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

IRM 0.9b is now up.

Submitted by Fallen Haven on Thu, 2007-03-22 20:13. SE:V MODs

This is just an update of the mod, no major changes but a few fix and some goodies (bundled lots of design names and improved the system name file).

Here it is :

The mod :
---------
www.spaceempires.net/files/user/fh/IRM%200.9b.zip

The readme :
------------
www.spaceempires.net/files/user/fh/readme.txt

And... (guess what it is)

www.spaceempires.net/files/user/fh/IRM%20Scripts%200.9b.zip

Enjoy!

Next version will come after the 1.3x patch.

‹ Balance Mod 1.03 Minor Fix for steam users (for savegames on PBEM) Major AI mods ›
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Re: IRM 0.9b is now up.

Submitted by Chen H on Thu, 2007-03-22 21:03.

Hopefully theres no last minute bugs =D

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Re: IRM 0.9b is now up.

Submitted by NightGuard on Thu, 2007-03-22 21:13.

I have to say, I've really been enjoying this particular mod. It implements a lot of the things I would have wanted to do if I were to create a mod. Granted, I won't, since I have no idea how to script the AI. Here's hoping this latest iteration keeps my interest as long as the last one did.

BTW, I have yet to see the AI use fighters and carriers, but I'll make the same suggestion to you that I made elsewhere. You might want to include a small amount of ordnance storage in the fighter bays, or somehow program the AI to include ordnance storage on the carriers. Otherwise, the carrier will try to keep launching fighter attacks with unarmed fighters.

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Re: IRM 0.9b is now up.

Submitted by NightGuard on Thu, 2007-03-22 21:57.

Glad I could help out, even if in just that small way. If you'd like more input, I'm always willing to help. Speaking of... Did you get the -1 put in on the weapon mounts formulas yet? They all looked like they were one level too powerful.

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Re: IRM 0.9b is now up.

Submitted by Fallen Haven on Thu, 2007-03-22 21:59.

NightGuard wrote:
I have to say, I've really been enjoying this particular mod. It implements a lot of the things I would have wanted to do if I were to create a mod. Granted, I won't, since I have no idea how to script the AI. Here's hoping this latest iteration keeps my interest as long as the last one did.

BTW, I have yet to see the AI use fighters and carriers, but I'll make the same suggestion to you that I made elsewhere. You might want to include a small amount of ordnance storage in the fighter bays, or somehow program the AI to include ordnance storage on the carriers. Otherwise, the carrier will try to keep launching fighter attacks with unarmed fighters.

Damn, that slipped under the radar... They are supposed to have supplies and ordnance... Will have to fix it.

Edit : I added the supply and ordnance storage to Fighter bays and Satellite launchers, now testing if this works.

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Might do another fix before 1.3x...

Submitted by Fallen Haven on Thu, 2007-03-22 23:14.

Well, that carrier problem bugs me, i should come up with a complete fix for tomorrow. For sure, the problem of supplies will be gone...

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Re: IRM 0.9b is now up.

Submitted by Orion66 on Fri, 2007-03-23 05:38.

Hello

Excuse me but am new here.....
How can I install the game? I mean, do I need only MOD from first link? Or do I also need something from the third link? (scripts?)

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Psieye's picture

Re: IRM 0.9b is now up.

Submitted by Psieye on Fri, 2007-03-23 06:59.

Just the Mod.

---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.

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BlueTemplar's picture

Re: IRM 0.9b is now up.

Submitted by BlueTemplar on Fri, 2007-03-23 07:06.

Is it normal that the AI doesn't use carriers until late game?

I have observed that except for all tech start the Ship - Carrier autocomplete design comes invalid, since the AI adds no life support nor crew quarters on it.

When I try to make a Ship - Carrier autocompleted design with a all tech start, the AI adds no components at all, though it looks like the AI somehow manages to design viable carriers at all tech start.

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Re: IRM 0.9b is now up.

Submitted by Orion66 on Fri, 2007-03-23 07:22.

One more question. Where are weapons to develop???????
I have no missile weapons and so on.

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Re: IRM 0.9b is now up.

Submitted by Fallen Haven on Fri, 2007-03-23 07:54.

BlueTemplar wrote:
Is it normal that the AI doesn't use carriers until late game?

I have observed that except for all tech start the Ship - Carrier autocomplete design comes invalid, since the AI adds no life support nor crew quarters on it.

When I try to make a Ship - Carrier autocompleted design with a all tech start, the AI adds no components at all, though it looks like the AI somehow manages to design viable carriers at all tech start.

I don't think level 2 of military science to be "late game", they should start making carriers. As for the problem of designing them, i guess i should fix the script differently. It will try to use large versions of crew quarters and life support before they are available.

Edit : Added a line of script to check if the large versions of life support or crew quarters are available. I guess that explain why carriers and other large crew ships did not show up sooner.

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Re: IRM 0.9b is now up.

Submitted by evilginger on Fri, 2007-03-23 08:19.

The basic weapons are zero g weapons the mods equivalent of the stock DU cannon but to get missiles you need to have researched nuclear tech guidance systems and missile technology which will give you nuclear missiles there are several other sorts of missile the next easiest to get hold of are fusion missiles which requires tl2 in physics tl 1 in force field tech and of course fusion weapons tech. Torpedoes are harder to get but worth it as they are more likely to survive point defence fire. Ballistics is also a good tech to research as it with physics and force fields give you gauss weapons and open up a number of other projectile weapons.

There is as yet no fixed tech tree as its still subject to balancing as part of the mods development just enjoy the “realism” of researching blind Eye-wink

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Re: IRM 0.9b is now up.

Submitted by Orion66 on Fri, 2007-03-23 08:53.

So if it seems so complex does AI manage to get weapon tech properly?

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Re: IRM 0.9b is now up.

Submitted by Fallen Haven on Fri, 2007-03-23 09:02.

Orion66 wrote:
So if it seems so complex does AI manage to get weapon tech properly?

As long as it is declared properly in the research script, the AI will get the tech eventually.

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Re: IRM 0.9b is now up.

Submitted by evilginger on Fri, 2007-03-23 09:05.

Yes if any thing the AI is better at it than the human player is. This is the mod where the AI pulled a partian manuver on my fleet, beware the archer ship type. The AI will also swap techs from time to time though it can be a bit difficult to see unless you look for it as the pulse and ballistic weapon effects are very similar if not the same. The AI isn’t invincible but it’s a definite challenge and appropriately aggressive in that it attacks in sufficient force to win when it is able. It just hit one light carrier one repair ship and an armed troop transport with ten frigates mixed gun ships and unit hunters. I won but lost the troop ship several fighters of which there where thirty and my carrier is now out of supply again.

The same AI has lots of fairly advanced mine fields and I don’t yet have mine technology the AI is by the way a neutral so I will beat it if I don’t get distracted by any one else

BTW the patch is out just noticed

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Re: IRM 0.9b is now up.

Submitted by Orion66 on Fri, 2007-03-23 09:08.

I have just started playing this mod. When am in Research screen I feel blind. I have no idea what should I research to get more weapons. In weapons mode I have only two research:

- warheads
- troops weapons

Also where are those zero G weapons?

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Re: IRM 0.9b is now up.

Submitted by Fallen Haven on Fri, 2007-03-23 09:20.

Orion66 wrote:
I have just started playing this mod. When am in Research screen I feel blind. I have no idea what should I research to get more weapons. In weapons mode I have only two research:

- warheads
- troops weapons

Also where are those zero G weapons?

Supposed to be available right of the bat unless you removed "conventional weapons" when designing your race.

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Re: IRM 0.9b is now up.

Submitted by Fallen Haven on Fri, 2007-03-23 09:23.

evilginger wrote:
I won but lost the troop ship several fighters of which there where thirty and my carrier is now out of supply again.

Next version will fix the supply problem of carrier once and for all. Fighter bays will come with supply and ordnance storage.

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Re: IRM 0.9b is now up.

Submitted by Orion66 on Fri, 2007-03-23 09:32.

I know what the problem was. There were not many of techs you said. The reason was I loaded my old game config. That was it.
Ok, am starting the game now! Smiling

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Re: IRM 0.9b is now up.

Submitted by javaslinger on Fri, 2007-03-23 09:34.

How long do you anticipate the release of the next version now that the patch 1.33 is out?

Just curious...

Thanks,

javaslinger

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BlueTemplar's picture

Re: IRM 0.9b is now up.

Submitted by BlueTemplar on Fri, 2007-03-23 09:45.

Balance request: make please the Ressource Storage only 500 Kt in size and 10 000 storage. It's annoying to have lots of planets with 500kT spare left...

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Re: IRM 0.9b is now up.

Submitted by Fallen Haven on Fri, 2007-03-23 10:00.

javaslinger wrote:
How long do you anticipate the release of the next version now that the patch 1.33 is out?

Just curious...

Thanks,

javaslinger

We are looking at the changes right now, not sure how much fixing IRM need to run under 1.33 yet.

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Re: IRM 0.9b is now up.

Submitted by Orion66 on Fri, 2007-03-23 11:32.

One more thing.
I have a battle: mine 2 ships versus 1 AI ship. They use simple weapons (zero G). Nobody can hit eachother. It is almoust impossible to hit AI ship and AI to hit mine.
How come??????

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Re: IRM 0.9b is now up.

Submitted by Fallen Haven on Fri, 2007-03-23 11:40.

Orion66 wrote:
One more thing. I have a battle: mine 2 ships versus 1 AI ship. They use simple weapons (zero G). Nobody can hit eachother. It is almoust impossible to hit AI ship and AI to hit mine. How come??????

It's a 1.25 bug, ships should not have that problem once it's ported to 1.33. With luck, it should be done today.

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Re: IRM 0.9b is now up.

Submitted by evilginger on Fri, 2007-03-23 11:42.

If you are still running 1.25 then it might be the storm bug if not its likely due to both forces being recruits. In the IRM inexperienced crews are (intentionally) rubbish shots and experienced ones are not that common until people develop facilities which come with advanced military science put both together and you won’t hit the side of a base ship frigates are also hard to hit in and of themselves.

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Re: IRM 0.9b is now up.

Submitted by Orion66 on Fri, 2007-03-23 12:37.

I think it is a bug. First two battles were normal next one - nobody can hit each other.
You can be green in fight but not blind Smiling so it is a bug...

Wait a minute. Today will be 1.33 patch for SE V??????/

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Re: IRM 0.9b is now up.

Submitted by Fallen Haven on Fri, 2007-03-23 12:46.

Orion66 wrote:
I think it is a bug. First two battles were normal next one - nobody can hit each other. You can be green in fight but not blind Smiling so it is a bug...

Wait a minute. Today will be 1.33 patch for SE V??????/

Yes the patch is out and i'm testing 0.9c right now. Ships no longer are such bad shots (or god like ones). The armor bug is gone and it's a good thing.

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Re: IRM 0.9b is now up.

Submitted by Orion66 on Fri, 2007-03-23 14:07.

...(whispering)...so when will you make 0.9c ready...? Smiling

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