IRM : Update. |
I'm nearly done with an altered version of the purchasing system. I had to give up making something brand new as the amount of rewriting was enormous and could not get the motivation to do it. So i got back to my old system, but fixed everything that was broken. I also tried to reduce the amount of lines in the code so it's easier to read and modify.
On a second note, i plan on streamlining the names of the designs the AI uses. Too many long winded and redundant names, probably difficult to know what is what when looking at AI's design list. I will try to make them follow the same names the Player uses, or at least similar ones.

Re: IRM : Update.
Ahaha, and we're (most probably) mere days away from v1.30 when even more AI functions get released.
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: IRM : Update.
hmm.. where is the 1.30 changelog then?

Re: IRM : Update.
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

Re: IRM : Update.
Actually the first condition for unit scrapping is if the design is obsolete and then by how old it is.
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Re: My new purchase system works now...
It is good to hear you found the bug. Kwok, I take it v1.31 will have that fixed given it seems like a script parser bug?
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

Re: My new purchase system works now...
Well, if this is going to be fixed, it's good news.
But hey, I'm just one player. Many others eagerly await something to sink their teeth into. Afterall, you'll need time once v1.31 comes out to adjust your scripts to take advantage of all the new script functions. Do remember to keep a back-up of older versions (ask people for them if need be) just to check whether it's your work or a new public patch's fault when something abysmal happens like v1.25 did to your AI.
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: My new purchase system works now...
Good to hear this and 8d would be nice but don’t rush it especially as you are probably going t o have to update shortly there after when 1.3x comes out.
Thinking about it is more common to build multiple ships or units per turn than it is facilities as a human player so that if the AI cant do it puts it at less of a disadvantage than building one mine or troop per turn when a human player could build ten under the same circumstances. Even ships would not be that much of a disadvantage as you tend to get a lot more of five ships built in four turns than multiple ships per turn as ship construction “cost” tends to rise in line with a planets construction “rate”, so this relation remains fairly constant.
Re: My new purchase system works now...
Btw, i found out that the AI don't seem to send it's fleet anywhere right now. I double checked the code, fixed a few things but the AI don't seem to attack. Is this another stupid bug introduced in 1.25? I'm sure my AI was capable of attacking before 1.25...
It was though I am not sure when it stoped doing this I am sure it did attack in 0.54 & 0.6.I think it was some time in 0.7 that the problem started when as you said yourself you rather nerf'd your own AI that and its continued to be the same in 0.8 so far. I will say the AI in 0.8 is quite good at defending better than 0.7

Re: My new purchase system works now...
I also ran into this in my current game, I play with the AI on high bonus, so my neighbours, the Terrans, should be far stronger than me, but they are simply not attacking.
Currently I am attacking their homesystem with a fleet of 13 ships, and I have already conquered several worlds. they have a 30 ship fleet in the same system parked on their homeworld but it isn't doing anything (I know their ships are technologically superior too). They do not appear to use their fleet for attack, nor for defense (freeing blockaded worlds etc) I do not know what the problem is, maybe it has to do something with retrofitting of ships? I could not find clear evidence of this though.
Also in the current year 2403.4, they have only send scouts to 3 systems beyond their own, which leaves them with allmost no worlds to colonize (I have visited 16 systems). (since two of those are my systems)
I could send you the savegame.

Re: IRM : Update.
Good news. can't wait to see the next version
Re: IRM : Update.
Hey,
I got this game a couple of months ago but I put of playing till (at least) the next patch. Anyway, while browsing the forums I came across this mod. So what is it? I couldn't find a home page or something with a description of it.. and the name being IRM isn't very informative either 
Thanx
Benji
Re: Next version will be 0.9a...
Good to hear, have you adjusted the initial priority of building colony ships as I still feel 8e could do with a boost to this is if only for the first fifty turns. It would also be good if ministers and the Ai had some concept of distance as they have a habit of rushing into new but unknown areas. Just get two to exchange maps and watch the colony ships stream to wards that area dodging nearer targets. The targets they chose might have better value but being miles away from the core of the empire leads to over expansion which has its down side even if its just that the target is already colonised by some one else.
Re: Next version will be 0.9a...
I sort of agree with that but it might be worth trying a bit of an early colony rush on large maps where it will generaly take some time before any one runs into any one else.
Re: Next version will be 0.9a...
No reason you can't do both, depending on the aggressiveness of the empire.




Re: IRM : Update.
Will it include FQM beta 5? I finally got around to actually spelling out the license and credit info.