IRM 0.99b3 |
This fix the armor issues and the AI's supply issues. Also attempt to fix the AI's research priorities but don't hold your breath on that one. The new resource management system has not been included in this fix (still untested).
The mod :
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www.spaceempires.net/files/user/fh/IRM%200.99b3.zip
The readme :
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www.spaceempires.net/files/user/fh/readme.txt
And the scripts :
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www.spaceempires.net/files/user/fh/IRM%20Scripts%200.99b3.zip
Re: IRM 0.99b3
Nice, I just upgraded my game, and continued my savegame..weeee lets hope it works
Janster

Re: IRM 0.99b3
Woo... time to see if I can find someone to PBEM with.
---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 0.99b3
This is why I usually just number things sequentially by hundredths: 0.01, 0.02, etc. No arbitrary need to start adding extra 9s and such at the end if you aren't ready for "1.0" (assuming you don't have 100+ releases prior to "1.0", anyways).
Re: IRM 0.99b3
I'd be quite happy to do a PBEM game, though I prefer PBW.

Re: IRM 0.99b3
I guess the extra effort to upload my Formations_TaskForces.txt (and a few other tweaks to Settings.txt) to the PBW server will be worth the time saved later. I could do with more FFA players though - anyone else?
Also, I read elsewhere that in BM, Team Mode works - in that the AI can make good treaties with each other and focus on the human player. Is this true in IRM too?
---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 0.99b3
Agreed I have been seeing light cruisers since about version 0.7 but given the expensive techs needed to reserch to get there dont be suprised if the AI takes time given that its not as good at it as a human player. Inspite of FH's best efforts.
Re: IRM 0.99b3
What about using the game option to give the computer players a bonus? I read somewhere that it effects their research and lets them research faster. Just a thought, if it takes them awhile to research larger ships give them an edge in research.
Kyle
Re: IRM 0.99b3
generaly do and as a result I do see AI destroyers quite early sometimes before I get them but be warned giving the AI a significant bonus with the IRM can make it more of a chalenge than stock a lot more.
Re: IRM 0.99b3
Yeah, the requisites in theoretical construction to go up in hull size are too expensive, even for human players, I modify its cost to less than 1/4 the original, still the AI is still stuck at frigates.
The biggest AI size I ever saw was light cruisers in stock game, long time ago....
Re: IRM 0.99b3
Turntimes is just too great now, doing small 4 AI teamplay vs me, they are taking ages on combats that shouldn't be, in addition to taking ages to just think aswell.
1 round = 3-5 mins on AMD 4200X2 = sigh
so 10 rounds and I'm idling 30-50 mins for them, and I play about 1 min per turn for me, possibly less.
This is about 100 turns into the game.
I've decided to shelf the game again for now, just got Dark Avatar, so I guess I'll play that for now, even thought shipcombat sucks on it...and paint my wagon ships no tactics make.
janster
edit turns 1-50 are reasonably fast...clogs after about 50

Re: IRM 0.99b3
Ah, that's proof enough that IRM doesn't have Team Mode code yet. The old bug of "every AI declares war on every other empire" is only gone in BM.
As for giving the AI a bonus, why not go to Settings.txt and tweak exactly how much of a bonus they get in Point production (resources/research/intel) and Construction? Maybe disable Intelligence so you don't auto-die from a flood of Intel attacks. That's pretty much what I'm going to do if I don't find more FFA players in the next half-day or so (engage in a 2-player Comp Stomp PBEM with custom AI bonus).
---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 0.99b3
Without teamplay mode, IRM can't really offer a challenge as I need atleast 3-4 AI's to be able to have some fun 
Janster

Re: IRM 0.99b3
If you upload IRM on PBW, I will join your game with pleasure.

Re: IRM 0.99b3
*Looks at PBW server* Hang on, it's Simultaneous-turn only? Er hmm...... must think about whether I want to play in that mode (will require some time to learn about it etc). What Simultaneous-turn bugs exist at present in 1.33 (that deters Captain Kwok from playing)?
---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 0.99b3
In 1.25 you could not launch more than one unit per turn, but this bug is gone in 1.33. Otherwise, I don't see any really game-breaking bugs that aren't present in Turn-Based play.

Re: IRM 0.99b3
Yeah I'd play you if you were on PBW. 

I'm lost what's the newest version of irm?
I have to agree with previous postings, just make it 1.0 I understand you probably think that it's still in "beta" but please this is just to hard to keep track of (numbers and letters...).
SEV, more than a feeling.

Re: IRM 0.99b3
Also, does IRM have a web site?
SEV, more than a feeling.

Re: IRM 0.99b3
Ok, so there's enough demand for an IRM FFA PBW. I'll get round to uploading and asking for approval on IRM on the PBW server. Advance warning: I'll be uploading with these modifications unless someone explicitly wants something different:
Formations_TaskForces.txt: + Added "Dense Artillery" and "Inverse Mushroom" formations Settings.txt: + Hex side Point Width returned to 20.0 + System Point Radius From Center returned to 410.0 + System numbers now are: 20~30/70~80/130~150 + AI point generation bonus is now 5.0/10.0/20.0 + AI construction speed bonus is now 1.5/2.5/4.0 + "Near Misses" do 30% damage and proc 20% of the time + "Critical Hits" do x1.5 damage and proc 30% of the time + "Low/Med/High Computer Players" now means 2~3/4~6/7~10 + "Low/Med/High Neutral Players" now means 1~3/5~7/8~10 + Can see Warp Points at any distance
If you want a pure unedited IRM to play with, tell me but these changes shouldn't bring any significant changes to the gameplay (especially as we won't have any AI players in this FFA). I'll announce here when the game is set up, but I don't know how long it takes for a mod to be made available. Will probably start the game halfway through next week or so and let it have long turn time-limit (yes, I'm expecting it to be slow).
Oh, for those who don't know PBW: Play By Web server
Also, I'll upload the Formations.txt and Settings.txt that I use somewhere so you just have to copy the IRM0.99b3 folder over and just put these 2 text files in.
---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 0.99b3
I think the population bonus is ok, its realistic, but the costs of theoretical techs need to be lowered A LOT....

Re: IRM 0.99b3
Very well, the population bonus is expendable for the sake of a better AI. Those who like it, don't understand how abusable it is - I only need to put 100M people to get a colony up to half-construction-speed of a Homeworld which hardly hurts my primary source of population (the Homeworld itself). With how cheap it is to set up a race with 30% Reproduction in the early game, I can have double the population of the AI by mid-game with some micro. By then, everything else will get boosted so much by the population bonus, my score rockets high and all the AI will be begging me to sign Migration treaties, which I know how to use better than them.
It's an unstoppable cycle that I need to forcefully kill by roleplaying an infertile, xenophobic, war-mongering race. Even then I'd have the advantage because I know to only shuttle 100M people to a new colony and then move onto the next, or bump up one Optimal Conditioned colony to 8000M so they can reproduce as much as possible.
As for Theoretical Techs, whatever is necessary to make the AI understand how to research. Moving all those key technologies to "Theoretical Science" wouldn't be a bad idea yes... Humans wouldn't care about the change but I'm sure the AI will understand more. Cost of those key technologies can be whatever the AI needs to be competent - I don't mind.
---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 0.99b3
About the PBW game:
- That's great, I didn't like the system being bigger than screen size in IRM.
- Does FFA means there can be no traties nor trades of any kind, only war?
- Seeing how growth related bonuses/maluses are overpowered in IRM for their relatively small cost, what will be the house rules on that?
- Could you please post what were the default settings before you've changed them? (maybe also in BM and Stock so we can compare)
- How concretely the critical hits/misses changes make IRM different? (Ship combat, fleet formation...) Why did you made them?
No no no, don't change the population system, it's one of the important points in which IRM is so different from BM! It actually makes the game better, since you have to make more choices: do you want to have a lot of ineficient planets, or do you make pop freighters, medical labs, etc... and try to make better what you've already got, while in BM early game it's colony ships, colony ships, and even more colony ships, which is kind of boring...

Re: IRM 0.99b3
Hey, could we have random placement of warp-points for the PBW game?
Re: IRM 0.99b3
If you upload a moded IRM to PBW, CHANGE THE FILENAME OF THE FOLDER. The way SEV works, you can only have one mod with a given filename per installation, so if you upload a modded IRM without changing the folder name, no one will be able to use regular IRM until another release comes out.

Re: IRM 0.99b3
Folder is named "IRM 0.99b3 Psi" so don't worry about that.
Let FFA mean "no Non-Aggression clauses, but you're still allowed migration, trades, etc etc" - i.e. it should always be possible to attack someone.
Let's just say 3000 Racial Trait points and not restrict any particular choices. Reproduction traits aren't the only unbalanced thing right now but as we're all humans let us decide by our own judgement what is most worthy.
I don't see any reason not to do "random warp point placement" - any objections?
Crits/NearMisses I added for personal flavour. I've not tested how they interact with the IRM armour system but if you really don't want to take any risks then I can return them to normal.
For default values, the relevant lines of Settings.txt are as below. Search them yourself in stock/BM.
Minimum Number Of Systems Small Quadrant := 20 Maximum Number Of Systems Small Quadrant := 40 Minimum Number Of Systems Medium Quadrant := 50 Maximum Number Of Systems Medium Quadrant := 70 Minimum Number Of Systems Large Quadrant := 100 Maximum Number Of Systems Large Quadrant := 200 Computer Player Bonus Points Multiplier Low := 2.0 Computer Player Bonus Points Multiplier Medium := 3.0 Computer Player Bonus Points Multiplier High := 5.0 Computer Player Bonus Queue Rate Multiplier Low := 1.5 Computer Player Bonus Queue Rate Multiplier Medium := 2.0 Computer Player Bonus Queue Rate Multiplier High := 3.0 Number Of Rare Hit Types := 2 Rare Hit Type 1 Name := Near Miss Rare Hit Type 1 Percent Chance := 7 Rare Hit Type 1 Damage Percent := 50 Rare Hit Type 2 Name := Critical Hit Rare Hit Type 2 Percent Chance := 7 Rare Hit Type 2 Damage Percent := 200 Minimum Computer Player Low Setting := 2 Maximum Computer Player Low Setting := 3 Minimum Computer Player Medium Setting := 3 Maximum Computer Player Medium Setting := 4 Minimum Computer Player High Setting := 4 Maximum Computer Player High Setting := 7 Minimum Neutral Player Low Setting := 0 Maximum Neutral Player Low Setting := 1 Minimum Neutral Player Medium Setting := 1 Maximum Neutral Player Medium Setting := 2 Minimum Neutral Player High Setting := 2 Maximum Neutral Player High Setting := 3 Can See Warp Point At Any Distance := FALSE
I recommend WinMerge for comparing these long text files (e.g. between BM and IRM Settings.txt files).
Hmm... as for game setup, any complaints to a Medium Quadrant (what type?) with 3 Good-rank Homeworlds and no starting tech? 100k Starting Resources and standard tech costs. I'm thinking 1 Homeworld will be too slow given we're expecting many players of different timezones and thus, very slow turns (probably 1 a day, max 3 day time-limit per turn).
---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 0.99b3
Ok, uploaded to PBW server and awaiting Admins to install it.
Files that are different between regular IRM and my version. Just remember to overwrite these in a COPY of the IRM folder and name it "IRM 0.99b3 Psi".
---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 0.99b3
Hi Guys. I’m playing IRM0.99b3 single player. When I look at the strategic map and click on Supply Depots it says I have 4 in home system. I only have on such facility. This number is growing. It was 2 when I first noticed this. Does this indicate something other then the number of Supply Depots in the system? Thanks
Caius
Re: IRM 0.99b3
Are there other facilities that provide (perhaps meager) amounts of supply abilities? Such as SYs? The system totals do not refer to specifically named facilities, but to any and all facilities with the appropriate ability.

Re: IRM 0.99b3
I thought the number only indicated actual Supply Depots Facilities. Me wrong I guess. I do have 3 Sip Yards plus 1 Supply Depot. That must be why it says 4 Supply Depots. Ship Yards produce 5000 Supplies. Thanks for your help Fyron.
Caius
Re: IRM 0.99b3
0.99b(and probably c) bug.
Organic, Crystaline * Temporal Point Defence weapons can not be placed on Weapons Platforms.
This includes.... Shard Twin-Cannon, Acid Globule, Electrical Discharge etc.

Re: IRM 0.99b3
That's intentional. Weapon Platforms cannot have secondary fire weapons. "Point Defence" is separate from "Secondary Fire" (e.g. the Autocannon). The latter is capable of targetting ships as well as units.
---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 0.99b3
I'd be interested in the PBW game you're setting up, Psieye - I know PBW is down at the moment, but what's the game called so I can find it once it's back up?
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 

Re: IRM 0.99b3
Yep I'll be joining. But are you sure about the non-aggression clauses?

Re: IRM 0.99b3
Hmm, let's call it "IRMDebutFFA". After PBW is back up... we need to wait for IRM to be installed... Any clue how long that takes? The first impression I got was that the only active admin around didn't have enough authority to install mods 2 weeks or so ago.
As for the Non-Aggression clause - well if we allow them then wouldn't that just be a regular melee? It's meant to be a FFA where you kill everyone else eventually (Destroy Homeworlds victory condition, start with 3 Homeworlds). Or would you rather want to create situations where 2 sides are anxiously waiting when to backstab the other?
---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 0.99b3
Hmmm...If its going to be a massive free for all, how about No treaties period. That would be neat!

Re: IRM 0.99b3
We may as well iron these details out while waiting for IRM to be available on PBW. What do we do about treaties? 100% No Treaties/Trades; Trades/Gifts only; No Non-Aggression Clauses only; or no holds barred? Heck, we can even argue: do we want a FFA or an alliance fight?
I foresee some 5~8 players. No AI (not even Neutrals), as we can all fight AI on our own. I intend on a 70~80 system quadrant - but what type?
---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 0.99b3
---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.
All other Secondary Fire Weapons are enabled for the Weapons Platform, only those 3 types of secondary fire weapons aren't enabled. So it's a bug one way or the other.

Re: IRM 0.99b3
Fallen Haven: I just realised. Space Stations cannot use Heavy Base Mounts at present. A Lv 10 Space Station is 1450 kT, whereas a Heavy Bast Mount requires 1500 kT.
---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 0.99b3
"I don't see much use for them" is kind of a strange reason to limit weapons, IMO. Someone else might disagree. 
(with obvious exceptions for, say, mounting anti-planet bombs on weapons platforms..)

Re: IRM 0.99b3
It's no bug, i don't see much use for small weapons on Weapon Platform. Usually you want them to have as much firepower as possible so they kill ships before they can do serious damage to the planet. Point defenses weapons do fine against missiles and Fighters are not a priority to kill since most of them can't shoot at the planet anyway.
Umm... there's an inconsistency here. Following your logic, then there'd be no point in letting the Autocannon or Railgun or other non-racial small weapons we put on Weapon Platforms. Right now though, the Autocannon can be put on Weapon Platforms (which I agree with you - isn't all that useful on a WP).
---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 0.99b3
(with obvious exceptions for, say, mounting anti-planet bombs on weapons platforms..)
What if your race enjoys commiting suicide? or is really stupid?
By the way Pseyei:
PBW is back up, will you be posting the game soon?

Re: IRM 0.99b3
---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 0.99b3
It's no bug, i don't see much use for small weapons on Weapon Platform. Usually you want them to have as much firepower as possible so they kill ships before they can do serious damage to the planet. Point defenses weapons do fine against missiles and Fighters are not a priority to kill since most of them can't shoot at the planet anyway.
Fighters/Drones would be my concern and want for a Secondary Weapon on a WP. They let you engage the fighters at longer range than most of the PD Weapons, Barring the flack cannon & bomblet missile, so you can keep the Fighters equiped with the Smart Bombs out of launch range.
Regardless of this fact that some can see a use for it though, Secondary Weapons should be consistant on if they can be placed on weapon platforms, currently some secondary weapons can and others can't be.
So either all should be, or all shouldn't be possible.
Re: IRM 0.99b3
The Autocannon/Other Secondary weapons can be added directly to WP's

Re: IRM 0.99b3
It's no bug, i don't see much use for small weapons on Weapon Platform. Usually you want them to have as much firepower as possible so they kill ships before they can do serious damage to the planet. Point defenses weapons do fine against missiles and Fighters are not a priority to kill since most of them can't shoot at the planet anyway.
Fighters/Drones would be my concern and want for a Secondary Weapon on a WP. They let you engage the fighters at longer range than most of the PD Weapons, Barring the flack cannon & bomblet missile, so you can keep the Fighters equiped with the Smart Bombs out of launch range.
Regardless of this fact that some can see a use for it though, Secondary Weapons should be consistant on if they can be placed on weapon platforms, currently some secondary weapons can and others can't be.
So either all should be, or all shouldn't be possible.
Actually it's Satellites that have the longest PD - only satellite mounts can extend the range of PD and secondary weapons. Advanced satellites really are not easy to take down either so they're viable.
---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 0.99b3
Quick one then: are we supposed to get Plasma Weapons Tech at the same time as Anti-Matter Weapons Tech? Currently their tech pre-req's are exactly the same.
Longer balance thought: It may be just me, but by the time we get round to researching Physics and Force Field Containment, we're generating enough RP to just climb the tech tree even further to higher things. Granted if we're under pressure then we can't think to do this but in peacetime you can skip Physics Lv 2 weapons and go straight to Lv 3 weapons.
If it was possible, one solution to that is having a non-linear RP cost to the theoretical sciences - e.g. Physics Lv 2 is 200k, Lv 3 is 500k, Lv 4 is 1000k. Is it possible to apply 2 different Formulae in the same mod?
Oh and as you said, for the AI (and humans too), put all Key Techs in Theoretical Sciences. Things like "Nuclear Weapons Technology" can qualify as 'applied science' but can just as easily be called 'theoretical science' (the actual "Nuclear Weapons" is the application).
---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 0.99b3
Woo-hoo! Thanks for the update Fallen Haven. One question, do we need to start a new game or will the changes work with a current game?
Kyle