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

Unnamed's Mod version 1.05 released

Submitted by unnamed on Fri, 2007-07-06 22:18. SE:V MODs

Hey everyone,

Next version of Unnamed's Upgraded Stock AI Mod is now available for download. It can be found here http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod

This version focused on improving the AI's ability to fight wars by targeting a specific enemy for combined intel and fleet target priorities. In addition the AI will adjust its offensive and defensive intel spending according to intel logs and the passage of time. Some adjustments were made to placing more emphasis on research over intel production. Finally the AI now has a basic memory of enemy colonies that it has seen. This improvement will form the basis for future versions to further improve the AI's handling of wars.

This version should be save game compatible.

Enjoy, and as always comments and ideas are appreciated.

-Unnamed

‹ Range-dependent stealth? Adding a new hull - that all empires can use ›
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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Fri, 2007-07-06 22:32.

Sidenote: Work on this mod will be slow to nonexistant for the next two and half weeks. I have to concentrate on studying for the bar (which I have no desire to do).

If/When Aaron releases the next patch I'll put out a quick update if it messes up the mod.

-Unnamed

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Thy Reaper's picture
Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by Thy Reaper on Fri, 2007-07-06 23:56.

Update looks good. I'll have to try it out Smiling

The rudimentary memory seems intriguing. Can't wait to see how effective it is...

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

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Re: Unnamed's Mod version 1.05 released

Submitted by Nicky21 on Sat, 2007-07-07 06:12.

I tried your mod last night and it looked great; my only wish would be a faster end turn processing....

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Sat, 2007-07-07 09:01.

Hey Nicky21,

Wish I could say that I could help you but the only way for me to increase turn processing speed is to take out functionality for the AI. (ie make the AI stupidier). Its not something I'm willing to do. I know there are some speed ups planned for the next patch from Aaron, hopefully those will be effective.

-Unnamed

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Re: Unnamed's Mod version 1.05 released

Submitted by Qcontinuum on Sat, 2007-07-07 10:58.

Good work unnamed.
So far I have seen two smaller problems in this 1.05 version:

1.) The Phong have developed crystalline armor and use them in their ship designs. However they have no shields yet and therefore the real advantage of crystalline armor is lost. Make the races with crystalline technology research and use basic shields together with the crystalline armor.
2.) The population transporters drain the homeworld too much: the Phong homeworld has below 2000M population (maximum would be 4000M), which decreases of course its productivity.

Thank you for your continued work.

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by Quantum on Sun, 2007-07-08 04:24.

Has anyone else found that the computer players are not building ships?

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Sun, 2007-07-08 09:34.

Havent seen anything like this Quantum. Can you give any more info? Specific Race? Building Units? Whole game or specific phase?

-Unnamed

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Sun, 2007-07-08 09:35.

Thanks for comment Qcontinuum. They are both on the list to be checked now.

-Unnamed

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boromeo's picture

Re: Unnamed's Mod version 1.05 released

Submitted by boromeo on Sun, 2007-07-08 13:56.

Hope you fixed the AI not building enough combat ships for human player when having everything under computer control (except research for my game) ,I don't play your mod because of that, it builds a lot of colony ships but after more than 30 turns all i had with version 1.04 was 1 attack ship which is ridiculous

Will give a try with version 1.05 hoping it is fixed since i talked about this to you a couple of weeks ago

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Sun, 2007-07-08 15:11.

Hey boromeo,

The AI uses the same demand system to build ships for you as it would for the normal AI. This patch did reduce the use of units and increased the priority of ships, but it may or may not be to your liking. You could always build some ships yourself manually.

-Unnamed

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d's Mod version 1.05 released

Submitted by Lord Vaxen on Tue, 2007-07-10 09:58.

I am new to the game and have only played the stock. I have found the AI a bit depressing it seems a bit random and I have noticed no matter what race it is they do the same thing tech wise except if they have specfic techs available to them. All the same I am by no means a modder and this creates a problem when I DL things because many times the file needs to be extracted and placed in a specific folder in order to achieve the desired affect. so if this is the case for your AI upgrade.. where do I put it? so that I may enjoy your hard work and dedication to your passions.

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Re: d's Mod version 1.05 released

Submitted by ernesto79 on Tue, 2007-07-10 10:04.

in the gametypes folder

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Re: d's Mod version 1.05 released

Submitted by evilginger on Tue, 2007-07-10 13:11.

ernesto79 wrote:
in the gametypes folder

and then when you start a new gmae you will have it as an option all the other MODs work like this its realy simple even I can do it reliably I would also recomend both the BM & the IRM as both have much better than stock AI's as well as being interesting varients on the stock game technologicaly etc.

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Re: Unnamed's Mod version 1.05 released

Submitted by rdunham3 on Tue, 2007-07-10 16:06.

Unnamed,

I realize I'm behind the times, but just wanted to let you know about my 1.04 game with medium AI bonus and finite resources.

4 AIs starved out. I haven't gotten to all the systems yet to see how big they really got, planet counts for them were in the low 20's. 3 AIs are still going, and of those, one might just have the ability to take over the quadrant - if I weren't there, that is. These AIs have planet counts in the 30's. All the AIs are still offering treaty deals to me, not always intelligent ones but at least they're talking. They do like to put in the "both sides share all current technology" treaty element though, which is of course a deal breaker since I have much more interesting techs. (not counting pea shooters as interesting)

At this point I'm researching about 8x the empire with the next biggest research budget, and I have marginally more colonies. I've been growing relatively slowly so my score doesn't skyrocket and screw up the diplomacy. My colonies are nearly all my atmosphere though, and I know they've got a lot of domed moons going on, so their effective living space is probably less than 1/5th of mine.

The AIs that haven't starved out generally have trade agreements with at least two other races, which is probably helping their economy. Almost every AI offered me a decent trade deal eventually and I've accepted the ones where I don't give away any tech. (sometimes after counteroffering and taking things like minefield codes or resupply sharing off the table)

I've seen lots of AI ships from the closest non-starved empire, I'm quite glad there's a black hole between him and me as I really don't have defenses to hold him off if his mood deteriorated. Either he's never tried to go through the black hole system or he's never succeeded, not sure...maybe he saw the condition that my lone colony/scout was in when it emerged from the black hole's warp point and decided not to sacrifice any scouts to it! (kidding - but that ship was smokin' pretty bad)

Overall, 1.04 is a night-and-day improvement over stock. I look forward to starting a 1.05 game and seeing how the AIs do in it! Thank you very much!

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Thank you Ernesto79, and

Submitted by Lord Vaxen on Wed, 2007-07-11 14:31.

Thank you Ernesto79, and Evilginger for the help. from what you have wrote I am picking up that this update is for the stock and does not work with the BM? and I have no clue what IRM is. Thank you again.

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Re: Unnamed's Mod version 1.05 released

Submitted by Lord Vaxen on Wed, 2007-07-11 14:39.

All right I narrowed down the problem it was in a folder so it didnt read it when I started new game and its just and updated AI. I am learning thanks again Unnamed for your time and thanks you two for pointing me in the right direction. its comming along and I am excited.

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Re: Unnamed's Mod version 1.05 released

Submitted by suprnova74 on Thu, 2007-07-12 12:44.

i saw in the readme that you modified the auto ship design to have more armor. If i use the auto create a ship design for a colony ship, it fills up the available space with armor so that it can't fit the colonizer component. I'm Still just started kicking around 1.05 so not sure if anything else could stand tweaking.

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Thu, 2007-07-12 13:15.

Hey suprnova74,

Thanks for the comment. I've looked at your problem. The AI uses different ship design names than what are actually presented on the screen. This is a carryover of the IRM mod code that used many more design types. So the AI will create correct ship types but the auto create probably wont work correctly (as in the case you pointed out). I may incorporate the design options that I gave to the AI, and make them available to the player too in the next patch or two. That would fix your problem. Thanks.

-Unnamed

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Re: Unnamed's Mod version 1.05 released

Submitted by suprnova74 on Thu, 2007-07-12 22:00.

Would that affect the colony ship minister as well then? I've noticed that colony ships do not automatically colonize planets with that minister activated.

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Fri, 2007-07-13 07:05.

Hey Suprnova74

Yeah, the ministers for human players are probably broken because of that too. I think the ministers apply only to specific ship design types. If its not exactly the same name then the minister shouldnt take control of it. So colonization minister probably doesnt work, as well as population transport minister. Theres probably some others not working too. Again, these should work when I make the fix noted above.

-Unnamed

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Re: Thank you Ernesto79, and

Submitted by evilginger on Fri, 2007-07-13 09:32.

Lord Vaxen wrote:
what the IRM is. Thank you again.

a pleasure the IRM (interrelated Mod) is the other total mod like BM it changes lots of things the curent version is 0.99c but fallen haven Has stoped working on it. Its also part ofthe basis for Unnamed,s AI mod though he has developed the AI further and chnged it so it works with the stock game.

I am fiddling about with the IRM scripts at the moment and waiting for the 1.4x patch

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Re: Unnamed's Mod version 1.05 released

Submitted by Cetus on Sun, 2007-07-15 03:12.

Nice mod. With a small galaxy the AI is realy a challange with all the fighters and mines. Invasions are really hard.

Keep up your good work.

Lokking forward for 1.06 with the new features fron the latest path.

Thanks unnamed!!!

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Re: Unnamed's Mod version 1.05 released

Submitted by Zaeren on Sun, 2007-07-15 23:00.

Thanks for the update Unnamed, allthough I can't seem to use my other downloaded shipsets with it, they're in empires folder ,used to work fine with 1.01, they still show up in stock version though. Just a later edit here, the mod now has it's own empires folder (which I somehow ignored), anyway other shipsets are in and are available no prob's. Nice work Unnamed, it's good to see the AI finally bothering me lol.

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Mon, 2007-07-16 14:00.

Hey Cetus

The patch should not break the mod, so it is 1.44 compatible. If it gives you an error when trying to load the mod or start a new game it, then there is a quick fix you can do to fix it. Just go into the Unnamed Mod folder under gametypes and delete the data folder. This should fix it. (data folder is not needed, the newer versions of my mod dont have it at all, only comes from the older versions). Thanks for the comment.

Zaeron,

Glad its working. In the mod folder there is a file called Mod_Definition which has value of:
Allow Main Empires := FALSE
If you switch it to true then it should bring up empires (and shipsets to I think) from the stock game. I set it to false because I think it used stock AI for those extra empires.

-Unnamed

-Unnamed

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Re: Unnamed's Mod version 1.05 released

Submitted by RBcrusher on Thu, 2007-07-19 09:44.

The comments and wiki about this mod sound good, I will give it a try.
And it looks like you've improved some behaviors that were high on my list too!

One question I hope is not a repeat already answered elsewhere ( apologies if so ):
Do the AI scripts in this mod have dependency on the stock SE datasets?
Will they get 'confused' or worse effect by Balance mod 1.08 datasets and formulas?
i.e. can I just use your Empires folder as a replacement for the one in the BM1.08 mod?

Perhaps any dependencies could be explicitly stated in your readme.txt
- Ron

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Thu, 2007-07-19 10:03.

Hey RBcrusher,

This mod only works for the stock version of the game. If you put it in the Balanced Mod it will not work correctly. Specifically it will not be able to build ships and will not research properly. Sorry.

-Unnamed

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Re: Unnamed's Mod version 1.05 released

Submitted by rdunham3 on Thu, 2007-07-19 11:41.

To expand on what Unnamed said, the AI scripts in a mod must be tailored to the tech tree, components etc. in use.

Unnamed's AI mod is tailored to the stock game's data.

Balance Mod has its own customized AI to go with its customized tech tree, components etc.

Unnamed's mod is intended for those who wish to play the unmodified game but have AI players that are somewhat more intelligent than slugs. None of the other aspects of the game have been changed.

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BlueTemplar's picture

Re: Unnamed's Mod version 1.05 released

Submitted by BlueTemplar on Thu, 2007-07-19 19:07.

But you can use this mod in combination with FQM, Small Flag Mod, and of course the Dark UI mod.

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Re: Unnamed's Mod version 1.05 released

Submitted by RBcrusher on Fri, 2007-07-20 07:45.

thanks to all.
-- all your planets are belong to us --
cheers

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Re: Unnamed's Mod version 1.05 released

Submitted by rdunham3 on Fri, 2007-07-20 11:56.

IMO, the game isn't worth playing unless you're using both Unnamed's mod and FQM. Smiling

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BlueTemplar's picture

Re: Unnamed's Mod version 1.05 released

Submitted by BlueTemplar on Fri, 2007-07-20 13:25.

IMO, the game balance is too horrible to play without a mod that completely changes it.

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Re: Unnamed's Mod version 1.05 released

Submitted by marhawkman on Sat, 2007-07-21 11:01.

What? you dislike squishing them?

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BlueTemplar's picture

Re: Unnamed's Mod version 1.05 released

Submitted by BlueTemplar on Sat, 2007-07-21 14:55.

No, it's about, for instance, the organic armor being practically useless compared to the normal armor, and plasma charge better than electric discharge and acid globule in practically every situation.
And the weapons were supposed to be rebalanced in a recent patch!

There is a lot more balance problems, and i'm not even talking about how cheap is applied research, and how powerful the fighters are...

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Re: Unnamed's Mod version 1.05 released

Submitted by marhawkman on Sat, 2007-07-21 16:17.

I gotta agree about organic armor, but I rarely use armor. I like heavy shielding better. I've found electric discharge to be surprisingly formidable as a ground combat weapon.

a balance issue I've noted is how Ridiculously expensive it is to research stellar manipulation. (granted it's always one of my first choices), but I can easily research 5 levels of most other techs with the same RP.

that doesn't really make the game not fun though.
------------
Universe distortion

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BlueTemplar's picture

Re: Unnamed's Mod version 1.05 released

Submitted by BlueTemplar on Sat, 2007-07-21 16:56.

Of course the balance issues are less annoying in single player than a brain-dead AI would be.

Yes, Stellar Manipulation is really expensive... but really powerful too!
Maybe it should be less expensive research-wise, but making the components researched more expensive to build.

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Re: Unnamed's Mod version 1.05 released

Submitted by Treebiter on Mon, 2007-07-23 19:42.

Just thought I'd mention a little bug I've encountered. The AI occaisionally gets flustered and hangs during its turn. This happens even if you reload, or switch the player to human control. To fix, find the offending empire and copy the corrisponding stock empire folder into the mod folder and it should work. After, switch the files back and repeat as necessary Smiling.

Great mod by the way. A huge improvement over the stock game.

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Mon, 2007-07-23 19:49.

Hey Treebiter,

Thanks for the info. Is there anything more specific you can say about the hang up. Certain situations etc? Also if you have a good example of it saved; could you send the saved game to me?
Thanks

-Unnamed

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Re: Unnamed's Mod version 1.05 released

Submitted by Illvin Bujold on Tue, 2007-07-24 04:00.

I've read the makers notes on troops not always being armed. I can add that some terran fighters in a game I've played also lack weapons. Got plenty of armor though. 99% certain nothing else has been added to the game, not counting FQM. Oh, and AI difficulty setting is high.

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Re: Unnamed's Mod version 1.05 released

Submitted by Treebiter on Tue, 2007-07-24 12:04.

Yeah, I still have the save. If you PM me your email I'll send it your way. As for more details, when I turned the offending player to human it prompted for password on its turn but crashed immediately after, saying: 'Exception: Invalid Index'.

It happened in the last game I started too, but I was in a rubbish position and didn't mind restarting. Only other mods I'm using are FQM (Natch), and the Hilgaran shipset.

[Edited to add missed details]

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Barnacle Bill's picture

Re: Unnamed's Mod version 1.05 released

Submitted by Barnacle Bill on Thu, 2007-08-23 08:17.

I'm using your AI mod (+ FQM) as part of my home-grown mod (doesn't add techs or components, just tweeks numbers on some of them to suit me).

I've seen the same hangup Treebiter reports. My game is at date 2418.4, and maybe it has happened twice (the fix works as described), but not for a pretty long time.

I do find that the AI constantly offers tech sharing in treaties. I haven't checked in detail, but I suspect that the entire galaxy is linked by tech sharing treaties, even races at war with each other being linked via neutral races. At any rate, I generally don't accept tech-sharing because it doesn't fit my traditional 4X style of play, but I experimentally offered a treaty with it in this game. Ever since, I get a dozen or more techs from my treaty partner every turn, and the rate at which technology is advancing is phenominal. So, I think my partner must have a bunch of tech sharing treaties (or a billion research points on his own). In effect, it looks like research is being pooled galaxy-wide, and anybody not in the net will get rapidly left behind.

Funny thing is, I play with tech trading turned off. Apparently, that doesn't affect treaty elements, just direct trades. I want to play with no tech sharing, so I'd like to edit Script_AI_GlobalSettings.txt to remove it as a treaty element and recompile the AI scripts. You provided the files like this as part of the download package in at least one earlier version of the mod, but I don't see them in 1.05. Can you provide them?

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Rilo57's picture

Re: Unnamed's Mod version 1.05 released

Submitted by Rilo57 on Thu, 2007-08-23 12:04.

I have to comment on the unnamed mod. I've been playing for a while now and the Ai's are blowing me away! They're sitting on a warp point with a solid ring of fighters (maybe 100) and about 15 bigger ships, that I can't do anything to them. Right now I'm tring to come up with a stratagie to get through this warp point. The cool thing here is that they aren't comming through 1 at a time. There just waiting to sweep me away!

SEV, more than a feeling.

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Mod Designer

Re: Unnamed's Mod version 1.05 released

Submitted by unnamed on Fri, 2007-08-24 17:51.

Hey Barnacle Bill,

The scripts for Unnamed version 1.05 are available at the very bottom of the wiki page. http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod I believe these are what you are looking for. Let me know if not.

-Unnamed

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Barnacle Bill's picture

Re: Unnamed's Mod version 1.05 released

Submitted by Barnacle Bill on Sat, 2007-08-25 08:00.

unnamed wrote:
Hey Barnacle Bill,

The scripts for Unnamed version 1.05 are available at the very bottom of the wiki page. http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod I believe these are what you are looking for. Let me know if not.

-Unnamed

Thanks - that's exactly what I was looking for!

BTW, I really want to thank you for what you are doing with this mode. No offense to creators of the other mods with AI optimizations out there, but they also make some pretty big changes in the game that I don't necessarily prefer. I think it's great that you are investing so much effort in optimizing the AI for the stock data set.

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Re: Unnamed's Mod version 1.05 released

Submitted by javaslinger on Sat, 2007-08-25 12:19.

Any more updates on the horizon?

Javaslinger

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Barnacle Bill's picture

Re: Unnamed's Mod version 1.05 released

Submitted by Barnacle Bill on Sat, 2007-08-25 13:56.

Unnamed - I'm getting errors on compile of the XiChung setup file. Comparing with the others, it lacks the statements...

#include Script_AI_GlobalConstants_Tech.txt
#include Script_AI_GlobalConstants_RacialTraits.txt

When I made that part of the file look like all the others, it compiled.

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non-breathers

Submitted by Dvoongar on Thu, 2007-09-06 02:56.

Does this mod have the AI's handle mixed populations properly? I just started a game this week, and I want to know before I go swapping pop with them if it'll wreck their planets.

I looked through at least 3 threads, and the wiki, and I couldn't find an answer. I know BM scraps 'wrong' populations now, but the feature was added and I don't know if this was before or after BM's AI was incorporated.

Sorting with pop transports is fine too, if it anyone ever got it to work at all.

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