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

IRM suggestion thread.

Submitted by Fallen Haven on Tue, 2007-03-27 09:28. SE:V MODs

Ok, i'm working with Bmaxa to get something worthwhile for the next version of IRM. I want to have an easily accessible thread where suggestions can be posted. The main threads tend to fill up quickly and become a pain to read, and mix questions and bug reports along suggestions.

So here the current plans for the next version :

- Better AI (Doh). We are working on improving the diplomacy, research and make the AI smarter. We may also implement a Fear factor like BM, it's a nice feature.

- More techs. I added the combat sensor tech. Now combat sensors are no longer linked to basic sensors. But also adjusted the price, sensor techs are more expensive, while combat sensors tech is relatively cheap (but has many levels).

- Fixing starting techs. Probably no one noticed it, but the AI don't know what to do with starting tech points. It's because the "global research" has been broken for several versions now. One reason is i had to rewrite the whole thing and found it was too much work at the time.

Feel free to add suggestions. Of course, i may not implement everything suggested, especially if it goes against the philosophy of the mod (IRM isn't going to be like BM or other mods).

‹ NeoStandard Mods/Shipsets? Planet culture/traits? ›
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Re: IRM suggestion thread.

Submitted by Orion66 on Tue, 2007-03-27 09:34.

1. My suggestion is to improve relationsships system. I think it is pretty good done in lastest Balance Mod.
If am strong AI is affraid of me and relations are better. In that case am equal partner. If am weak AI is more agressive toward me. AI makes more demands.
Just like in real life...
2. Fix "expected results field" in research mode to have it worked it like in stock mode/balance mod.

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Re: IRM suggestion thread.

Submitted by Fallen Haven on Tue, 2007-03-27 09:56.

Orion66 wrote:
1. My suggestion is to improve relationsships system. I think it is pretty good done in lastest Balance Mod. If am strong AI is affraid of me and relations are better. In that case am equal partner. If am weak AI is more agressive toward me. AI makes more demands. Just like in real life...

We are working on the diplomacy aspect of the game. My AI always had a weakness when it comes to make treaties. Hopefully we can make it better (well, Bmaxa will probably do most of it).

Quote:
2. Fix "expected results field" in research mode to have it worked it like in stock mode/balance mod.

I can't truly fix it. The stock game was never meant to have several requirements. If at least it would display possible outcome greyed out so you know something is missing...

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Re: IRM suggestion thread.

Submitted by Fallen Haven on Tue, 2007-03-27 09:59.

I'm tempted to remove stellar manipulation from IRM, or at least disable it when playing against the AI. It's quite unfair to give something to the player that the AI can't use.

Meanwhile i will remove it from Ai's research script. No point for the AI to waste research on something that only a player can use...

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Re: IRM suggestion thread.

Submitted by evilginger on Tue, 2007-03-27 10:21.

It is however worth letting the AI research it as far as getting access to stellar utilization or making that dependant on physics tech level rather than stellar Manipulation.

Suggestions

1 An exploration minister would be a nice feature to allow exploration to continue when you are focused else where.

2 implementing the cargo minister or getting rid of the mention of it in the ministers list if it cant be got to work as it looks useful but doesn’t do a thing

3 limiting the refit minister to newest of preferably class name but I would settle for ship type

4 The fear idea is as good one and I am all in favour of it indeed I am trying the latest BM to see how it works so far it looks interesting

5 making the small flags optional as they are irritatingly small in the BM or at least making them a bit bigger ok so this is pandering to the elderly but that’s only fair (declares interest as I am technically retired)

6 if you stabilize the tech tree I would be quite happy to do an interactive spreadsheet for those who would want to plan their research more precisely.

7 Spreading out the arrival of research centres over the tech tree so they don’t come one per TL up to 20 as they do now.

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Henk Brouwer's picture

Re: IRM suggestion thread.

Submitted by Henk Brouwer on Tue, 2007-03-27 10:44.

Is it impossible for the AI to be scripted to use stellar manipulation? I know that the SEIV AI used it quite effectively (except for ring and sphereworld building)

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Re: IRM suggestion thread.

Submitted by MisterBenn on Tue, 2007-03-27 10:52.

A small suggestion - have you considered making the Cargo Facility 500kT rather than 1000kT while halving the storage capacity? It would be a good use for the 500kT of facility space you can have left over on a planet when you place the 750 and 1500 facilities and I think storage makes sense.

As mentioned, minister improvements would be great - any and all things that could be achieved along these lines would be brilliant:

* Exploration minister for recon ships
* Cargo Transport minister to spread your stockpiles of Satellites and Troops across your empire
* A "defensive" minister which could deploy Satellites or Mines over Warp Points since that can be a fairly effective crimp on the human players' invasion plans.

A "Fear" mechanic would make the diplomacy section much more satisfying!

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Re: IRM suggestion thread.

Submitted by Fallen Haven on Tue, 2007-03-27 10:55.

evilginger wrote:
It is however worth letting the AI research it as far as getting access to stellar utilization or making that dependant on physics tech level rather than stellar Manipulation.

Will see to that.

Quote:
1 An exploration minister would be a nice feature to allow exploration to continue when you are focused else where.

Hum... I guess some rework of the ministers is indeed needed. Right now it comes in a pack : activating the minister Ship - Attack Ships grand you scouting, patrolling, ship joining fleets and random attacking of "pests" in your systems. Obviously, you may not want all of this at once...

Quote:
2 implementing the cargo minister or getting rid of the mention of it in the ministers list if it cant be got to work as it looks useful but doesn’t do a thing

Hum... Yeah, i should look for that.

Quote:
3 limiting the refit minister to newest of preferably class name but I would settle for ship type

We did, but something in the code don't work properly so they get mixed up. Strangely enough, it does not seem to affect ships build by the AI.

Quote:
4 The fear idea is as good one and I am all in favour of it indeed I am trying the latest BM to see how it works so far it looks interesting

Yeah, being able to bully the AI (or be bullied by it) is a nice touch Smiling.

Quote:
5 making the small flags optional as they are irritatingly small in the BM or at least making them a bit bigger ok so this is pandering to the elderly but that’s only fair (declares interest as I am technically retired)

You can easily remove them from the empire folders. Stock ones will be used then. Personnaly i don't really care if they are big or small, if no one asked for it i would not have changed it.

Quote:
6 if you stabilize the tech tree I would be quite happy to do an interactive spreadsheet for those who would want to plan their research more precisely.

I think there is still work to do with the tech tree before calling it "final". I'm implementing level limitations so you can't go above a certain level before a related tech as reached a certain level. I had a similar idea in the past but i scrapped it because i did not know how to implement it properly.

Quote:
7 Spreading out the arrival of research centres over the tech tree so they don’t come one per TL up to 20 as they do now.

I might be able to do that with the level cap i'm implementing.

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Re: IRM suggestion thread.

Submitted by Fallen Haven on Tue, 2007-03-27 11:02.

Henk Brouwer wrote:
Is it impossible for the AI to be scripted to use stellar manipulation? I know that the SEIV AI used it quite effectively (except for ring and sphereworld building)

We might look into that at some point. Don't hold your breath though.

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Re: IRM suggestion thread.

Submitted by Fallen Haven on Tue, 2007-03-27 11:07.

MisterBenn wrote:
A small suggestion - have you considered making the Cargo Facility 500kT rather than 1000kT while halving the storage capacity? It would be a good use for the 500kT of facility space you can have left over on a planet when you place the 750 and 1500 facilities and I think storage makes sense.

Done. I halved their stats (cost, tonnage, capacity).

Quote:
* Exploration minister for recon ships

We will have to implement several ministers to cover all the new features so they don't come in a "all or nothing" pack.

Quote:
* Cargo Transport minister to spread your stockpiles of Satellites and Troops across your empire

Already in the work.

Quote:
* A "defensive" minister which could deploy Satellites or Mines over Warp Points since that can be a fairly effective crimp on the human players' invasion plans.

Unless we screwed it up somewhere, it should already do it under mine layers and satellite layers.

Quote:
A "Fear" mechanic would make the diplomacy section much more satisfying!

I agree.

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The parthian fix.

Submitted by Fallen Haven on Tue, 2007-03-27 18:55.

I finally decide to reduce seekers range to be just slightly above direct fire range. That way, direct fire ship stand a chance against missile ships. I will add more missile mounts, but they will give only a slight range advantage.

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Re: The parthian fix.

Submitted by evilginger on Tue, 2007-03-27 19:23.

Given that the AI is now up to using the running fight tactic on a player I dont see the need for that and I would add that PD is geting better since the last stock patch an Unit hunter will now mince fighters and be fairly well imune to seekers.

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Re: The parthian fix.

Submitted by Fallen Haven on Tue, 2007-03-27 20:32.

evilginger wrote:
Given that the AI is now up to using the running fight tactic on a player I dont see the need for that and I would add that PD is geting better since the last stock patch an Unit hunter will now mince fighters and be fairly well imune to seekers.

Missiles still get through though, and i don't want to make them totally useless either. But missiles with mounts can get a huge range and be totally out of reach of direct fire ships. With enough missiles ships, you can beat any fleets because they will be grinded to the last with little opportunities of effective return fire. Of course, all this happen when fleet is set to use maximum weapon range and let to auto fight.

With shorter range though, you are forced to use mixed fleets to protect theses vulnerable missile ships.

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bheusi's picture

Re: IRM suggestion thread.

Submitted by bheusi on Tue, 2007-03-27 21:03.

Hmmm... another problem no one has mentioned is the ridiculous amounts of missiles a planet can launch when it´s full of weapon platforms. Attacking even a small planet can easily cost you large parts of your fleet, unless you use about 50% of unit hunters. Yes I know, "you should use bombardment ships blah blah blah" but I think things are not balanced, secondary weapons almost never hit a seeker; the only viable anit-seeker weapons up to the midgame are PD weapons. I´ve already reduced the cargo space in planets, specially on unbreathable ones to reduce the amount of WP, let´s see how it works.

That´s why I like this game... if you don´t like something, you can always change it yourself =)

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Re: IRM suggestion thread.

Submitted by Fallen Haven on Tue, 2007-03-27 21:28.

bheusi wrote:
Hmmm... another problem no one has mentioned is the ridiculous amounts of missiles a planet can launch when it´s full of weapon platforms.

I'm working on this. Originally i had balanced them quite well, they were alright as long as they had no extra range and extra punch with levels. I'm rebalancing this. Seekers won't get more damage increase than the other weapon (like now) and will have a slightly better range than direct fire weapons. Their high damage and the fact they always hit should keep them viable. Also they will get the same mounts direct fire have (the very same).

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Re: IRM suggestion thread.

Submitted by Revery on Wed, 2007-03-28 00:00.

I like the sound of missiles getting shorter range, nerfing parthian shot will simultaneously make direct fire weapons, larger ships, and especially direct fire mounts more useable. 'Course you don't want to make missiles too weak, perhaps they should get more structure to compensate? (i.e. takes more damage for point-defense to destroy them). Anyway, thanks for your hard work Fallen, am looking forward to testing the new balance of weapons in your next version.

Edit: what, exactly, are shields for? At first glance, armor has more total protection for the same tonnage, plus the invaluable damage negation, vs. the rather negligible regeneration of shields.. I thought shields might still have some hidden benefit not mentioned in the description, and tested them against a variety of weapons.. every time ships with armor win over otherwise identical ships that devote the same tonnage to shields instead of armor (same tech level). Have tried missiles, mounted and unmounted direct fire, autocannons, fighter weapons, even meson cannons which supposedly cause half damage to shields (this isn't working). Of course these are the basic shields, I have not tested phased or any other type - what incentive is there to research 20+ shields when the lvl 10 ones are so terrible? It is convenient that shields can regenerate without the need for repair, but there's little benefit to this if the ship doesn't survive a fight against a superior armored ship - and any fleet of armored ships will bring along a repair ship, of course. I don't know what your vision for shields is, and far be it from me to tell you what they should be good for, but they need some kind of improvement to be useful for anything.

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Re: IRM suggestion thread.

Submitted by NightGuard on Wed, 2007-03-28 00:57.

At each grade of shielding, they apply an additional 10% damage reduction. So, the high level shields (Null space, I think?) you're only taking 60% of the actual damage of the attack. This is all summarized under the damage type help info from within the game.

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Re: IRM suggestion thread.

Submitted by Fallen Haven on Wed, 2007-03-28 00:58.

Revery wrote:
Edit: what, exactly, are shields for? At first glance, armor has more total protection for the same tonnage, plus the invaluable damage negation, vs. the rather negligible regeneration of shields.. I thought shields might still have some hidden benefit not mentioned in the description, and tested them against a variety of weapons.. every time ships with armor win over otherwise identical ships that devote the same tonnage to shields instead of armor (same tech level). Have tried missiles, mounted and unmounted direct fire, autocannons, fighter weapons, even meson cannons which supposedly cause half damage to shields (this isn't working). Of course these are the basic shields, I have not tested phased or any other type - what incentive is there to research 20+ shields when the lvl 10 ones are so terrible? It is convenient that shields can regenerate without the need for repair, but there's little benefit to this if the ship doesn't survive a fight against a superior armored ship - and any fleet of armored ships will bring along a repair ship, of course. I don't know what your vision for shields is, and far be it from me to tell you what they should be good for, but they need some kind of improvement to be useful for anything.

First, shields can stop some weapons that the armor cannot (like boarding parties and armor piercing weapons). Second, shields are much more useful for larger ships as they can get huge amount of them. Shields also soak a % of the damage they receive. And last, they can add a significant amount of HPs when the armor is maxed out. Better shields can soak a larger % of damage.

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Re: IRM suggestion thread.

Submitted by evilginger on Wed, 2007-03-28 02:38.

I would sugest leaving missiles alone but by all means bring their mounts into line with that of the direct fire weapons.

As for the problem with weapon platforms I think the wrong way to go about it is to reduce the cargo space on planets I personaly finfd the fdrequency with which this runs out with the BM an Stock silly why not make the platforms larger say 500, 750, and a thousand without increasing thir capacity or introduce biger weapon platform weapons after all the precident is set for having a diferent TL for each type of weapon there is already one for fighters and for troops

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Re: IRM suggestion thread.

Submitted by bmaxa on Wed, 2007-03-28 04:40.

Henk Brouwer wrote:
Is it impossible for the AI to be scripted to use stellar manipulation? I know that the SEIV AI used it quite effectively (except for ring and sphereworld building)

It's possible to code stellar manipulation,
sys functions are there , just
they are not used (which should mean they do
nothing) according to scripting documentation.

Greetings, Branimir.

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bheusi's picture

Re: IRM suggestion thread.

Submitted by bheusi on Wed, 2007-03-28 05:18.

Well, increasing the tonnage of WPs is another viable way of solving the problem. As for reducing space, I´ve never runned out of space in my planets because I prefer ships for defense (through the real reason is that i´ve never found necessary in any game I´ve played to fill the capacity of a planet with WP and sats).

The question is, something has to be done, because conquering even tiny planets is troublesome, and it´s bad for the AI too. After the early game, I´ve never seen a ground combat by the AI being processed...

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Re: IRM suggestion thread.

Submitted by Orion66 on Wed, 2007-03-28 07:49.

Fallen ------> I have a question. What is the main diffrence between Zero G Weapons (like Depleted Uranium Cannon) and Gauus Tech like Mass Drivers and Rail Guns? I think those second are not much better than old ones. It should be much more balanced.

Second thing is AI. I wonder why AI loves to attack my 5 or more ships with only one ship?
So it should be improved. Before AI attack it should calculate its chances in fight. Never send 1 ship on 5 and so on...

Is is possible?

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Re: IRM suggestion thread.

Submitted by bmaxa on Wed, 2007-03-28 08:06.

Orion66 wrote:

Second thing is AI. I wonder why AI loves to attack my 5 or more ships with only one ship?
So it should be improved. Before AI attack it should calculate its chances in fight. Never send 1 ship on 5 and so on...

Is is possible?

Currently single ship attacks, if it has at least 50%
strength of enemy force. But routine that is currently
used for single ship attack mode, does not counts how many
ships are in same sector Eye-wink
Will correct that. However, fleets defending own systems
disregard enemy strength as player with one strong fleet will never be attacked then.
How many ships per fleet and fleets there
will be, depends on number of available ships ai has.
If it has to defend then no point in calculating odds.

Greetings, Branimir.

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Update.

Submitted by Fallen Haven on Wed, 2007-03-28 15:48.

I found serious imbalance in weapon cost. Some are just too cheap, other have ordnance/supply cost too low. There is a need to revisit the whole component file to correct the cost of many items. This will take some time though, the file is huge and i should set cost that make sense. Adjusting the weapon cost should also help balance fighters as they are too easy to mass produce.

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Psieye's picture

Re: IRM suggestion thread.

Submitted by Psieye on Wed, 2007-03-28 17:57.

*nods* I'll be waiting as usual then. Hopefully in 1~2 weeks' time when you get the next version out, I'll have my life more organised.

---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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Update.

Submitted by Fallen Haven on Thu, 2007-03-29 02:38.

Reworked weapons cost and the research script. Combat ships should now have cost that reflect they combat worthiness and fighters are more expensive (but still powerful). The changes to the research script should fix the problem of AI not keeping up with player research wise (my old script was flawed).

Also in next version, the AI should be wiser when it comes to spending, due to an unnamed benefactor who gave us a way to fix the ai running broke problem. We are also working on improving diplomacy a bit.

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Re: IRM suggestion thread.

Submitted by Orion66 on Thu, 2007-03-29 02:55.

Diplomacy is pretty good done in Balance Mod. Reconsider taking it from BM.
Also I hope you read my suggestion about weapons rebalance.

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Re: The parthian fix.

Submitted by jowe01 on Thu, 2007-03-29 10:36.

Fallen Haven wrote:
I finally decide to reduce seekers range to be just slightly above direct fire range. That way, direct fire ship stand a chance against missile ships. I will add more missile mounts, but they will give only a slight range advantage.

IMHO, this is not a very attractive fix to the problem. Missiles should have much longer ranges than direct fire weapons - they do so both inreality and in SciFi books. Why not rather address the issue with a movement penalty attached to missile ships (technically, the missile itself would convey a movement penalty)? In that case, missile ships would be slower than direct fire ships with the same number of engines so that the direct fire ship would eventually catch up with the missile ship.

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Re: The parthian fix.

Submitted by Fallen Haven on Thu, 2007-03-29 10:43.

jowe01 wrote:
IMHO, this is not a very attractive fix to the problem. Missiles should have much longer ranges than direct fire weapons - they do so both inreality and in SciFi books. Why not rather address the issue with a movement penalty attached to missile ships (technically, the missile itself would convey a movement penalty)? In that case, missile ships would be slower than direct fire ships with the same number of engines so that the direct fire ship would eventually catch up with the missile ship.

Problem is, ships move in fleet, at the speed of the slowest element. Most AI fleets have missiles, so they would be slowed down as much as a fleet using only missiles. There is no other way to fix the parthian problem than reduce the range. Or else long range missiles are the only viable weapons in the game, and i don't want that.

But, someone who really want to play the Parthian game can still do it with drones. This is balanced since you can't carry much drones, but also more effective as they are harder to kill before reaching their target...

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Another addition.

Submitted by Fallen Haven on Thu, 2007-03-29 11:18.

I tried to add damage negation to shields : it seem to works. This mean shields can be made to do like armor, stacking them make them increasingly resilient to shield piercing (though i should not make that as good as for armor).

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ColonialAdmiral's picture
Mod Designer

Re: IRM suggestion thread.

Submitted by ColonialAdmiral on Thu, 2007-03-29 11:36.

Are drones still more expensive then fighters?

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Re: The parthian fix.

Submitted by jowe01 on Thu, 2007-03-29 12:15.

Fallen Haven wrote:
jowe01 wrote:
IMHO, this is not a very attractive fix to the problem. Missiles should have much longer ranges than direct fire weapons - they do so both inreality and in SciFi books. Why not rather address the issue with a movement penalty attached to missile ships (technically, the missile itself would convey a movement penalty)? In that case, missile ships would be slower than direct fire ships with the same number of engines so that the direct fire ship would eventually catch up with the missile ship.

Problem is, ships move in fleet, at the speed of the slowest element. Most AI fleets have missiles, so they would be slowed down as much as a fleet using only missiles. There is no other way to fix the parthian problem than reduce the range. Or else long range missiles are the only viable weapons in the game, and i don't want that.

But, someone who really want to play the Parthian game can still do it with drones. This is balanced since you can't carry much drones, but also more effective as they are harder to kill before reaching their target...

Agreed, the fact that a larger battle is actually task force vs. task force makes it more difficult. If you follow down the path of my suggestion, you would have to make the AI form "close attack task forces" without missile ships. On the ship level, it is probably no problem to define a "close attack ship" and make the AI build this type without missile armament. I am not sure (and can't test it right now as I am aways from home) if it is possible to also make the AI form task forces with only a certain ship type, i.e. these close attack ships.

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Re: The parthian fix.

Submitted by Fallen Haven on Thu, 2007-03-29 12:34.

jowe01 wrote:
Agreed, the fact that a larger battle is actually task force vs. task force makes it more difficult. If you follow down the path of my suggestion, you would have to make the AI form "close attack task forces" without missile ships. On the ship level, it is probably no problem to define a "close attack ship" and make the AI build this type without missile armament. I am not sure (and can't test it right now as I am aways from home) if it is possible to also make the AI form task forces with only a certain ship type, i.e. these close attack ships.

We tried that when making 0.9c, but the code is broken, we can't create multiple TF for the AI (while the player can). We also had trouble making planet assault fleets, there was hardcoded bugs there too.

Until the hardcoded part of the game is fixed regarding fleet and task force ids, we can't fix the parthian shot that way.

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Re: The parthian fix.

Submitted by evilginger on Sat, 2007-03-31 01:54.

RE fighters
it has occurred to me that there should be two fighter techs standard fighters which would have high tactical movement as they do now but no strategic movement requiring a support ship in the same hex which would if researched to the top and with an extra level of military science and construction system fighters which would be fighters as we have them now. I would also increase the amount of supply these system fighters used making them fairly short ranged without a lot of inbuilt supply. It would make getting fighters to current capability expensive in research terms and limit them in a game enhancing and I think mod spirit compatible way.

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BlueTemplar's picture

Re: IRM suggestion thread.

Submitted by BlueTemplar on Sun, 2007-07-15 13:18.

At least it digs up interesting but forgotten threads...

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Re: IRM suggestion thread.

Submitted by zilfondel on Tue, 2007-07-24 03:13.

Hmm... IRM mod. This is still being worked on? Some documentation would be good; I was wanting to try this mod out for my next game, as I'm a new player and the game is obviously terribly balanced as far as techs are concerned.

I liked Master of Orion's tech setup the most out of any space game I've ever played.

Really miss those inertial dampeners... and the miniaturization of technology to put out drastically upgraded frigates in the future. Smiling

How about differentiating torpedoes from missiles a bit more, make torps faster and less susceptible to PD than missiles?

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Mod Designer

Re: IRM suggestion thread.

Submitted by Fyron on Tue, 2007-07-24 03:55.

IRM mod was abandoned a few months ago. It should still more or less work in 1.44 though.

For reference, IRM isn't really a "balancing" mod, so much as a mod that adds and tweaks a bunch of stuff (alongside efforts to make the game more balanced). For a mod that just seeks to balance, check out the cleverly named Balance Mod.


SpaceEmpires.net | Space Empires Wiki

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Re: IRM suggestion thread.

Submitted by evilginger on Tue, 2007-07-24 13:33.

Still works with 1.44 though it dosent use the new functions produced after 1.35 not dead just resting. I for one am fidling with it to try to give my old figher mod a decent AI and to finish it off as it was almost there when FH & Bmaxa left it at 0.99c

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Mod Designer

Re: IRM suggestion thread.

Submitted by Fyron on Tue, 2007-07-24 21:36.

0.99c? The latest version on the FTP is 0.99b3. Was this c uploaded elsewhere?


SpaceEmpires.net | Space Empires Wiki

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BlueTemplar's picture

Re: IRM suggestion thread.

Submitted by BlueTemplar on Mon, 2007-07-30 22:58.

The ship speed doesn't progress fast enough with engine levels IMHO. This is even more critical because of the +2 movement you can get with the appropriate racial trait.

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Re: IRM suggestion thread.

Submitted by marhawkman on Tue, 2007-07-31 13:45.

Make it so you can get AIs to surrender simply by impressing them with the sheer size of your empire.

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Re: IRM suggestion thread.

Submitted by evilginger on Wed, 2007-08-01 13:20.

you can already have done it a few times mostly with neutral players.

corection I meant 0.99b 0.99c /0.99c (f) is my attept to bring it up to 1.44 and incorperate my partial fighter mod respecivly. These are not finished so not posted.

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  • Resource buildings ratio, Resource Converter, Monolith Facilities and Stellar Manipulation
  • Can I mod it so that combat goes faster?
  • Multiplayer game crashed
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