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

Unnamed's Mod version 1.04 Available

Submitted by unnamed on Sun, 2007-06-17 17:01. SE:V MODs

Version 1.04 Available Here http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod

This version fixed a couple bugs, improved the facility scrapper, improved research and started a process of improving the AI's use of fighters and defense against fighters.

Version History 1.04

-Fixed Satellites not using armor
-Fixed Organic Races using Organic Weapons
-Increased Point Defense Use with Ship Designs
-Reduced Supply and Increase Armor for Ship Designs
-Adjusted Ship Strategies for Combat
-Increased Use of Fighters
-Fixed so Planets dont launch fighters if there is not a warppoint to defend in system
-Fixed so Carriers leave fleets to get more fighters if low on fighters instead of only when completely out (Thanks Kwok)
-Improved Facility Scrapper to scrap research facilities when there is no research left to do
-Improved Research Point Allocation and Selection
-Fixed it so empires with 'Natural Merchant' ability dont build space ports
-Improved Facility Scrapper to make space for Atmospheric Converters and Value Improvement Facilities when appropriate
-Increased priority for value improvement facility research in finite resource games

‹ Kwok's Next Mod Using two X models for the same ship ? ›
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Re: Unnamed's Mod version 1.04 Available

Submitted by rdunham3 on Tue, 2007-06-19 14:04.

Thank you very much! I'll give it a spin this week and see if the AI manages to keep minerals in stock longer.

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pujal's picture

Re: Unnamed's Mod version 1.04 Available

Submitted by pujal on Tue, 2007-06-19 18:12.

Awesome Unamed, looking really good so far.

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Re: Unnamed's Mod version 1.04 Available

Submitted by Qcontinuum on Wed, 2007-06-20 09:19.

Good work. The AI seems to do quite well in my little test game.
One small problem I have found in the carrier design: they have no additional supply storage. Therefore most of their fighters will be launched without supplies and will be useless.

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Wed, 2007-06-20 10:38.

Thanks for the input Qcontinuum. I'll take a look at it for the next version.

-unnamed

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Re: Unnamed's Mod version 1.04 Available

Submitted by rdunham3 on Tue, 2007-06-26 15:53.

Here are some observations from the Finite Resources game I've been playing: (still in progress, but the writing has been on the wall for a while now)

The AI that started nearest me and negotiated a trade treaty right away is still there, and still slowly expanding. As they don't breathe the same stuff I do, I've mostly just colonized my atmospheres in the region and some of the large/huge worlds they showed no interest in...they should really research the other colony types, some nice real estate slipped by them! Oh, and the Ruins worlds too...I snag those ASAP as a matter of course, doesn't everyone?

That AI appears to be functioning, marginally, despite the late year. It isn't doing great by any stretch, but it hasn't completely shut down either. They have a few ships flying around, purpose unknown - I should really get some long range scanners in their travel path. Frigate class is the only one I've seen from them. They've opened up a new colony (ice only) each year or two, approximately, and now span about 15-20 systems.

The other AI's I've encountered seem to have either starved out or are operating on a shoestring budget...I'm not sure I've seen any ships from them, though that could be partially because I have lousy visibility in their areas. I never deployed my spy sats in this game. One AI did seem to spread out a bit farther before going broke, the other only made it to a couple other systems. (too bad, too, there were some sweet planets a couple systems away from them in both directions, their atmo type, huge/large, high minerals, one even had ruins)

I'd say that the improvements for Finite Resources games aren't enough to save the AI's bacon, still. Part of the problem might be the high concentration of satellites the AIs like to build fairly early on (when the tech is too lousy to be effective anyway) though it's hard to tell from just one game.

I don't know if it's just me, but only that first AI showed even the slightest interest in a treaty, ever. It could be that I'd gotten too large before meeting the others, not sure, but they refused anything I sent them. I can't compare that to the stock game though, I never bothered with treaties in SE5 stock since there was no reason to even pretend to be nice to the stock AIs. But if the AIs in this game had accepted trade treaties, they would have gotten at least a little resource help from it...something they should have been too desperate to say no to.

I'd say they need to research more heavily early on, get the planet utilization techs before they starve out and can't implement them, and they also need to research the other colony types earlier so they can expand more readily. If they don't have enough worlds to research and mine, they can't get to the techs that will let them sustainably mine into the mid-game.

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Thy Reaper's picture
Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by Thy Reaper on Tue, 2007-06-26 16:27.

I started a new game with your AI. Out of habit, I gave them a low bonus. Bad idea, and I'm happy to say it. Although my empire is far from defeated, it's very difficult for me. I've become too complacent after facing stock AI too much.

Keep up the great work! Smiling

-----
Space for rent - please contact owner

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Tue, 2007-06-26 17:06.

Thanks for the feedback,

Thy Reaper, glad to hear it is a challenge, I'm still plugging away at it and it should only continue to get better.

rdunham3, to truly get the AI smart with finite resources would take substantial effort and time that isnt available to me at the present. However, try playing with a start of 3 or 5 planets each and perhaps a low/med bonus for the AI. It will immediately try to get value improvement plants and colonization techs, but it needs to have a large enough foundation to get there. If it does, it will make room for and then build value improvement plants on all of its resource colonies which should be able to keep it humming along longer to present a challenge.

-Unnamed

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Re: Unnamed's Mod version 1.04 Available

Submitted by rdunham3 on Tue, 2007-06-26 18:10.

Unnamed,

Every little bit is very much appreciated! The improvements you've already made are a big leap above stock.

I'll have to check how much bonus the AI was getting, perhaps I neglected to set that for this game.

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boromeo's picture

Re: Unnamed's Mod version 1.04 Available

Submitted by boromeo on Wed, 2007-06-27 06:55.

I am actually playing a game of your mod 1.04 , the ministers of my empire are all under computer control , except for the research and i noticed that my fleets have only 1 ship which is ridiculous , i thought that later in the game tehre would be more added but after 42 turns , still have 1 ship only in my fleets Is it possible to fix that in your next version ?

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Re: Unnamed's Mod version 1.04 Available

Submitted by Qcontinuum on Wed, 2007-06-27 08:50.

Stardate 2408.4:

AI are expanding nicely, have a balanced economy with enough resources, good mix of ships.
Research: nobody has researched destroyers or ECM until now!
More intel points than research points generated (I believe that offensive intel is of very little use to the AI).
Ship/unit design: point defense is available (level 6) but not used in ship/unit designs.
Fleets are used but sometimes fleets have no ships (seems to be a general bug as I have seen this in Balance Mod too).
Construction: still many units, which leeds to "no cargo space available" messages.

Keep on your good work!

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Re: Unnamed's Mod version 1.04 Available

Submitted by Lord Charles on Wed, 2007-06-27 10:03.

One small request; a .zip download....... I can't do anything with .rar's

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Thy Reaper's picture
Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by Thy Reaper on Wed, 2007-06-27 11:29.

After playing more of your mod, there are a few issues I've noticed...

Militia troops don't have weapons. I'm not sure if the AI's constructed troops have weapons, either, because I've had very long ground combats between AI's at Processing.

The AI does focus a great deal on intel, perhaps too much. If the AI's replaced 1/4th of the intel facilities with research facilities I think that would cause a noticeable increase in expansion.

The Sithrak and I have, uh, 'shared' one of the systems for almost 3 decades now. He has built up almost 200 units in that system, but hasn't assaulted the two planets I have in that system. Is the AI capable of ordering unit groups to assault planets?

The Sithrak also attacked one of my systems with a fleet with about the same ship count as my entire empire. It attacked one of my planets and dropped troops - fighters from a carrier - to my planet. However, the fighters were all lanched immediately after the battle started, so nothing happened. The fleet then immediately left.

Still, your AI is many factors better than Stock, and I will continue to play your mod for quite some time.

-----
Space for rent - please contact owner

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Wed, 2007-06-27 12:55.

Again thanks for the feedback everyone.

Lord Charles: winrar is available at http://www.rarlab.com/ for free. However, I'll try and upload a zip version tonight.

Qcontinuum:
1) I got my fleet scripts from the IRM mod and I havent played with them yet. I havent seen any examples of shipless fleets myself, but I'll keep an eye out for them. If you happen to have a good example in a saved game, send it my way.
2) I changed the design function some for v 1.04 that should have increased point defense use. I think only combat ships will use them, and a couple combat designs still dont. Is the AI not using it at all or simply not enough? If not at all, any specific race?
3) I'll see if I can adjust the AI to build research some more, to some extent it will still depend on what planets the AI runs into, because I have it based off of colony type. Also, the AI should become more deadly with its Intel after the next release.
4) Units will continue to do that until I change the units construction over to a planet based system instead of an empire based system

boromeo:
I'm not 100% sure about the implications of using ministers as a human player. I know for a fact that the AI as a computer player will make very large fleets (almost all of its combat ships into one fleet) and then pound a target with everything (kinda like killing an an ant by throwing a brick). There may be some function that doesnt get called unless it is a computer controlled player, possibly StateChange. If so I will have to ferret it out of the code since I have no idea at this stage. Make sure there are other combat ships for the AI to add to the fleet and let me know if at some point it does start adding ships.

Thy Reaper:
1) Good catch on the troops without weapons. I noticed this late last week with the Norak not using weapons. I'm not 100% sure why but I have a couple ideas and I'll take care of this for the next release.
2) As I mentioned above I'll try to put a little more emphasis on research and less on intelligence.
3) Obviously the mines and satellites cannot attack a planet, but your right. The current version does not allow fighters to attack targets in the same system, they will merely guard warppoints. This should be remedied in the next release or two. Also if you are allied they wouldnt attack either, not sure if neutral (probably obvious also).
4) The AI tried to capture a planet with fighters? Hmmm, not sure but I'll have to look into that. I'm hoping in the future to make the AI follow up on attacks better. If it kills or takes one planet, it will look for more close targets in system. But for now, it is what it is.

Thanks again for the input.

-Unnamed

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boromeo's picture

Re: Unnamed's Mod version 1.04 Available

Submitted by boromeo on Wed, 2007-06-27 15:16.

Unnamed , Actually after exactly 50 turns , i have 7 ships 3 organic colony ships , 2 frigates ( unit hunter patrol and scout),(ship building and fleets are under computer control) the only fleet i have has 1 ship only (the unit hunter one) like i said to u in my previous post , i'm playing my game with all ministers under computer control , except for the research , I don't have that fleet problem with the Balance mod , i have a lot of ships in my fleets

Like u said i think u need to ferret it out , please fix that cause i really like your mod , the game even with no bonuses to ai players is more than challenging thanks for that

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boromeo's picture

Re: Unnamed's Mod version 1.04 Available

Submitted by boromeo on Wed, 2007-06-27 15:20.

..Unnamed try to start a game with your empire having all his ministers under computer control except for research and you will see there is a problem there building attack ships and putting more than 1 ship in fleets , hope it will be fixed..Sad

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boromeo's picture

Re: Unnamed's Mod version 1.04 Available

Submitted by boromeo on Wed, 2007-06-27 15:30.

oh one more thing when i click on the empires tab and go to comparisons i can see all the otehr empires plus mine , in my game i have 11 empires and the number of ships goes like this :

my empires has 7 ships and bases
the other empires : 28,11,27,7,13,11,13,23,22,0

so there's a problem there that the ai for human players doesn't build enough attack ships (when for that human player has building ships and fleets under computer control)

no problem for the units through i have 355 units so far
the 10 other empires have : 321,203,912,294,421,627,54,84,635,0

the problem seems to be for human players having everything under computer control (except for research as i said)

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Wed, 2007-06-27 18:35.

boromeo,

I checked on the adding ships to fleets. The AI will add multiple ships to a fleet. In your game the AI simply has not built enough combat ships yet for this to happen. The AI will build more, but colony ships generally have priority as long as there are open planets to colonize. I'll probably lower the emphasis for units in the next release or two though. Hopefully this will help.

-Unnamed

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Wed, 2007-06-27 18:41.

A zip version of 1.04 is now available at http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod

-Unnamed

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Re: Unnamed's Mod version 1.04 Available

Submitted by Lord Charles on Thu, 2007-06-28 10:01.

Thanks for the .zip and link, I thought I had tried there app before and it only worked for a week unless you gave them like $20 for a key.

I really hope the AI is more of a challange, I play BM with a small AI bonus and they get a descent start but by turn 50 I have cought and past them up to a point that they are no longer capable of defending againt my fleets. During one battle it was 32 of his VS 13 of mine and I didn't loose a ship while destroying his entire fleet.

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boromeo's picture

Re: Unnamed's Mod version 1.04 Available

Submitted by boromeo on Thu, 2007-06-28 18:50.

unnamed wrote:
boromeo,

I checked on the adding ships to fleets. The AI will add multiple ships to a fleet. In your game the AI simply has not built enough combat ships yet for this to happen. The AI will build more, but colony ships generally have priority as long as there are open planets to colonize. I'll probably lower the emphasis for units in the next release or two though. Hopefully this will help.

-Unnamed

Well unnamed could u then in your next version of the mod , make the computer building more combat ships then , so it could add more ships to fleet ? (like i said for human players having all ministers to computer control (except for research in my game now)

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Re: Unnamed's Mod version 1.04 Available

Submitted by Lord Charles on Sun, 2007-07-01 14:20.

Playing my first game with your mod and the AI is making much better use of units, 50 fighter guarding a warp point is a tough nut to crack but my issue is the AI empires are driving me nuts with treaty offers. Even the guys I have treaties with send me a new offer every 2-6 turns.

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Tue, 2007-07-03 13:25.

Qcontinuum: I tried to check on fighters not getting enough supplies from carriers, but when I tried in the combat simulator, the fighters launched with full supplies and ordinance and took none from the carrier. Can I get a save game showing what you are talking about or some more specific info on this problem. Was it fixed in a patch or anything?

-unnamed

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by pkoko on Fri, 2007-07-06 13:49.

I have used your mod and it is a lot better than stock. I have retrofitted you AI into a mid game around 70-80 turns. The stock AI game by that pt was a joke; so I "forced" 3 other civs to surrender to another AI. I played with stock AI for 10 turns like this. To my surprise the AI hardly expanded or improved; although it had more than 1/3 the galaxy open for colonization. I put you AI in and the AI civ expanded in 10 turns by 21 planets from 47 to 68; pretty good. The AI Also expanded its units from 200 to 1000. Is that too much?

OVERAL Good Job Smiling

I am also currious what the AI moods mean?? "insatiable" or "apathetic" or "terrified"?? what do they all mean?

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Fri, 2007-07-06 14:16.

Hey pkoko,

Glad you like it. The AI is very unit happy in my Mod and maybe a little too much so. It will use alot of those (especially fighters) to guard warp points, but it still builds troops and weapon platforms more or less randomly. This is pretty normal. Mid game it is pretty normal to see maybe 100 ships and 2000 units. The next couple of patches will probably decrease the use of units some though.

If I remember right, the moods (and most of the politics) comes from Kwok's Balanced Mod. It uses a combination of good/bad events between races and score comparison to determine moods and political offers. Terrified probably means you have a much larger score then he does. Apathetic probably means doesnt love or hate you and has a score within a reasonable range of your score. Not sure about "insatiable".

Hoping to have the next version out tonight or tomorrow.

-Unnamed

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Re: Unnamed's Mod version 1.04 Available

Submitted by rdunham3 on Fri, 2007-07-06 15:17.

The more extreme the wording, the more extreme the mood. Not sure but I think insatiable is on the "I'm going to kill you" end of the spectrum.

Generally mood is just a reflection on whether they'd even listen to what you offer, or just space your envoy.

Unnamed, I've started a new game and this time made sure the AI did indeed have a bonus, Medium. This time, despite Finite Resources the AIs are doing a much better job of growing...too early to tell if they'll starve out yet but they're expanding faster than I am which is saying something. Does the bonus give them a bonus to their resource production, then, as well as their construction rates?

I also realized that another way to keep them from totally stalling out is to alter the settings.txt value for minimum resources a planet can have...so planets in this game I just started can never have less than 1k. Should help a bit with the whole mineral starvation thing, if they get down to that point. At least it'll make it so they can nearly always squeeze out a colony ship to continue looking for new sources. Won't impact my play at all, since I almost never drain a planet.

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Fri, 2007-07-06 16:38.

Hey rdunham3,

Yeah the bonus also gives them a bonus to resource production also. For the next version I also took your suggestion of moving up research priority for the other colonization techs. I kept thinking they cost 500,000 from my time playing PBW with the balanced mod. Once I realized it was only 200,000 they moved up significantly in priority since it will not take nearly as long as I thought to get those techs. This should help for finite games also.

Your changes in settings.txt should help also. Thanks for the comments.

-Unnamed

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Re: Unnamed's Mod version 1.04 Available

Submitted by antirelic on Fri, 2007-07-06 17:42.

Hey Unnamed,

Gotta give you props on the AI upgrade (using 1.4) . I've started a stock mod with 4 custom computer empires (always wanted to be the empire versus the star trek universe). I gave the AI the biggest starting bonus, and wow....

Is it possible to beat the AI with "all against the player" and "biggest bonus"? The AI is horribly kicking my butt in research, and I have ALOT of research points (like 175,000+). The AI appears to be trading techs with their neighbors, and advancing VERY rapidly in tech, even with lower research (like 45,000). Its very cool though, I am loving the challenge.

Relic

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Re: Unnamed's Mod version 1.04 Available

Submitted by rdunham3 on Fri, 2007-07-06 17:57.

Unnamed:

Is it only 200k? Oh, yeah...I've been playing with high research costs so long, I forgot. Grin.

Does the AI ever do asteroid mining? Or for that matter, uninhabited-planet mining? That could help it too, if there's a way to script that. Though, as I type this, I'm suspecting your response will be that there's no way for the AIs to know how to drop one large sat with a miner component above each unclaimed planet/asteroid in a system...

Besides the annoyance value of finding whole systems stripped out already when the player first finds them, it would give the AI an additional source of mineral income.

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Mod Designer

Re: Unnamed's Mod version 1.04 Available

Submitted by unnamed on Fri, 2007-07-06 21:13.

Relic:
Glad your enjoying the mod. Is it possible to win, probably. Though if your playing with intel it will definitely be a nasty fight on your side. Let me know if you see anything that the AI specifically handles poorly/not at all.

rdumham3:
Its possible to program the AI to mine asteroids. In fact I think Kwok already did it for his Balanced Mod (I'll have to check and see if I can use some of his code if he has).

Thanks for the comments/ideas.

-Unnamed

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Re: Unnamed's Mod version 1.04 Available

Submitted by antirelic on Fri, 2007-07-06 23:08.

So far, the AI has been pretty efficient in keeping me rocked back on my heels. I'm not a master player at all, but the AI has healthy combos of destroyers, miners, and carriers. They use multiple types of ships (not just masses of frigs and destroyers). I cant keep up, its a struggle just to survive.

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