I.R.M update to 1.58? |

I've been playing the IRM for months (with of course my own modifications) but of course the latest patch pretty much nerf's it. I've fixed the settings and happiness txt but with the re-wite of the AI files I'm at a loss of what to do. Would anyone know how exactly to update the IRM to 1.58 AI wise? Many thanks,
Deathstalker
Re: I.R.M update to 1.58?
I played the IRM MOD also and preferred it to all others.
But from what I have gathered, the author of that mod is no longer participating.
I am not much into programming but I wouldn't mind to find others who enjoyed the IRM Mod and see what could be done to continue its usage.
As for funding to help improve SE-V, I am more then willing to chip in a few nickels also if it would help improve the game.
After all, one cannot live on fantasy alone! 

Re: I.R.M update to 1.58?
Yes, IRM's author has pretty much quit the project. There is a near-zero chance he might come back, meaning we shouldn't hope for it unless we actively make an effort to persuade him (I believe he's found a different game to pour his modding efforts into).
He's also mentioned that IRM has just gotten too huge and clunky to mod effectively - if he did somehow revitalise his motivation, he'd be starting from bottom up again.
---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: I.R.M update to 1.58?
Someone could just take the latest version where AI sourcefiles exist and start from there - fixing bugs and adding functionality. 
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http://bt.spaceempires.net/browse.php - Mods and Shipsets for SEIV and SEV

Re: I.R.M update to 1.58?
Hahahaha, if AI improvements are all that are considered then I expect other mods to have already incorporated the inspired code from there already. The radically different gameplay structure means you'd have a lot of mucking about to do with the components files etc and matching the AI to it - it's not fully balanced yet (is why the author never released a "v1.00+").
Simply having the concept of "let's have primary and secondary weapon types, along with a completely different armour system" meant revising a lot of the components. Add to it a very different tech tree and getting the AI to cope with it was hard enough. Then you have the usual problems with 'how to resupply' etc.
Maybe when Aaron releases a future patch that gives modders a "return what this ship's order list is" function, then we can get more serious with AI coding. Not that we can't do anything right now though.
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Uh... that's a muddle I've typed there. In short: let's figure out how to get the AI to work extremely competently with Stock and BM-type 'regular' games before thinking of how to adapt our knowledge into IRM's radically different game structure.
A quick look at GidMod (I haven't played it yet, but looking at data files) shows it's prime difference is in how Organic and Crystallurgy races have their component costs determined. It's still using the same weapons system and tech tree, just with some numbers changed (i.e. same scope as BM's changes). AI inspirations there are likely to carry over easily into other mods.
Of course, that's hardly an 'order' to restrict creativity. I know Captain Kwok intends to create a radically different gameplay mod soon too. Just that the AI inspirations there won't be as easily transferred to other mods.
Hmm... I wonder if the SE V wiki should have a section where people post different versions of AI ministers and compare inspirations.
---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: I.R.M update to 1.58?
Bump ! (with a hopeful look on my face)
Don't suppose anyone has updated their own IRM-AI to 1.58 and would like to share with those of us not so 'AI-inclined'....
I'd give you a shiny new nickel