1.58 and the Unnamed mod? |

I'm knee deep in an Unnamed mod game, does 1.58 break it? I want to finish this game... The poor Norak are taking the brunt of a galactic war. I have all good treaty swaps with them, but I just can't bear to declare war on the other races yet... I only have one fleet of FG's and not once defence on any Warp Points... Worse yet, my systems are scattered, making a defence problematic at best...

Re: 1.58 and the Unnamed mod?
I was in the middle of an unnamed mod game that was quite fun, fighters are still too powerful. I was way behind in tech, but having fighters I was able to hold on and stage a come back. Still the other races were doing warp point ambushes and being very tough. Now I'll have to start a new game
Oh well I really want all the new features of the upgrade...
SEV, more than a feeling.
Re: 1.58 and the Unnamed mod?
Will it be long before its updated then? I`m looking forward to playing it already.
ASAP Please.

Re: 1.58 and the Unnamed mod?
Can you elaborate a little... in case Unnamed is too busy to get to it soon and I want to roll my own this weekend 

Re: 1.58 and the Unnamed mod?
Unnamed has for the last few weeks been out of touch, in fact in our Nebula rising game another player is currently doing his turns...and the last thing I heard from him was that he was having problems with his computer...so I would not expect a quick update for the Unnamed mod, but I do hope he'll be back soon.
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Re: 1.58 and the Unnamed mod?
Kwok, Unnamed and the other AI scripters are amazing individuals. If it weren't for them, SE5 would be unplayable in SP at this point. Sometimes I feel bad, like I owe them money or something... :)
Absolutely... but therein lies the root of my question to the good Captain. There are several things in the new mod I'm really wanting (especially enemy colonies from memory and proper naming of moons), but not much fun playing with stock AI. So, if the changes to make the Unnamed files (according to Unnamed, based heavily on Kwok's BM) work with the new patch are relatively simply (as the Captain's wording suggests), I'd rather try to update my own as an interim measure than wait (still on 1.44) potentially weeks for an official Unnamed Mod update.
Re: 1.58 and the Unnamed mod?
I would also like to thank Kwok Unnamed and all the modders working with se5. In my Unnamed mod game, that I started upon installing 1.58, I recieved a bunch of "retreat do not leave sector", messages, but the game still loaded, after playing awhile, I check the comparisons screen only to find that all nine ai's in my game seem to be broken they are not doing anything at all, about 30 turns in and set to med ai, they still have only one world each and no ships, units, intel or anything. How bloody depressing is that. Insights anyone?

Re: 1.58 and the Unnamed mod?
No AI scripts compiled prior to v1.58 will function. There were a few changes to script functions that prevent older scripts from doing anything for the AI.
Re: 1.58 and the Unnamed mod?
Thanks for the info Capt. Kwok. I guess I'll be anxiously awaiting all the updated ai mods then. Is Balance 1.10 still being released today?

Re: 1.58 and the Unnamed mod?
Kwok,
Is there an 'easy' way of updating an AI from any mod (ie, is it just a certain file that had changes or is it parts of all files.) If its just a matter of copy and paste something into a file I'd probally be able to do it myself but I have no idea what has been changed.
Thanks,
Steve (Deathstalker)

Re: 1.58 and the Unnamed mod?
Is there an 'easy' way of updating an AI from any mod (ie, is it just a certain file that had changes or is it parts of all files.) If its just a matter of copy and paste something into a file I'd probally be able to do it myself but I have no idea what has been changed.
Exactly - if the good Captain could give us the inside dope on what functions were changed and what needs to be done to "unbreak" a file using those functions, we can probably search the Unnamed source files for those functions and fix 'em up & recompile ourselves. Again, as an interim measure until Unnamed can give us the real deal.

Re: 1.58 and the Unnamed mod?
If you attempt to compile the source AI scripts for Unnamed's files, you'll get a couple of errors from Script_AI_Politics. There was a script function that had a new parameter added. If you copy the matching lines from the stock scripts for the lines mentioned in the error, you'll be able to compile Unnamed's files without any problems and they'll work properly.
I'm on a work trip right now, but I should have wifi access at the hotel tonight so that I can upload the BM v1.10 to my website. So fingers crossed that it works out that way.

Re: 1.58 and the Unnamed mod?
That worked for Script_AI_Politics.txt, but I'm additionally seeing some errors associated with Script_AI_Construction.txt...
Could not parse Script_AI_Construction.txt (line #1090): Incorrect Parameter Type - string versus long.
Could not parse Script_AI_Construction.txt (line #1090):
Could not parse Script_AI_Construction.txt (line #1090): Bad Set Declaration
Could not parse Script_AI_Construction.txt (line #1104): Incorrect Parameter Type - string versus long.
Could not parse Script_AI_Construction.txt (line #1104):
Could not parse Script_AI_Construction.txt (line #1104): Bad Set Declaration
Could not parse Script_AI_Construction.txt (line #1187): Could not find ENDIF

Re: 1.58 and the Unnamed mod?
I seem to have figured it out. Line 1090 was...
set first_queue_item_id := Sys_Get_Construction_Queue_Item_Upgrade_ID(queue_id, 1)
In CodeListing_Interface.txt in the script parser folder, I found...
Sys_Get_Construction_Queue_Item_Upgrade_ID: long
queue_id: long
queue_item_id: string
So, I put quotation marks around the 1 parameter in line 1090. Then it compiled without errors (i.e. 1090 being wrong caused the errors reported for 1104 and 1187).
I'm assuming they must have changed the data type on the parameter since 1.44, since it compiled without quotation marks before.
Re: 1.58 and the Unnamed mod?
Thanks a lot barnacle bill 
well I fixed the default main script. if anyone wants the finished version please e-mail me
Re: 1.58 and the Unnamed mod?
the ai still does nothing though. I even started a new game w/o errors and still all I get is idle AI but no errors
Unnammed we need your help badly
Re: 1.58 and the Unnamed mod?
I have downloaded the Unnamed Mod, but in my zip there are only compiled script files. Can somebody post a download link with the source script files included?
Re: 1.58 and the Unnamed mod?
here is the link where I downloaded the scripts
from SEV wiki
http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod
last part of the page
http://home.comcast.net/~gregmcchesney/Unnamed_Stock_Empire_Scripts_v1.05.zip

Re: 1.58 and the Unnamed mod?
Unnammed we need your help badly
My AI files are not, strictly speaking, the Unnamed ones. They started out as Unnamed v1.05, but I edited to remove everything I could find related to the AI making tech-sharing treaties (when I start the game with AI tech gifts disabled, I bloody well mean I want the little buggers doing their own work not passing their test papers around the classroom).
That said, I updated for 1.58 per the various posts in this thread (plus I also had to add a line to every strategy in the default strategies file to clear an error). My new game (after making all my other "House Rules Mod" changes to SEV 1.58) is in game date 2401.02 and I just used cheat codes to look at the rest of the universe. All the "player" AI's have colonized every planet in their home system that is colonizable for them, and have exploration ships out 1-2 systems from home.
So, I'd say the AI is not idle. I think if you do as described in Captain Kwok's & my posts in this thread you'll get working Unnamed AI.
Re: 1.58 and the Unnamed mod?
Unnammed we need your help badly
My AI files are not, strictly speaking, the Unnamed ones. They started out as Unnamed v1.05, but I edited to remove everything I could find related to the AI making tech-sharing treaties (when I start the game with AI tech gifts disabled, I bloody well mean I want the little buggers doing their own work not passing their test papers around the classroom).
That said, I updated for 1.58 per the various posts in this thread (plus I also had to add a line to every strategy in the default strategies file to clear an error). My new game (after making all my other "House Rules Mod" changes to SEV 1.58) is in game date 2401.02 and I just used cheat codes to look at the rest of the universe. All the "player" AI's have colonized every planet in their home system that is colonizable for them, and have exploration ships out 1-2 systems from home.
So, I'd say the AI is not idle. I think if you do as described in Captain Kwok's & my posts in this thread you'll get working Unnamed AI.
Thanks for all your help. I fixed the mainscript file and set up file for every ai along with other text file small errors. I will try later tonight. I hope it works
Re: 1.58 and the Unnamed mod?
Barnacle bill, would be willing to post your corrected 'Unnamed AI'?
Re: 1.58 and the Unnamed mod?
If barnacle bill wouldn't mind; Here my tested and working AI. All you have do is extract the file in the unnammed mod's folder under game types. What this file basically is the "empires" folder with corrected Empire specific AI script files. enjoy 
http://www.mediafire.com/?ahvyuddz9nm
Everyone is free to improve it, host it on a different place, package it differently, or do anything with it. Please always back up your game just in case.
Re: 1.58 and the Unnamed mod?
pkoko could you please post the scripts you used to compile these AI files.
Re: 1.58 and the Unnamed mod?
sure. here are the scripts.
http://www.mediafire.com/?2cyfdxn35b5
good luck
Re: 1.58 and the Unnamed mod?
Great. Thank you very much for your work. As far as I have seen your AI files function very well.
How exactly?
Hello everyone,
First of all, I too, like you guys, am a fan of Unnamed's Mod. Alas, I find that I simply can't continue with my current 1.44 game because the new enhancements in 1.58 are simply to good o be ignored.
What you have done here is excellent work and thank you very much! However, I find that I can't seem to put 2 and 2 together at this point and it won't work for me. 
Could someone please list down here, step by step, how to make the Unnamed Mod work with 1.58? Something like: Step 1.) Install SEV, Step 2.) Install the 1.58 patch, ....etc..... you know, "spell it out" for the lesser folks. 
It'll be a great help, please could someone do it? 
Re: 1.58 and the Unnamed mod?
One observation regarding unit designs with your files pkoko:
Even large sats do not have any other components than weapons and the computer core. Sometimes they have 3 identical weapons but no ecm or combat senor, no armor, no shields. And even if the AI has large sats the medium and small sat designs are not made obsolete.
Re: 1.58 and the Unnamed mod?
That is something that unnammed probably has the answer to. Sorry your guess is as good as mine.
Steps to install upgraded AI scripts in unnammed mod.
1- install SEV
2- Install patch 1.58 & make sure new game creation works
3- download Unnammed AI from the wiki link ( http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod ) earlier in the thread
4- install unnammed AI 1.05 mod in the "SE5\gametypes" folder
5- download the corrected unnammed AI 1.58 from http://www.mediafire.com/?ahvyuddz9nm and save it in the "\SE5\GameTypes\Unnamed's Upgraded AI" folder
6- extract the file with over-writing everything
7- Start SE5 and everything should work. Try it first in new game creation. In a current game the easiest way to know if the AI still works is by giving it a treaty offer and if they respond then everything works.
Good luck
Re: 1.58 and the Unnamed mod?
...There are several things in the new mod I'm really wanting...proper naming of moons...
If by proper naming of moons you mean names like "Alpha Proxima II B" instead of having it have a whole different number, there is a fix for that on the SE Wiki. Here 'tis:

Re: 1.58 and the Unnamed mod?
If barnacle bill wouldn't mind; Here my tested and working AI.
Why would I mind? Mine are edited to accomplish a specific effect that others might not want (a significant change from stock).
I'll make mine available if anybody actually wants that, but for those who just want worked Unnamed AI for 1.58 it sounds like pkoko has you covered.
Re: 1.58 and the Unnamed mod?
Hey pkoko. Thanks for your work. But I can't download your files. It always says: No Servers are currently available with the requested data on them.
Has anybody else the files and may them upload to another location?
Re: 1.58 and the Unnamed mod?
When I try downloading the file, I get a message that the file is no longer available. Pkoko, can you repost? Oh, and I definitely agree with all the kudos for the modders, definitely appreciated.
"We are the Vahl, resistance is...welcomed"
Re: 1.58 and the Unnamed mod?
Hey Everyone,
I have incorporated the fix into the mod (creating version 1.06) and it is now available at the wiki site
http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod
A great big thanks to pkoko, barnacle bill, capt. kwok, and everyone else for fixing it for 1.58; especially with my absense.
No promises but I'm currently motivated to start doing some improvements on the mod again (especially defense and offensive wars). So hopefully I can make some progress on my end and have some noticeable results out to you all within the next month or so.
-Unnamed
Re: 1.58 and the Unnamed mod?
"We are the Vahl, resistance is...welcomed"
Sorry I clicked on my origninal link and it worked; I assumed it works. Here is the new link:
OR
http://files-upload.com/files/601717/Unamed%20corrected%20Empires%20AI%20for%201.58.rar
or
http://www.filefactory.com/file/f7d20b/
Can anyone host this somewhere safer?
Re: 1.58 and the Unnamed mod?
I have incorporated the fix into the mod (creating version 1.06) and it is now available at the wiki site
http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod
A great big thanks to pkoko, barnacle bill, capt. kwok, and everyone else for fixing it for 1.58; especially with my absense.
No promises but I'm currently motivated to start doing some improvements on the mod again (especially defense and offensive wars). So hopefully I can make some progress on my end and have some noticeable results out to you all within the next month or so.
-Unnamed
Sorry this is too long-- This is not a rant but rather I am describing my experience so all modders can make better AI.
FIRST: Welcome back unnamed !
. Your work was sorely missed.
Anyway, I have been playing your AI for a while and AI has some problems that is hurting it badly.
Even if the AI has fleet advantage it doesn't know where to attack with them. In my game; which fairly end game with one AI remaining ( I am building sphere worlds, I was hoping to see how good of a fight the AI can put ) , I went to the AI player took control and build lots of ships for him; I supplied resources and "fastbuild" cheat. I also changed settings.txt the minimum resources to 500K (which I feel is more realistic, and helps the AI a lot). The AI had over 300 ships of mainly LC and Cruisers. The AI (Norwak) will never run out of resources from maintenance costs for around 15 turns.
I was surprised to know that I were attacked through my fortified warp points with only 5-8 ships; although he has 2 50+ ship fleets. The AI never attacked with them. I have given the AI 20+ turns for it to sage a decent offensive on me and yet it failed. In that time, I was not attacking or using intelligence activities. Bored, I moved my 20 ship fleet in to one of his inner system ( I went in system A (border system) which was very poorly defended despite having 7 planets. I warped to system B; which had one big fleet.) And I started glassing planets to see the AI's response. the AI only sent 8 ships at me at a time.
So How can we fix this?
A really easy fix that will make your AI more challenging is to have the AI park its big fleets on the disputed warpoint choke points instead of away from everything near it ship yards on planets. The AI also needs to distribute its military not equally on all systems but focus them to the borders even during peace times. How about mines on warp points instead on planets; where they are useless?
But how will the AI handle retrofits now? I normally build two frigates (one a builder (space yard ship) and repair ship); and then one base full of repair yards and few seekers with 4 PDs by the space yard ship. This normally takes a year to build; but so what? It gives my fleet very solid defense.
Speaking of repair ships; I have never seen repair ships in any AI fleets. That will greatly improve AI war performance as it reduces the need for constant repair trips.
I know this next idea will be hard to implement; but I feel it is really necessary.
I think the AI from a codding perspective needs to have a target importance variable and target strength factor. So if the target is close in its systems then that should be target priority #1. If there are many enemies in many systems; then the order of importance can be improved by the total production of resources of such system (system A generates > system B; so target in system A > system B). If AI is well defended and is at war; then it IMHO needs to chose the path of least resistance to an opponent and stick for it for around 10 turns; then re-evaluate. Once that is identified; the AI should sent all of its offensive to that point; and send them in synchronized pattern.
Totally unrelated to those priorities; should be a target strength factor. If the overall tech level is even +-10%; then simply 1:1 ratio of ships is at least needed.
If AI's tech way greater opponent then at least 3:1 ratio.
If AI's tech way less then 1:4 ratio is sufficient.
The above method is the lamest way to evaluate this. A way better; would be if AI knew the designs and could reasonably estimate its strength.
Most importantly; the AI should never get into battles; it has no chance of winning like 5 vs 1 ships. That will save the AI tons of resources and help it be very competive in combat.
Re: 1.58 and the Unnamed mod?
hey pkoko,
Dont worry about length or rant, I want feedback and how people truly feel.
First, all attack scripts were basicaly conversions from IRM. They need major work, especially sustained offensive operations instead of random attacks and retreats (though they were a major step forward from stock). In fact I had only just started to understand it before I took my break from the scene. I will need to go back and reteach it to myself before I start making changes.
There should already be a preference for defending systems before attacking enemy systems. There is also a system for checking the strength of the unit/fleet for the opponents, as well as distance. These may need to be adjusted/balanced though.
The defensive formations at the warp points generally wont attack invading fleets yet because the forces arent in a fleet but in seperate groups. (Example - 10 groups of 20 fighters versus 200 fighters; so none attack since not stronger than the invading force). I intend to fix; I think one of the new functions may help me.
The memory system is still not working 100% since there is not preference for warppoints to enemy systems vs warppoints to empty systems. This should be fixed soon.
As you mentioned fleets dont sit on warp points, I hope to fix this soon.
Mines only launch around planets when the planet runs out of space. So thats an issue with both production and transferring the mines to warppoints. I think a new function will soon allow my mine transporters to move the mines from the planets to warp points (and move inner system warpoint defensive to outer system warppoint defensive positions).
Will continue this discussion a little later (need to get back to work for a while).
Re: 1.58 and the Unnamed mod?
I made a small little script to check which warp points lead to enemy systems vs which lead nowhere or unknown.
I intend to post that along with my rewrite of the construction script as a means of giving back to the community. Essentially it scraps the segregated construction queueing and moves to a priority based queue where every possible construction is sorted based on defined priority values and the final construction is based on what's most important at the time, in my case priortizing defence constructs and resource over attack, everything is scripted and customizable based on anything that could be checked against (I intend later to tweak mine to shift from resource priority to a scale based on the current excess production)
Does alot to eliminate bottlenecks and make the most of the early game or times when resources are short.
It's not really part of a mod of my own, just tinkering that I did but as I said it's a way to give back based on what I've learned from other mods.
Re: 1.58 and the Unnamed mod?
Wow Unnamed, I have headache just from reading everything you have done and need to do, let alone actually doing it. I hope I can contribute a little in the future, I am thinking at trying my hand on some Neutral Races making them more specialized in traits and research and making 1 or 2 who can send ships into other sectors. Not sure it can be done though.
"We are the Vahl, resistance is...welcomed"
Re: 1.58 and the Unnamed mod?
Hey pkoko,
The AI will retrofit, normally one ship at a time (not sure if it will leave a fleet to do so). Also the AI will have ships leave a fleet to go repair, normally back to a planet for repair. As you noticed the AI doesnt use repair ships all that much if at all.
Also check your inbox, I think I may have found one of the problems for the big inactive fleets, but your saved game would greatly help make sure of this.
Iron Giant,
Thanks, glad to be back.
Corellon
Always glad to see people working on making improvements. We once considered making a demand system for construction, but never truly got around to it. Glad to see someone did.
Madman22 & Everyone
Any greatness I may achieve comes only because I stood on the shoulders of giants (Kwok, Fallen, Etc). Also please feel free to take a race or neutral empire and add your own personality or style to it. I think everyone would greatly appreciate it. If anyone puts together a different AI (better or not), that has a different personality or acts differently than what I have done, I would happily add it to my mod. Variety is the spice of life. Also I have no plans whatsoever to work on the politics for the mod anytime soon, if ever. Therefore anyone who would like to work on that is free to do so (I think alliances are much more of an option with the latest patch). Or work on anything, suggestions, and help are always welcome.
-Unnamed
Re: 1.58 and the Unnamed mod?
Well I was going to make a project to contain the script and upload any changes and optimizations I make, but can't seem to make a project, if your still interested Unnamed just let me know how I can get it to you, and the same goes for anyone else that might be interested.
It's still a little rough but it's a start and works, and haven't had any long processing turns on a p4 2ghz laptop, I'm sure I could optimize it some more, but for the first shot wanted to make it workable first.
Re: 1.58 and the Unnamed mod?
Hey Corellon,
Thanks Corellon, I'll take you up on that. I'll add it to a couple races and see how it does. Check your personal messages for where to send it to.
-Unnamed
Re: 1.58 and the Unnamed mod?
Hi folks, I am using the latest Unnamed Mod and 1.58 updated to 1.63 in my current game.
I encountered my first AI Race defending a warp point 2 turns later and was ambushed by 10 fighters that just withdrew to the edge of the map instead of wasting my ship? on further inspection I found that the fighters had been created WITHOUT any weapons on them? That seems a bit strange to me.
Has anyone else encountered this proublem?
Re: 1.58 and the Unnamed mod?
Hey Spuda,
I havent seen this (havent looked at 1.63 yet), but obviously it is something I would like to correct. Can you give me some more details? Or send me a saved game with an example of this? (check your in box for a place to send it, if you do). Thanks.
-Unnamed

Re: 1.58 and the Unnamed mod?
Unnamed:
Just wanted to let you know that I recently began trying your mod and so far I really like it 
Groovy Baby Yeah!
Re: 1.58 and the latest Unnamed mod?
Hi folks,
I would just like to thank Unnamed for fixing the weaponless Terran fighters so quick? hes adding the fix to the next version of the latest unnamed mod.
Cheers man keep up the good work
Spuda

Re: 1.58 and the latest Unnamed mod?
Cheers man keep up the good work
Spuda
Here Here 
Groovy Baby Yeah!
Re: 1.58 and the Unnamed mod?
Hey Everyone,
Thanks for the feedback. The next version is coming along pretty well. I'm hoping to have a release for it Sunday. This assumes of course, I dont run into any major bugs/problems.
-Unnamed
Re: 1.58 and the Unnamed mod?
I had the same problem with my game whicjh is why I'm here trying to fix it.




Re: 1.58 and the Unnamed mod?
The AI scripts would have to be slightly adjusted and recompiled to work with v1.58...
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