IRM 0.8d is out. |
I believe i fixed about every issues 0.8c had. The AI should build more ships and units, and it should be more aggressive toward other empires that it has no treaties with. I also fixed most bugs that have been reported lately and made a few changes to game balance (like some of the tech base cost). Of course, i could not fix bugs that have come with 1.25. Also added a few features found in BM 1.04 like scrapping of obselete units and ships. But since it's still a beta, expect bugs. Please report any you find.
The mod
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www.spaceempires.net/files/user/fh/IRM%200.8d.zip
The current scripts
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www.spaceempires.net/files/user/fh/IRM%20scripts%200.8d.zip
The readme file (read this if you don't know what IRM is about)
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www.spaceempires.net/files/user/fh/readme.txt
Edit : The links works now.
Edit2 : Fyron FQM5 beta 7 is included in IRM 0.8d.
Re: IRM 0.8d is out.
first bug
will also post on the wiki
Just started a game home system binary with two stars both green both present but invisible on system map other local systems with other colours of star no problem. This is having no game effect beyond being a bit odd to look at
Re: IRM 0.8d is out.
Thought so but there was a possibility it was due to an unexpected interaction between the two parts of the mod.
Incidentally found another similar Bug
Huge and large stars of all types showing as the stock normal size but with but with a border one hex wide around it which is outside of the hex grid as if the star was meant to be bigger than it is.
Other than that sixty turns into the game every thing seems ok even if your resizing of many of the facilities is a bit confusing
Re: IRM 0.8d is out.
Still looks very odd but I shall away and persecute Fyon about this. There seems to be no issues with the mod and your AI is now defiantly more aggressive when it has a mind to be.

Re: IRM 0.8d is out.
I'm going to be in Geneva for a week so won't really have time to test it then. When I get back, I have a new Desktop to break in (including Linux and Supreme Commander). Probably the next SE V game I play will be an IRM game for v1.31 - let's see what IRM does with v1.25 issues resolved (and let's hope 1.31 doesn't introduce new ones).
---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 0.8d is out.
Re: IRM 0.8d is out.
Please dont fight over it lads because betwean you, you have created a very good very prety enhancement to the game.
Changing the topic slighly the AI is back to the 0.54 level of agresivness and the major AI's seem activly expansionistic the nearest one to me has all but anexed the adjacent neutral by 80 turns in
Re: IRM 0.8d is out.
Why does IRM zip file have 2 levels of folders? This confuses SE5.
Re: IRM 0.8d is out.
Ok, it appears that IRM 0.8d is using FQM Beta 6's (or 5, not sure) XFileClasses_Stellar.txt. This file has no green stars, and uses the "Star Glow" effect for planets, rather than the "Planet Glow." The other FQM Beta 7 files seem to be included, including the textures.
Re: IRM 0.8d is out.
because versions prior to 0.8d had the uncompiled scripts bundled in with them all you need to do if you have not already is copy the contence of the IRM 0.8d foulder and paste it up one level
Re: IRM 0.8d is out.
Right, and that didn't necessitate the extra level of folder in 0.8c either. 
Re: IRM 0.8d is out.
I think I found a solution for the missing suns. I downloaded Fyron's beta 7 mod from http://www.spaceempires.net/home/modules.php?name=Forums&file=viewtopic&t=2393
and replaced the "XFileClasses_Stellar.txt" in the IRM mod with the one in Fyrons mod. I haven't gone through all the Quadrants but they appear to all be fixed. I hope this helps.
Re: IRM 0.8d is out.
Fallen Haven,
I've been following your work and stealing bits of your scripts for my own AI. Some of your stuff is absolutely great.
However . . .
I downloaded IRM 0.8d today and set up a game. I used the same settings I use to test my own AI: medium quadrant, medium number of opponents, no neutrals, no events, hard AI with no bonus, all scores visible and everything else on the default settings. After starting the game, I used `RUNTURNS 50`and took my wife and kids out for dinner.
After fifty turns, the Abbidon were in first place with a meager six planets, 11100 research points, twenty ships and no units. The Sithrak were in last place with one planet, 4522 research points, no ships and no units. None of the AIs had ever left their home systems, even to explore or survey. The few ships they possessed were all population transports. The only ships designed were population transports and colony ships, and there were no unit designs at all.
I'm pretty sure that's not what you had in mind!
So heads up, you have a pretty big bug somewhere in your scripts.
Howler
Re: IRM 0.8d is out.
Re: IRM 0.8d is out.
Well one bug even though resupply depot is pumping out 16,800 supply and 8,400 ordanance the System modifiers display in the system is stuck at 2k and 1k, but after a ship was in the sector went to where it should be.
Re: IRM 0.8d is out.
I have a similar problem, except that the AI IS building everything BUT colony ships and colonizing. The AI has lots of ground troops and satellites at each of their original homeworld planets and has Unit Hunter ships, Scout ships, etc. but they aren't doing any colonizing. We started out with 3 homeworlds and every AI has gotten to 4 planets in total, but they aren't getting anymore. I gave the AI max bonus and max difficulty with vision of the entire map.

Re: IRM 0.8d is out.
The larger hexes is the first thing I mod out because it makes playing on my measly 17" tft pretty nasty. I use a locked viewpoint 99% of the time because I don't want to scoot about the screen seeing what's happening. I'd actually like to have a square 2D system display like in 4 TBH though I realise that'd need to be hard-coded.
Fyron - you may not realise this but your posts come across as pretty rude.
Re: IRM 0.8d is out.
I have found and corrected these issues, so if you want I can upload to rapid share
1. fleet orders were issued only if last ship in list wasn't in fleet and without orders. Because of specific
ship orders out of order loop, fleets were almost completely idle.
2. fleets does not defend systems (in defense mode fleet looks for attack systems which will rarely happen, per ai state change) I have changed that fleet looks for defense in defense mode
3. index out of range in SendShipToAttack attack priority 2 loop.
Seems that "for" loops are executed at least once no matter if var goes 1 to 0
4. index out of range in ship constructions
AddVehicleConstructions,
gbl_lst_queue_count not used but accessed anyway
5. fqm mod different version of files, when pasted seems to work correctly
6. in function AI_Set_Race_Design_Types, not all design types were added but accessed
any way; if ship of that design exists, that produces index out of range and further errors
7. supply storage wasn't added to supply transports, so design was not created
8. increased priority for colony ships
Greetings, Branimir
Re: IRM 0.8d is out.
After fifty turns, the Abbidon were in first place with a meager six planets, 11100 research points, twenty ships and no units. The Sithrak were in last place with one planet, 4522 research points, no ships and no units. None of the AIs had ever left their home systems, even to explore or survey.
Howler
It seems that this is game bug. It happend to me when
switching between mods, then first game played ai behaves
as neutral. That is, doesn't colonize other systems.
I have fealing that this happens with some combination
of visibility params. I have setted option that only
home planet is visible and bug happend.
When setting home system visible game played ok.
Greetings, Branimir.
Re: IRM 0.8d is out.
Two more issues found and corrected:
9. Minister_Colony_Ships out of range index. planets to colonize list is empty,
but loop accesses position 1
10. send ship to join fleet, ai design type setting was commented out but accessed
lst_AI_Design_Type_Name rendering further errors.
Greetings, Branimir
Re: IRM 0.8d is out.
I don't know if you have been using the same script i do, but some of the bugs you report should not even exist. For exemple supply transport worked in 0.8c, and they should still work as they did before. My new build system work differently than previous versions. It's a sinking system, it start negative and get deeper as more units exist. I purposedly made the colonizer less important as the empire grow so the AI build more ships and units before colonizing a new planet.
I believe you used the old 0.8c scripts and not the 0.8d ones...
Definitely I'm using version of source files which you posted as 0.8d. I even used compiled files to reproduce
errors and they were there. Supply transport not created warning, is issued in log file when type is not created
because of lack of required storage.
I examined file and saw that when adding cargo supply
transport was on condition "not", therefore I added
supply storage just for it and then design was created.
Problem with colony ships is that they were built only
in begining and latter on they couldn't get priority
so ai ends up with few colonies.
Greetings, Branimir.
Re: IRM 0.8d is out.
From what I have seen the AI is colonizing but perhaps slower than it might early on. Is it posible that the formula which reduces the proportion of colony ships later in the game is working too soon. Other than that the AI seems to be doing well managing its population and distributing it to new colonies as well as scouting.
Re: IRM 0.8d is out.
Ok, here it goes.
http://rapidshare.com/files/20332415/SE5EmpireScriptsIRM08d_fixes.zip.html
I have tested, no errors in log file now.
Fleet battles whether attacking or defending works.
Colony ship priority is perhaps bit high.
Greetings, Branimir.
Re: IRM 0.8d is out.
It seems that this is game bug. It happend to me when
switching between mods, then first game played ai behaves
as neutral. That is, doesn't colonize other systems.
I have feeling that this happens with some combination
of visibility params. I have setted option that only
home planet is visible and bug happend.
When setting home system visible game played ok.
Branimir,
I tried an experiment this morning. I ran IRM 0.8d games several times in succession. I also tried running an IRM game, quitting SEV, and restarting with a new IRM game. I tried running an IRM game, quitting and resuming. The result are always the same. Then I switched to Balance Mod 1.04, which had no problems. Finally I switched to my own mod and that ran fine, too.
In all cases the home system was set to be visible, which is the default setting.
Besides, even if the computer players were acting as neutrals, they would design and build ships other than population transports and colonizers. There should be units, too. (I test with neutrals turned off, so I had to run a game under my own mod and check the progress of a neutral AI to find out. Of three neutral AIs, the worst had 43 units after 20 turns as well as several attack ships.)
I had the same problem with my own mod a while back. I can't remember what caused it exactly, but I think the AI was changing states inappropriately.
Nevertheless, if no one else is having this problem, I'm a bit perplexed.
Chen H,
I set up a game to see if I could duplicate your problem. The computer players expanded past four planets, maybe six, and it took them forever to make it that far. As you observed, the AI is designing and building many ship types under those conditions. I'm not seeing the same problem with Balance Mod or with my own mod.
And speaking of my own mod, I'm going back to work on it now. I'll check out the next version of IRM as soon as it's released.
Howler
Re: IRM 0.8d is out.
I set up a game to see if I could duplicate your problem. The computer players expanded past four planets, maybe six, and it took them forever to make it that far. As you observed, the AI is designing and building many ship types under those conditions. I'm not seeing the same problem with Balance Mod or with my own mod.
And speaking of my own mod, I'm going back to work on it now. I'll check out the next version of IRM as soon as it's released.
Howler
Yes, it seems that ai build all sorts of units and ships
now, but not enough colonizers. I increased priority
for colonizers in explore & expand , also infrastructure
mode, but ai colonizes just about 7-10 worlds.
Then it runs out of resources or goes to war and
colonization stops.
This is something for Fallen Haven to fix.
I have found one bug in ai politics script and
corrected it. severity amount list was accessed with
indexof (anger severity) but that one was not calculated
with values in list, rendering strange return values
from indexof function. Result was that political
remembrance was not correct.
I have added binary search function which returns
closest value instead of -1 (probably indexof bug?)
or 0 when not found, which is most of the time.
Fix is at:
http://rapidshare.com/files/20372897/Script_AI_Politics.txt
Greetings, Branimir.




Re: IRM 0.8d is out.
Good, sad as it may seem this has made my week. Will now run off and test it for you