the initial release, there was that bug that prevented the ships from moving, i fixed it quickly but you might have downloaded it before i posted the fixed version (did not want to change the name for just one bug).

Rraagh!!!!!

I spent all night hunting that Blasted bug

Rraagh!!!!!

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I can tell you what it was though...

Submitted by Fallen Haven on Fri, 2007-01-19 05:21.

evilginger wrote:
Rraagh!!!!! I spent all night hunting that Blasted bug Rraagh!!!!!

It was a line i added in the AI ship order file. If they had no orders, they were told to go back to the shipyard. Unfortunatly, it was ordered before they were told any other orders, so they just stayed in place...

I should have writen it more clearly what the bug was and that i fixed it in the new link. Sorry to have wasted your time.

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dont wory

Submitted by evilginger on Fri, 2007-01-19 05:31.

It takes real effort to really annoy me so don’t worry I am not annoyed. I think it’s a great Mod otherwise I wouldn’t have gone to the lengths I did trying to localise the problem. I will just have to go and have a strong cup of coffee and continue with the new version.

WHO NEEDS SLEEP Smiling?

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Jagzeplin's picture

LOL!

Submitted by Jagzeplin on Fri, 2007-01-19 08:04.

darkgift wrote:
Fishman wrote:
I fail to see how you'd effectively train experienced kamikazes.

Simulators. I said in my post it would have to come from facilities. You train them to dodge incoming fire and home in full speed on a particular part of the enemy ship. Why would they need training for the "point of impact"? Just one thing to do there: die. (Ok, so the simulator cockpit can shake and say "You're dead!") But it's a moot point because apparently it can't be modded that way.

any1 saw that kamilkaze scotsman Monty Python skit? this quote reminded me and i busted out laughing. thx

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

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I have been working on the population issue...

Submitted by Fallen Haven on Fri, 2007-01-19 08:53.

And all things go quite well. Changed the modifier for the population and buildings to take into account it takes 10 times more population units to do anything... Well, it works quite well. I had to increase the reproduction % or else planets would take forever to fill (and needed the migration to be inferior to the reproduction so they don't empty themselves). Anyway, the changes seem to work quite well and the AI seem to be able to deal with it. Planets takes more time to be at full production, but they are also much harder to clean of life (though now bombing the planet yeld some result every time, even if it's just in the form of moral). Changed the happiness settings to reflect my mod and it's much harder to get them to be "jubilant", but the same is true for "rioting".

It has some promise, but i don't know how long it will take me to root out all the issues. But there is one i don't think i will be able to fix. Planets display M for million, while in my mod it should be K (for 1000 people), but it has no effect on the actual game, it's just an UI issue.

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Progress

Submitted by darkgift on Fri, 2007-01-19 09:44.

-Seems like the treaties bug might still be present, as I have yet to have any treaty last longer than 2 turns before they cancel it on me.

-I am getting hammered every turn by intelligence attacks! (Not complaining.)

-I'm playing with the normal visibility/ sensor rules this time, but I can still see a Mine Group around an enemy planet, just as if it were a fighter or sat group. My sensors are still the basic kind and very low level. Did you change the cloaking of mines at all?

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Treaties

Submitted by Fallen Haven on Fri, 2007-01-19 10:07.

darkgift wrote:
-Seems like the treaties bug might still be present, as I have yet to have any treaty last longer than 2 turns before they cancel it on me.

I've tryied to narrow down the reason why the AI keep breaking treaties. It seem to me to be related to how much space they have to colonize. If they are boxed in 1-2 systems, they seem less likely to keep treaties that prevent them from spreading. Also, they get real pissed when you have ships in their territories. I tryied to tone down the effect but they still get angry. It might be related to the happiness settings too, some race dislike having treaties with other races, so their population start rioting on them when they make deals... I'm working on this for the next version. Meanwhile, just avoid visiting them in their systems if you want to keep good relations early game.

Quote:
-I am getting hammered every turn by intelligence attacks! (Not complaining.)

Beware, the AI knows how to use it now Smiling.

Quote:
-I'm playing with the normal visibility/ sensor rules this time, but I can still see a Mine Group around an enemy planet, just as if it were a fighter or sat group. My sensors are still the basic kind and very low level. Did you change the cloaking of mines at all?

No, it's not my doing, it's been reported with the stock game and Ballance mod. It's a bug from the last patch.

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Score one for Abbidon

Submitted by darkgift on Fri, 2007-01-19 10:42.

I'm about 10 turns into colonizing the Abbidon home system, and just at the very minute that I was thinking how easily he could stop me if he would just take a chance and attack instead of just guarding his homeworld--he attacked. Unfortunately for him he had no troop transport this time, and also once again no PD at all, despite having 13 frigates of different classes. (Lucky him, my sat group ran out of ordnance, and the planet has no resupply, so it was a stalemate.) At any rate, seems like your AI can make some bold moves at unpredictable times. Now he's moved the fleet off, but is keeping it in easy striking distance. Well done.

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Do you know if it has researched PDs?

Submitted by Fallen Haven on Fri, 2007-01-19 11:10.

darkgift wrote:
I'm about 10 turns into colonizing the Abbidon home system, and just at the very minute that I was thinking how easily he could stop me if he would just take a chance and attack instead of just guarding his homeworld--he attacked. Unfortunately for him he had no troop transport this time, and also once again no PD at all, despite having 13 frigates of different classes. (Lucky him, my sat group ran out of ordnance, and the planet has no resupply, so it was a stalemate.) At any rate, seems like your AI can make some bold moves at unpredictable times. Now he's moved the fleet off, but is keeping it in easy striking distance. Well done.

It can take a while before the AI can research PD weapons. Maybe i should make it availiable sooner. Right now you need level 2 in Military Science. Until then it will devote it's research elsewhere... What is the tech level of the Abbidon in your game? Did it manage to down a few of the missiles or all did damage it's fleet?

I'm happy to hear the AI did something you were not expecting. I did try to improve it's routine as much as i could, but i can't do squat about what it will put into each fleet.

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AI point defense

Submitted by darkgift on Fri, 2007-01-19 11:55.

Fallen Haven wrote:
It can take a while before the AI can research PD weapons. Maybe i should make it availiable sooner. Right now you need level 2 in Military Science.

It has mines and fighters, which I think are in the same level. Plus, I haven't researched PD yet, but I still have your Railgun to fire at fighters/sats. He's using DU weapons, so he should have the DU Autocannon (or is that gone now? -- I'm not using that research path). But I have yet to see any of his ship designs include the Autocannon, only regular DUC.

PD should probably be in MS L1, since otherwise Sats are unkillable for a while. And maybe the Railgun/Autocannon should require PD L1?

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Still in

Submitted by evilginger on Fri, 2007-01-19 12:07.

There is still a DU auto cannon and the AI does use them but not all AI's use the same weapon setups. I think that aggressive races will go for attack over defence and so favour the heavier gun of the two.

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PD

Submitted by darkgift on Fri, 2007-01-19 12:16.

I realized I guess I'm using the old SE:IV definition of PD, which includes the ability to fire on Fighters/Sats as well as seekers/drones. But that's different now with the autocannon/railgun. So the real problem is just that the autocannons aren't showing up in Abiddon designs. Maybe you're right eg and that is specific to their personality. FH?

And with missiles coming later in the tech tree, PD later is fine, too.

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Random suggestion on movement

Submitted by darkgift on Fri, 2007-01-19 12:46.

I always thought it was strange that it cost a ship 1 movement point regardless of whether a sector contained a planet, asteroid field, or just empty space. Maybe the cost for moving through non-empty sectors should be raised, especially for the larger hulls.

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autocannons...

Submitted by Fallen Haven on Fri, 2007-01-19 14:13.

darkgift wrote:
I realized I guess I'm using the old SE:IV definition of PD, which includes the ability to fire on Fighters/Sats as well as seekers/drones. But that's different now with the autocannon/railgun. So the real problem is just that the autocannons aren't showing up in Abiddon designs. Maybe you're right eg and that is specific to their personality. FH?

And with missiles coming later in the tech tree, PD later is fine, too.

Strange that they don't use autocannons, they are supposed to... Unless... Crap, i know why. My archer design is the problem. It will build quite a few of thoses and use DU instead of missiles, that's why you see so many of them... This mean that probably 1 out of 3 or 4 ships is a scout for them, that's why so few autocannons show up. I can fix this easily, maybe it's time i wrap up a new revision.

Edit : I will wrap a revision this week-end, i don't have the time today. It will fix quite a few things. I don't know if i will include my new population system, still not what i want it to be...

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Sat design bugs

Submitted by darkgift on Fri, 2007-01-19 16:25.

1) I design a satellite. I go to edit or upgrade it, but no matter how many ordnance/supply storage components I add or remove, the sat's ordnance/supply number always stays the same.

2) Gauss weapons aren't available to put on a satellite, but when I use Autocomplete, it puts on a Railgun. (This one killed me early on - forced me to get Nuclear missiles to have a sat weapon.)

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Thy Reaper's picture
Mod Designer

1 is a known bug

Submitted by Thy Reaper on Fri, 2007-01-19 16:33.

Upgrading any design will not update its supply/ordnance counts until the next turn. You should also be able to use the ~recalc~ cheat to force it to update these values, but it recalculates ALL formulas in the whole game, so it takes a while.

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

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Badger's picture

Quote:Submitted by darkgift

Submitted by Badger on Fri, 2007-01-19 17:04.

Quote:
Submitted by darkgift on Fri, 2007-01-19 12:46. I always thought it was strange that it cost a ship 1 movement point regardless of whether a sector contained a planet, asteroid field, or just empty space. Maybe the cost for moving through non-empty sectors should be raised, especially for the larger hulls.

Please consider the size of those hexes...
any size hull is a flea - even the planets are shown as FAR too large on the graphics- they have to be or we'd be looking at dots...
Anyone who wants power; by definition, cannot be trusted with it...

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It's working as designed.

Submitted by Fallen Haven on Fri, 2007-01-19 17:21.

darkgift wrote:
1) I design a satellite. I go to edit or upgrade it, but no matter how many ordnance/supply storage components I add or remove, the sat's ordnance/supply number always stays the same.

It's a stock bug, not related to my mod.

Quote:
2) Gauss weapons aren't available to put on a satellite, but when I use Autocomplete, it puts on a Railgun. (This one killed me early on - forced me to get Nuclear missiles to have a sat weapon.)

It's the way i made it. Sats can only use secondary weapons, torps, missiles and point defenses.

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still having Ai ship movement trouble

Submitted by evilginger on Fri, 2007-01-19 22:50.

downloaded the game again and I am still geting the AI ship movement problem

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Sat weapons

Submitted by darkgift on Sat, 2007-01-20 02:43.

Fallen Haven wrote:

It's a stock bug, not related to my mod.

I keep running into those...but I have to post them here because if I mention it anywhere else and it's new people will want to blame it on your mod...

Quote:

It's the way i made it. Sats can only use secondary weapons, torps, missiles and point defenses.

I can't put a railgun on a satellite manually... only by using Autocomplete. The component doesn't show up in the available list.

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Movement

Submitted by darkgift on Sat, 2007-01-20 02:53.

Badger wrote:

Please consider the size of those hexes...
any size hull is a flea - even the planets are shown as FAR too large on the graphics- they have to be or we'd be looking at dots...

Yes, you're right. I never looked at what the actual scale of a sector was. Was just thinking that large planets would have gravitational effects to compensate for (never mind actually decelerating and going into orbit, the cost of which should be immense) and the extra caution and maneuvering that would be needed in asteroid fields. But if the hexes represent a large enough space, correct, it wouldn't matter.

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Treaties

Submitted by darkgift on Sat, 2007-01-20 04:52.

FH, just to help you track things down: with two of the empires, I don't even know where their home systems are yet and can't see any of their colonies. And the Ukra-Tal broke a treaty with me even though they were Receptive and stayed Receptive.

Quote:
Also, they get real pissed when you have ships in their territories.

This might still be a factor. My first builds always include a sat layer and cheap unarmed satellites that I scatter behind me as I explore to keep an eye on things. Will your AI's attack ships/units that invade their space without actually declaring war? I don't think any of them have ever destroyed my lonely unarmed spysats.

Edit: Just want to tell you that your AI (and High bonus) is giving me my first good fight of SE:V while I try to establish 2 colonies in the Abbidon (At War) home system. The one and only thing that prevents him from slaughtering me is his lack of autocannons to target my sats (which are out of ammo and not yet being resupplied). He wiped out almost every frigate I owned. And to make things even better/worse, 13 Sergetti (untreatied, Displeased) frigates are circling around in my home system, and somehow I don't think they're scouts.

eg, did you start a new game or load your old one?

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Hum...

Submitted by Fallen Haven on Sat, 2007-01-20 07:17.

darkgift wrote:
I can't put a railgun on a satellite manually... only by using Autocomplete. The component doesn't show up in the available list.

Strange, they should be in the list... What race are you playing btw? It might be related...

I found why the AI never have Scouts design in their fleets. It's because all scouts are sent either scouting or patrolling. I did not put any limits on the patrolling order so whenever they are free they go on patrol. I'm working on this so not all scouts end up in patrols...

Also i'm working on fixing the AI's fleets. Sometimes it will send a fleet around with only 1 ship. I'm trying to force the AI to have at least 5 ships per fleet before they send them out.

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I believe...

Submitted by Fallen Haven on Sat, 2007-01-20 07:20.

While you have redownloaded the mod, you may not have deleted the previous download. Delete the old files (the zip, the mod directory) and start fresh. And of course, don't use the corrupted save games.

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Sat weapons

Submitted by darkgift on Sat, 2007-01-20 07:29.

Fallen Haven wrote:
darkgift wrote:
I can't put a railgun on a satellite manually... only by using Autocomplete. The component doesn't show up in the available list.

Strange, they should be in the list... What race are you playing btw? It might be related...

I made an empire from scratch. In the 4-5 new games I've started with your mod, I've never seen Railgun available for satellite. I thought it was intentional until I tried making one by Autocomplete and RG showed up in the design.

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No idea why...

Submitted by Fallen Haven on Sat, 2007-01-20 07:34.

darkgift wrote:
I made an empire from scratch. In the 4-5 new games I've started with your mod, I've never seen Railgun available for satellite. I thought it was intentional until I tried making one by Autocomplete and RG showed up in the design.

Hum... Strange bug. Normally, if the autobuild can put it, it should also show up on the component selection. The other weapons show up normally? Do you use any filtering option?

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No filter

Submitted by darkgift on Sat, 2007-01-20 08:51.

Fallen Haven wrote:

Hum... Strange bug. Normally, if the autobuild can put it, it should also show up on the component selection. The other weapons show up normally? Do you use any filtering option?

No, in fact if I set the filter to show only Weapons, I see just the missile. I noticed something else is missing, too: regular supply/ord storage. I only get small, but Auto uses both.

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fixed

Submitted by evilginger on Sat, 2007-01-20 09:37.

Still had the zipped file with the bugged version of 0.7a which WinZip was helpfully re unzipping every time not the non bugged version I thought it was. Fixed it as soon as I worked that out.

Now have an unarmed scout trapped in a neutral empires system being chased by five slightly slower frigates whilst I build up a big enough fleet to force the warp point and rescue it. I like the AI its making me work.

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ignore duplcate

Submitted by evilginger on Sat, 2007-01-20 09:38.

sorry cant delete

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Deja vu

Submitted by darkgift on Sat, 2007-01-20 11:51.

evilginger wrote:

Now have an unarmed scout trapped in a neutral empires system being chased by five slightly slower frigates whilst I build up a big enough fleet to force the warp point and rescue it. I like the AI its making me work.

EXACTLY the same thing his neutral did to me last version. Fortunately, his system had 3 breathables which made it a prime target for invasion anyway. Park the scout in an asteroid field or ion storm, where you'll be invisible. Smiling

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Hum...

Submitted by Fallen Haven on Sat, 2007-01-20 17:50.

darkgift wrote:
No, in fact if I set the filter to show only Weapons, I see just the missile. I noticed something else is missing, too: regular supply/ord storage. I only get small, but Auto uses both.

I have made tons of tests before and i always had access to all weapons availiable when designing sats. The only things that comes to my mind is that you replaced some empire files with your own or you did not replace them all when updating the mod.

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Repair ship bug (?)

Submitted by evrim on Sun, 2007-01-21 02:55.

I tried to make a repair ship using small freighter, but cant make because of 40% hull dedication requirement to cargo bays,...etc. It seems the repair bay isnt counted somehow in this requirement(altough its in the list). I encountered with the same problem in two different games (in one of them I had researched lvl9 light hull, so the final small freigther is 630kt, two repair bays (150kt each) should make the 40% requirement. I didnt test it with medium or large freighter.
Other than that, I liked how AI expands and defends his colonies, however I still outresearch it (only played two games with medium bonus to AI), maybe just luck.
Thanks for the mod again.

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Colonizer Bug

Submitted by Qcontinuum on Sun, 2007-01-21 04:23.

Colony ships show a strange bug:
They get the order to colonize a certain planet and then to return to the homeworld.
When they arrive at the target planet, which should be colonized, they skip the colonize order and return to the homeplanet. After that cycle they then get the correct colonizing order without return order and can successfully colonize the planet.

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Grr...

Submitted by darkgift on Sun, 2007-01-21 04:27.

Fallen Haven wrote:
he only things that comes to my mind is that you replaced some empire files with your own or you did not replace them all when updating the mod.

I've made a brand new folder for every version to avoid that. And I only customized two things:
1) My own systemnames.txt
2) Change the default speed in your settings.txt to 8.0x so the turns process faster.

Weird, nothing I can do will get me the railguns. But I can work around it by using autocomplete and then holding down shift to make as many copies as needed. Can everyone else put autocannons/railguns on sats in IRM? Hum.

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not worth the effort

Submitted by evilginger on Sun, 2007-01-21 04:29.

darkgift wrote:
evilginger wrote:

Now have an unarmed scout trapped in a neutral empires system being chased by five slightly slower frigates whilst I build up a big enough fleet to force the warp point and rescue it. I like the AI its making me work.

EXACTLY the same thing his neutral did to me last version. Fortunately, his system had 3 breathables which made it a prime target for invasion anyway. Park the scout in an asteroid field or ion storm, where you'll be invisible. :)

In this case it’s not worth the effort one tiny habitable world I know I got to survey it whilst running away from the AI frigates. There was also absolutely no where to hide (typical) Am in a decent war with the Xianti which is not fun in a good way, I have better ships but not by enough and they have a lot more. At the moment it’s a bloody stalemate.

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Research

Submitted by darkgift on Sun, 2007-01-21 04:40.

evrim wrote:
however I still outresearch it (only played two games with medium bonus to AI), maybe just luck.

At least one of his AI's (on High bonus) has 2x my research points. It may just be that you tend to build more research facilities than others might.

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Platforms

Submitted by darkgift on Sun, 2007-01-21 05:43.

IMO, it doesn't make sense to require a non-combat sensor on a weapons platform. What's it got to sense in peacetime except all the other cargo stored around it? Smiling

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Treaties

Submitted by darkgift on Sun, 2007-01-21 06:46.

Just got a fun surprise. I've been at war with Abbidon since almost the beginning. I have 2 colonies in his home system (next door to mine) at which I can't even build facilities or mass ships because he shows up with a raiding fleet every 4-5 turns. My pop is on the verge of rioting there. The only thing he hasn't done yet is send a fleet next door to hit me where it hurts.

In my mind, they're winning. So just for fun I started making one-way ceasefire proposals offering my tech, repair, no treaties for me, and giving a 10% tariff to them. They countered with everything else the same, but with the tariff changed to a 40% one in MY favor.

It's great (fantastic in fact) if the AI can recognize when it's losing (even if I'd disagree) and offer concessions, if only the combination of elements could be kept logical.

You're definitely doing something right with the diplomacy, though, so keep it up.

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Diplomacy

Submitted by evilginger on Sun, 2007-01-21 07:30.

I noticed that I was in first place so I demanded the first neutral race I had met and which had been at war with me since my scout got trapped in its system. Which I had now surrounded but with whom I had not fought in years and even then not much forcing the warp point and allowing my trapped ship to escape was about it. They wouldn’t make peace nor did their mood improve being stuck at Murderous. I marked the system to avoid and got on with things since I did not need the system any way when I noticed I had hit first place I sent a message demanding their surrender and they did.

This is not the first surrender I have had with this mod but that one was after a bloody and long war and they surrendered with my invasion force approaching orbit of their last major world. This time it was to all intents and purposes a peaceful annexation. I got their fleet intact which is great even if they are by the standards of my fleet obsolete. I think I can still refit some of them. And I get a scattering of colony ships ready built

I really like this mod it does the game credit

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Sensor

Submitted by Fallen Haven on Sun, 2007-01-21 07:34.

darkgift wrote:
IMO, it doesn't make sense to require a non-combat sensor on a weapons platform. What's it got to sense in peacetime except all the other cargo stored around it? :)

Well, it does add sensor capability to the planet itself, that's the reason. Combat sensors are strickly for attack bonus.

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I fixed it in my current build.

Submitted by Fallen Haven on Sun, 2007-01-21 07:38.

Qcontinuum wrote:
Colony ships show a strange bug: They get the order to colonize a certain planet and then to return to the homeworld. When they arrive at the target planet, which should be colonized, they skip the colonize order and return to the homeplanet. After that cycle they then get the correct colonizing order without return order and can successfully colonize the planet.

It's a known bug, only happen on the first flight. It will be fixed in the next version, i just could not do it before releasing 0.7a.

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Repair...

Submitted by Fallen Haven on Sun, 2007-01-21 07:42.

evrim wrote:
I tried to make a repair ship using small freighter, but cant make because of 40% hull dedication requirement to cargo bays,...etc. It seems the repair bay isnt counted somehow in this requirement(altough its in the list). I encountered with the same problem in two different games (in one of them I had researched lvl9 light hull, so the final small freigther is 630kt, two repair bays (150kt each) should make the 40% requirement. I didnt test it with medium or large freighter. Other than that, I liked how AI expands and defends his colonies, however I still outresearch it (only played two games with medium bonus to AI), maybe just luck. Thanks for the mod again.

Did you use the autobuild? I believe i had tested that prior to release and it worked fine. But it should also work adding repair bays instead of cargo bay. Of course, you need more than one repair bay...

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Update.

Submitted by Fallen Haven on Sun, 2007-01-21 08:09.

I'm currently struggling with making the AI manage it's ressources. If nothing destroy it's ships, it eventually run itself down with the cost. Of course improving how it set up it's colony should help and i'm working on it. I believe i broke it when i replaced Maran's code with Captain kwok's. Somehow Maran had it a bit better, so i'm now merging the two so i have the extra colony types of Kwok's and some of the features Maran wrote (too bad he did not update his mod in ages).

Part of the ressource problem might also be that while the AI update it's ships, the facilities don't (due to a game bug, not my fault). Not sure, i might make facilities autoupdate themselves for free until that bug is fixed...

I'm also tweaking the fleet routine. Now it had almost all it's ships to the fleet, but keep none for patrol or warp point defense Sad. Might figure it out once i understand how the ships get picked for fleet duty. Though it's quite a sight to see a fleet of 20 ships with all the types of ships i created.

I increased the facility capacity of each planet size. It should help a bit when it comes to ressources and research. Especially with thoses useless tiny domed planets Smiling.

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Platforms

Submitted by darkgift on Sun, 2007-01-21 09:48.

Fallen Haven wrote:

Well, it does add sensor capability to the planet itself, that's the reason. Combat sensors are strickly for attack bonus.

Hmm, but say I build 15 WP's on a colony. That's 15 Sensors sitting in cargo all doing exactly the same job at 15x the cost. Maybe some want to make that part of their WP design, but I just think it's just inefficient. To give the planet vision I can build 1 small sat with a sensor. And I didn't mean combat sensors should be required; that would just be less wasteful than requiring a regular one, since at least they all provide a benefit instead of overlapping in the same job.

If you're requiring them for the AI's benefit, can't you have it give priority to Sensors without making them required?

Edit of edit: Posted about a ship movement path issue, but I think I found the cause.

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Secondary weapons

Submitted by darkgift on Sun, 2007-01-21 13:35.

Did you fix it so the AI will use secondary weapons in the next version? I've seen maybe 20 different classes of ship from multiple empires, and every one just has 3 DU cannons. I'm having to promise myself not to use fighters against them. I feel sorry for them not even being able to get past 1 satellite sitting on a warp point.

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Badger's picture

d u c - the ai fallback weapon DEFAULT

Submitted by Badger on Sun, 2007-01-21 15:57.

i think the designers assumed poor ai and made the duc and csm a sort of fools-proof(or so they thought) research path...

notice the duc isn't helpless against fighters...
its range may be a joke but it hits hard

theAnyone who wants power; by definition, cannot be trusted with it...

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mods can be very diferent

Submitted by evilginger on Sun, 2007-01-21 16:27.

Badger wrote:
i think the designers assumed poor ai and made the duc and csm a sort of fools-proof(or so they thought) research path...

notice the duc isn't helpless against fighters...
its range may be a joke but it hits hard

theAnyone who wants power; by definition, cannot be trusted with it...

Badger Just to note that the IRM works completely differently from the stock or balance mod when it comes to weapons. The easiest weapon to get is indeed a DU cannon but apart from its name it has little in common with the stock or BM version and missiles of any sort are several years down the research track at which point you will find yourself at a disadvantage if you rely on them alone. Especially as the DU cannon comes with a light rapid fire weapon well able to double as a PD weapon and be many tL's better than the missiles you first get.

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That's fixed...

Submitted by Fallen Haven on Sun, 2007-01-21 17:25.

darkgift wrote:
Did you fix it so the AI will use secondary weapons in the next version? I've seen maybe 20 different classes of ship from multiple empires, and every one just has 3 DU cannons. I'm having to promise myself not to use fighters against them. I feel sorry for them not even being able to get past 1 satellite sitting on a warp point.

The problem isn't that they don't build them, it's what they do with them. They just use all their scouts for exploration / patrol, leaving none to use in the fleets... The next version won't have that problem.

Btw, does the AI managed to build larger ships in their games? It's supposed to after a while. They are also supposed to research more advanced weapons.

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Ok, if you desire it so much...

Submitted by Fallen Haven on Sun, 2007-01-21 17:29.

darkgift wrote:
If you're requiring them for the AI's benefit, can't you have it give priority to Sensors without making them required?

I'll remove the requirment for sensors, you will be able to design blind ships and units if you want. The autobuild will still add them by default but you won't be forced to keep them.

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Thanks

Submitted by darkgift on Mon, 2007-01-22 05:37.

Fallen Haven wrote:
I'll remove the requirment for sensors, you will be able to design blind ships and units if you want. The autobuild will still add them by default but you won't be forced to keep them.

I think leaving that choice to the player makes sense, but I was really only talking about the Weapons Platforms. I do understand requiring sensors on ships--they move, while the platforms are stationary.

Edit: About PD, your AI uses large numbers of "Light Gunships" which also seem not to have any PD. Of the 20+ designs I can see, only 3 are classed as "Scout" so I hope its fleets won't depend only on the Scout type for PD. I do see some ships with missiles, which is good.

Edit: AI wise, I've been Pearl Harbored by the Sergetti (Displeased) without any declaration of war--nice. And I've had offers of trade pacts with various additional elements. Not far enough yet to tell you whether it will build larger ships, but some of the empires have 100+ TL's and still no destroyers, so it doesn't seem like a research priority.

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Ship Sizes

Submitted by evilginger on Mon, 2007-01-22 06:04.

I have met and fought ships up to Light cruiser sized in my current game, including an organic light cruiser. The best I can manage is also a light cruiser and a heavy carrier. Most of what I have met have been scouts or light gun ships some of which had quick fire guns some of which did not mostly either cannon and an quick fire gun. Or three cannon typically. I have met a few archers but my two major opponents don’t favour them as a class it would seem (Xainti and Norak). I have had two wars with the Xianti the first ended in a stale mate and no systems changed hands. This war was entirely fought by frigates on both sides though I did get destroyers towards the end of it I did not use any. In the second they have been more of a walk over but checking that I discovered most of there fleet elements are else where they are at war with about four other major AI's and I have not attacked any of their core systems.

Planets invaded had weapons platforms small and Medium and sensible defence’s satellites drone (up to medium) though most of the ground troops I have fought have been Militia though, all large units how ever and no walk over.

I think I will win unless the AI's gang up on me but I have had to work at getting where I am and that’s fun.

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You were right.

Submitted by Fallen Haven on Mon, 2007-01-22 08:31.

darkgift wrote:
Weird, nothing I can do will get me the railguns. But I can work around it by using autocomplete and then holding down shift to make as many copies as needed. Can everyone else put autocannons/railguns on sats in IRM? Hum.

I admit it, there was a bug. I fixed it, the next version you will be able to pick autocannons and railguns when designing sats.

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Nice

Submitted by Fallen Haven on Mon, 2007-01-22 08:51.

evilginger wrote:
I have met and fought ships up to Light cruiser sized in my current game, including an organic light cruiser. The best I can manage is also a light cruiser and a heavy carrier.

So i guess the only thing holding the AI back might be the low research pool / production. The fact that the facility upgrade is broken surely don't help the AI keep up with the player. I hope the next patch comes quickly, i don't want to have to devise a fix that will only be useful until the patch...

Quote:
I think I will win unless the AI's gang up on me but I have had to work at getting where I am and that’s fun.

That's good. The next version should make the AI a bit better. Too bad it's still not as flexible as i want it to be, but still way better that stock...

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This is sounding good for

Submitted by Nevyn on Mon, 2007-01-22 17:12.

This is sounding good for the next version, I'll have to give it a whirl and see how it runs when the next version comes out.

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