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

IRM 0.8e released

Submitted by Fallen Haven on Sat, 2007-03-10 16:30. SE:V MODs

Just a fix for the few bugs reported for 0.8d. The changes are minor, it should not break games in progress.

The mod
-------
www.spaceempires.net/files/user/fh/IRM%200.8e.zip

The current scripts
-------------------
www.spaceempires.net/files/user/fh/IRM%20scripts%200.8e.zip

The readme file (read this if you don't know what IRM is about)
---------------
www.spaceempires.net/files/user/fh/readme.txt

‹ Ground Combat mod 2.03b new race portraits and flag sets ›
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Re: IRM 0.8e released

Submitted by evilginger on Sat, 2007-03-10 16:38.

Good give that a go not having too many isues with the game play of 0.8d beyond slower than desirable expansion of AI empires probably due to mnot building that many colony ships

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Re: IRM 0.8e released

Submitted by Fallen Haven on Sat, 2007-03-10 17:42.

evilginger wrote:
Good give that a go not having too many isues with the game play of 0.8d beyond slower than desirable expansion of AI empires probably due to mnot building that many colony ships

I fixed the values so the AI should build CS more often. I'm going to work tonight, but i should have some time to work on the mod.

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Re: IRM 0.8e released

Submitted by evilginger on Sat, 2007-03-10 21:48.

Have just played sixty turns of a quick start game and it feels like SEIV or IRM 0.54. The AI is from my not very constructive contact with the Eee aggressive blockading warp points in my systems sneaking in colony ships and generally attacking any target that gets in sight. the colony is considering its minor very well defended by gun platforms and satellites and I have spotted a transport full of troops, which might have been an invasion attempt not certain as I destroyed it and its escort in a fairly nasty battle for this early in the game. It was approaching my colonies on the other side of the system

My ships where slightly tougher than the AI's as I had researched armour a bit and maxed out on it and the ships where more heavily armed than the AI's 4 DU canon to 2 DU cannon and an auto canon. I don’t think that was an AI design fault though as its ships where maxed about on speed and mine where not and I had scrimped on supply and ordinance to do that

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Re: IRM 0.8e released

Submitted by Fallen Haven on Sun, 2007-03-11 06:36.

evilginger wrote:
Have just played sixty turns of a quick start game and it feels like SEIV or IRM 0.54.

That's good Smiling. But i found out while testing my AI that the build system is still buggy. Could not fix it yet but i'm working on it. Basically it does not build ships everywhere it could and at some point it seem to stop making units (even though it has the space and resources for). I believe it's due to my "failsafe" i tryied to make in my construction script so the AI don't stop buying if a purchase failed. But it could also be due to all the facilities the AI end up building due to all it's fledging colonies... Anyway, i'll work on this tonight.

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Re: IRM 0.8e released

Submitted by evilginger on Sun, 2007-03-11 09:30.

probably mentioned this before but please do somthing about the system to avoid minister as it never worked all that well and is now not working at all I dont want my blasted ministers sending unarmed transports into war zones or colonizing enamy systems which I cant defend.

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Re: IRM 0.8e released

Submitted by Fallen Haven on Sun, 2007-03-11 15:09.

evilginger wrote:
probably mentioned this before but please do somthing about the system to avoid minister as it never worked all that well and is now not working at all I dont want my blasted ministers sending unarmed transports into war zones or colonizing enamy systems which I cant defend.

I wish i could fix this one, but i have no idea how. It's a feature Aaron never finished. Also a lot of AI functions seem buggy in 1.25, some of the lists aren't working properly... And the AI need lists to know where the enemy are.

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Re: IRM 0.8e released

Submitted by Astroshak on Sun, 2007-03-11 16:45.

Have you fixed the armor problem? The one where destroying armor increases its ability to reduce damage dealt to the rest of the ship?

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Re: IRM 0.8e released

Submitted by bmaxa on Sun, 2007-03-11 18:30.

I have found issue with code you inherited from
Add_Vehicle_Constructions function.
Problem was that only top queue in sorted list was used
rendering other queues unusable if that one was full.
So on unsuccessfull addition to that one vehicle
construction stops.
That is if sorting returns same queue nothing will be added.
Also I didn't liked 1000 passes out of loop condition,
so I have rewrited it to work better. That is, now
all queues will be occupied. I guess all mods that
use this function will suffer same problem.

Also fixed issue with skipping of vehicles in type
selection function.
So now this works in this way:
sorted queues are all attempted if failed I will try
other type of vehicle (base,ship,unit,def base).

Perhaps this will solve problem, I didn't have a time to test it thoroughly .
Source is at:
http://rapidshare.com/files/20585358/Script_AI_Construction.txt
BTW, couldn't download sources for 0.8e, says file not
found

Greetings, Branimir.

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Re: IRM 0.8e released

Submitted by evilginger on Sun, 2007-03-11 19:26.

Fallen Haven the uncompelled scripts link is defiantly broken. I owe you a clip round the ear By the way as you have got me rooting about in code Eye-wink not a good thing as it makes the mental scars I got from coding Paradox Data Bases itch horribly.

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Mod Designer

Re: IRM 0.8e released

Submitted by Fyron on Sun, 2007-03-11 20:36.

Astroshak wrote:
Have you fixed the armor problem? The one where destroying armor increases its ability to reduce damage dealt to the rest of the ship?
That is a SE5 engine bug with the emissive ability. Each destroyed armor piece increases the amount of emissive ability on the ship as a whole.


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.8e released

Submitted by Astroshak on Sun, 2007-03-11 21:42.

Fyron, if thats a bug with Emissive Armor, thats definately been translated into the IRM for other armor types as well, at least through c (haven't downloaded d or e yet).

Tech level 100 in Armor and in Time Weapons, max level of Weapon Mounts. One ship type loaded with full Heavy Armor, the other with full Emissive Armor. Plenty of Supplies on hand, and as much space loaded with Massive Mount time beams - the Emissive Armor type ship has more guns because of the weight difference in the two armor types. Two squadrons in the simulator - 5 Hv ships versus 5 Emissive ships - the 5 heavy armor ships won easily.

I take a bunch of fighters and put them against a heavy armor ship, and they cannot take it out because of the armor bug.

I'd call that a game breaking bug, were it not possible for the beams I'm using to, in sufficient numbers on Massive mounts, destroy one of my ships despite the bug.

So I asked.

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Re: IRM 0.8e released

Submitted by evilginger on Sun, 2007-03-11 21:50.

The relative invulnerability of ships with Maxed heavy armour is intentional as all armour in the IRM has a level of damage reduction and always has had. The emissive armour bug whilst it undoubtedly carries across since it’s a core SEV problem is a separate issue.

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 02:02.

I believe that I have corrected all issues now.
There was bug in my function, construction process
was put in if condition for ships by mistake,
and function Sys_AI_Design_Type_Stats_Get_Queue_Items_Count
does not returns items queued currently, but items queued
on previous turn. I have added leis to keep track
of current queue items.

So it seems that now everything works as intended.
Script at:
http://rapidshare.com/files/20623312/Script_AI_Construction.txt

Greetings, Branimir.

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 03:44.

when units are created with full steam, two more issues
surfaced.
AI will go bankrupt because maintenance and tariff costs
were not included in calculation.
Besides that I can't see any strategy to prevent
ai bankruptcy in stock code. I guess that worked cause of
stock construction function that didn't worked.
Second issue is that I didn't took into account that more
then one unit can be added to queue.

corrected at:

http://rapidshare.com/files/20632074/Script_AI_Construction.txt

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Re: IRM 0.8e released

Submitted by evilginger on Mon, 2007-03-12 06:32.

Bugs

1 Possible AI refit Bug Instances of AI trying to refit ships with cargo on board and also trying to refit ships as the wrong hull size

2 Refit minister needs to be able to discriminate between ship types when upgrading and keep them separate especially with frigates I have three classes of frigate

A Unit hunter
A Gun ship
An Attack ship

the unit hunter has lots of auto canon the gunship has only canon and the attack ship has a mix of both and I would like all three in my fleets but with the Refit Minister engaged all your frigates will be refitted to the most recent design of the three.

This is very irritating if you send a squadron of unit hunters to clear some enemy satellites and discover that they can’t because the stupid minister has refitted them as gun ships and DU canon can’t target satellites.

Ideally the Minister should refit a gunship as the latest gunship design and the unit hunter to the latest unit hunter design not the latest frigate design. Of course I could do it manually but a hundred ships are a lot to micro manage.

Strongly this does not affect ships based on freighter hulls where the Minister manages to correctly upgrade the population transport the repair ship and the opposed landing ship (a troop transport)

Please fix this before I go Psychotic and some poor but slightly irritating soul gets their head ripped off because of it

Edit The same thing is hapening with Colony ships Ragh!!!

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Re: IRM 0.8e released

Submitted by Fallen Haven on Mon, 2007-03-12 06:33.

evilginger wrote:
Bugs

1 Possible AI refit Bug Instances of AI trying to refit ships with cargo on board and also trying to refit ships as the wrong hull size

2 Refit minister needs to be able to discriminate between ship types when upgrading and keep them separate especially with frigates I have three classes of frigate

A Unit hunter
A Gun ship
An Attack ship

the unit hunter has lots of auto canon the gunship has only canon and the attack ship has a mix of both and I would like all three in my fleets but with the Refit Minister engaged all your frigates will be refitted to the most recent design of the three.

This is very irritating if you send a squadron of unit hunters to clear some enemy satellites and discover that they can’t because the stupid minister has refitted them as gun ships and DU canon can’t target satellites.

Ideally the Minister should refit a gunship as the latest gunship design and the unit hunter to the latest unit hunter design not the latest frigate design. Of course I could do it manually but a hundred ships are a lot to micro manage.

Strongly this does not affect ships based on freighter hulls where the Minister manages to correctly upgrade the population transport the repair ship and the opposed landing ship (a troop transport)

Please fix this before I go Psychotic and some poor but slightly irritating soul gets their head ripped off because of it

I guess i should revisit my refiting script, i though i had made it better than that. There is no problem with AI made ships, they are upgraded with the proper design. I guess the problem reside in the AI's conversion of Player made designs to equivalent AI designs...

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Re: IRM 0.8e released

Submitted by Fallen Haven on Mon, 2007-03-12 07:11.

bmaxa wrote:
when units are created with full steam, two more issues surfaced. AI will go bankrupt because maintenance and tariff costs were not included in calculation. Besides that I can't see any strategy to prevent ai bankruptcy in stock code. I guess that worked cause of stock construction function that didn't worked. Second issue is that I didn't took into account that more then one unit can be added to queue.

corrected at:

http://rapidshare.com/files/20632074/Script_AI_Construction.txt

Yeah, the construction code can be quite a pain, i've worked on it all week-end, managed to fix a lot of the code but now i end up with ships and units everywhere, preventing facilities from being built. I will look at your code, you might have found some alternate way to do things...

I also found the bug with the build queue, my solution seem to work properly (also added a maximum number of units that can be queued for some ships, this help greatly). My current problem is with the sorting of queues, the AI just keep adding stuff to it even though there should not be any production left. I even ran into a bug that allowed ships to be queued at planets with no space yards...

Edit : Why all theses string conversions?

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 07:12.

Fallen Haven wrote:

Yeah, the construction code can be quite a pain, i've worked on it all week-end, managed to fix a lot of the code but now i end up with ships and units everywhere, preventing facilities from being built. I will look at your code, you might have found some alternate way to do things...

I have just corrected issue with add vehicle constructions
function while keeping your logic.
Tested the game now everything seems to work fine.
Facilities are built as well as units.

Fallen Haven wrote:
I also found the bug with the build queue, my solution seem to work properly (also added a maximum number of units that can be queued for some ships, this help greatly). My current problem is with the sorting of queues, the AI just keep adding stuff to it even though there should not be any production left. I even ran into a bug that allowed ships to be queued at planets with no space yards...
I believe this issue is solved by keeping of track of queued units as Sys function that returns number queued does not works as expected. Stock code also does not accounts maintenance and tariff costs, I have corrected this and checked whether ai stops building units and buildings when runs out of resources.

Hope this helps. I am having great time with your mod.

Greetings, Branimir.

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 07:18.

Fallen Haven wrote:
Edit : Why all theses string conversions?

Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line Smiling

If there is better way, please tell.

Greetings, Branimir.

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 07:22.

Fallen Haven wrote:
Edit : Why all theses string conversions?

Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line Smiling

If there is better way, please tell.

Greetings, Branimir.

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 07:25.

Fallen Haven wrote:
Edit : Why all theses string conversions?

Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line Smiling

If there is better way, please tell.

Greetings, Branimir.

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 07:28.

doh my browser have generated several repeated messages, when
connection to internet was lost for a minute, sorry.

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Re: IRM 0.8e released

Submitted by Fallen Haven on Mon, 2007-03-12 07:34.

bmaxa wrote:

I have just corrected issue with add vehicle constructions
function while keeping your logic.
Tested the game now everything seems to work fine.
Facilities are built as well as units.

The code you made look a lot like what i ended up writing last night. But i had to make changes at other places, found bugs in a few places.

Quote:
I believe this issue is solved by keeping of track of queued units as Sys function that returns number queued does not works as expected. Stock code also does not accounts maintenance and tariff costs, I have corrected this and checked whether ai stops building units and buildings when runs out of resources.

Looking at your code, i just noticed what you did with the queue list and the compute spending. Nice job Smiling.

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Re: IRM 0.8e released

Submitted by Fallen Haven on Mon, 2007-03-12 07:50.

bmaxa wrote:
Fallen Haven wrote:
Edit : Why all theses string conversions?

Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line Smiling

If there is better way, please tell.

Greetings, Branimir.

Oh, that's why. I'm so used to look at the debug entries, i usually know what i'm looking at. What bugs me isn't the lack of printf function, but all the useless unused lines. That's why i often go a long way into simplifying functions so i don't have as much lines to look at.

BTW, adding "call Sys_Compute_AI_Design_Type_Statistics(sys_long_Player_ID)" to the "Get_Race_Design_Type_To_Purchase" function solve the problem with the queue count. It had omitted to add it when i modified the function. Adding it make things works properly.

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 08:10.

Fallen Haven wrote:
bmaxa wrote:
Fallen Haven wrote:
Edit : Why all theses string conversions?

Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line Smiling

If there is better way, please tell.

Greetings, Branimir.

Oh, that's why. I'm so used to look at the debug entries, i usually know what i'm looking at. What bugs me isn't the lack of printf function, but all the useless unused lines. That's why i often go a long way into simplifying functions so i don't have as much lines to look at.


To me even simple debug log of scripts is too long to spot
problems, except when I know what I'm looking for.
As I can see , only way to prevent such long lists of
unused lines is to implement printf, which I will probably
do,if possible, as code really looks clobbered.

Fallen Haven wrote:
BTW, adding "call Sys_Compute_AI_Design_Type_Statistics(sys_long_Player_ID)" to the "Get_Race_Design_Type_To_Purchase" function solve the problem with the queue count. It had omitted to add it when i modified the function. Adding it make things works properly.

Heh, nice find. I'm really new to this api Smiling

Greetings, Branimir

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Captain Kwok's picture
Mod Designer

Re: IRM 0.8e released

Submitted by Captain Kwok on Mon, 2007-03-12 08:16.

Bmaxa - You know about DebugSettings.txt? You can have it print out a line-by-line log of each empire's script execution each turn. Although you get the entire script being logged, rather than just little sections of interest...

---

I had made a similar change for calculating total resources on hand, but used for a resource colony modifier and not realizing the construction minister was not considering all expenses. Better double check for little things like that nowadays. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Re: IRM 0.8e released

Submitted by Fallen Haven on Mon, 2007-03-12 08:22.

Captain Kwok wrote:
I had made a similar change for calculating total resources on hand, but used for a resource colony modifier and not realizing the construction minister was not considering all expenses. Better double check for little things like that nowadays. Sticking out tongue

He's quite good at finding faulty code and work around, you should keep an eye on his "fixes".

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Re: IRM 0.8e released

Submitted by javaslinger on Mon, 2007-03-12 08:53.

Fallen Haven and bmaxa,

Are you guys working cooperatively or do we have two variant mods going in different directions. I'm working if we have a 3rd major mod in the works (4th including FQM) or is this an effort to improve IRM?

Thanks,

Javaslinger

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Re: IRM 0.8e released

Submitted by evilginger on Mon, 2007-03-12 08:56.

It looks cooperative to me

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Re: IRM 0.8e released

Submitted by Fallen Haven on Mon, 2007-03-12 09:07.

evilginger wrote:
It looks cooperative to me

I don't know what he plan on doing with my mod, but i appreciate his help solving my bugs. He seem more adept than me at narrowing down the source of problems, but he should read the docs before making long work around code...

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 09:14.

Fallen Haven wrote:
evilginger wrote:
It looks cooperative to me

I don't know what he plan on doing with my mod, but i appreciate his help solving my bugs. He seem more adept than me at narrowing down the source of problems, but he should read the docs before making long work around code...

If you wish, I'd like to help you with the mod.
Two pair of eyes are better then one Smiling
I have about 15 years of professional experience in
programming so we could work together on this.

Greetings, Branimir.

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Re: IRM 0.8e released

Submitted by Fallen Haven on Mon, 2007-03-12 09:28.

bmaxa wrote:
If you wish, I'd like to help you with the mod. Two pair of eyes are better then one Smiling I have about 15 years of professional experience in programming so we could work together on this.

Of course i want it Smiling. My experience at programming is quite limited, i just have a knack at decifering what others have done. I can't refuse professional help Smiling.

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Re: IRM 0.8e released

Submitted by bmaxa on Mon, 2007-03-12 09:41.

Fallen Haven wrote:
bmaxa wrote:
If you wish, I'd like to help you with the mod. Two pair of eyes are better then one Smiling I have about 15 years of professional experience in programming so we could work together on this.

Of course i want it Smiling. My experience at programming is quite limited, i just have a knack at decifering what others have done. I can't refuse professional help Smiling.

My mail is
We can discuss further via mail to synchronize work.

Greetings, Branimir.

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Re: IRM 0.8e released

Submitted by Grumble314 on Tue, 2007-03-13 20:40.

I have to ask a quick question did you make large weapons platforms too small to have massive mounts on purpose?

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Re: IRM 0.8e released

Submitted by Grumble314 on Tue, 2007-03-13 22:04.

Another quick question is point defense supposed to use mounts on a satellite?

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Re: IRM 0.8e released

Submitted by Fallen Haven on Tue, 2007-03-13 22:15.

Grumble314 wrote:
I have to ask a quick question did you make large weapons platforms too small to have massive mounts on purpose?

No. Platforms don't use the same mounts as ships, there are no Massive mounts for them. I could make one but there is no point. I think large platforms are powerful enough, especially in numbers.

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Re: IRM 0.8e released

Submitted by Grumble314 on Tue, 2007-03-13 22:21.

There is by massive mount listed the platform just has to be 600k in size where you changed it to top out at 540k

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Re: IRM 0.8e released

Submitted by Fallen Haven on Tue, 2007-03-13 22:38.

Grumble314 wrote:
There is by massive mount listed the platform just has to be 600k in size where you changed it to top out at 540k

Silly me again. Yes there is one and i made it unavailiable when i fixed the platform size... Will fix that right away.

I should check the code before replying...

Edit : Fixed now, each platforms size will have their mounts availiable to them.

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bheusi's picture

Re: IRM 0.8e released

Submitted by bheusi on Fri, 2007-03-16 14:18.

Hi FH. I downloaded 0.8e from the link above, however when I start a new game, it shows 0.8d... Is that just a typo? I was wondering because the AI is expanding a bit slow, and that was one of the bugs in 0.8d, which I haven´t dowloaded and installed. Thanx

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Re: IRM 0.8e released

Submitted by Fallen Haven on Fri, 2007-03-16 14:24.

bheusi wrote:
Hi FH. I downloaded 0.8e from the link above, however when I start a new game, it shows 0.8d... Is that just a typo? I was wondering because the AI is expanding a bit slow, and that was one of the bugs in 0.8d, which I haven´t dowloaded and installed. Thanx

Yeah, i just forgot to update the number, you can do it manually in Mod_Definition.txt. I will update the zip file...

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