Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 2 users and 126 guests online.

Online users

  • benc
  • Firzen_Zero

Languages

  • English English
  • French French

Browse archives

« Juillet 2008  
Lu Ma Me Je Ve Sa Di
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

GidMod 4.7.0b

Submitted by Gideon on Sat, 2007-10-27 19:08. SE:V MODs

As promised, here is the latest version of my mod.

Several of you are probably not familiar with earlier versions of this mod, due to my absence. Please, give it a try and tell me what you think.

Included with this version are:

A significant change as to how Crystallurgy and Organic Manipulation capable races use resources.

More difficult Intel defense, particularly if you havn't keept up your Intel infrastructure as your empire has grown.

Additional refinements to the AI.

...and much more! Check out the ReadMe for details, and Good Hunting.

Download my mod here: GidMod
or there:

‹ Movement: speed, acceleration, turn rate Real Our Solar System! ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Henk Brouwer's picture

Re: GidMod 4.7.0b

Submitted by Henk Brouwer on Sun, 2007-10-28 11:29.

Sounds interesting,

I'll give it a try, after I finish my current Balance mod game,
thanks,

Henk

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by javaslinger on Sun, 2007-10-28 14:57.

Is your AI race specific or the same for all races?

Also, how is it playing so far? Challenging? Difficult? Fun?

Just wondering what your playtesters think of it.

Amazingly we're reaching the point where there are enough good AI's so I need to be a bit choosy. Might have never though we'd get to this point!

But keep up the great work!

javaslinger

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Sun, 2007-10-28 17:04.

javaslinger wrote:
Is your AI race specific or the same for all races?

Its currently pretty much the same for all races. I've got it on my to-do list to increase the differences between them, but there is still more work for me to do in other files in order to support the kinds of AI I want. As it is, I'm shooting to get one decent AI going, so I can spin that off in to many other forms.

javaslinger wrote:
Also, how is it playing so far? Challenging? Difficult? Fun?

I do all my testing on Hard difficulty, with no AI bonus. So far, it is much more difficult than the stock AI (of course, that isn't hard to create). I can still take it out, but I'm continually evolving it. Already the version I'm using is being modified further in order to increase difficulty. It seems to me that the AI lacks the most in its early game, which is crucial to it building up to be a challenge later.

I find it fun to be challenged, so you will have to wait for the player opinions on it. Some may like having a cakewalk, after all.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by Sotho Tal Ker on Mon, 2007-10-29 06:14.

Will you release the AI source files, too? Laughing out loud

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling
http://bt.spaceempires.net/browse.php - Mods and Shipsets for SEIV and SEV

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Mon, 2007-10-29 11:08.

Sotho Tal Ker wrote:
Will you release the AI source files, too? Laughing out loud

Yeah, when its at a point that I won't be embarrased by releasing it. Sticking out tongue

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Mon, 2007-10-29 17:54.

FYI:

Current AI does not design Supply Ships using the correct ship hull size.

Next version will be concentrating on general AI improvements and tweaks. These will focus in areas other than politics.

The following version will include changes to ship engines.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by jeremy on Mon, 2007-10-29 23:34.

dude, this version of the mod is...well, effective at using intel. I find that even though I'm making about 6x as many intel points as the culture that I'm pretty sure is attacking me, I have a bad record of repelling their intel attacks... any advice?

Overall, great work!

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Tue, 2007-10-30 10:57.

jeremy wrote:
dude, this version of the mod is...well, effective at using intel. I find that even though I'm making about 6x as many intel points as the culture that I'm pretty sure is attacking me, I have a bad record of repelling their intel attacks... any advice?

Overall, great work!

I need some specific data on your empire:

Number of races.
Number of planets.
Amount of population.
Any riots?

I would like to check for design errors and bugs first. The drag numbers might be off.

You should also know that it is much easier to defend against sabotage than espionage actions. So, are you getting a lot of sabotage damage, or are they just stealing information on your empire?

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by Crian on Wed, 2007-10-31 00:30.

I get espionage intel attacks left and right, but not a single sabotage attack so far. Smiling

No matter, I prefer the traditional way, I'll crush 'em all with my huge armada!

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Wed, 2007-10-31 12:27.

Crian wrote:
I get espionage intel attacks left and right, but not a single sabotage attack so far. Smiling

No matter, I prefer the traditional way, I'll crush 'em all with my huge armada!

Good, sounds like it is working as intended.

I intended to have espionage attacks have a much higher chance of success. I eventually hope to build some routines in the Enemy_Analysis file to allow the AI to do things a little smarter (like attcking where your forces arn't concentrated, and assaulting high value worlds first), and to do that I want the AI to collect intel on its enemies in a logical way.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: GidMod 4.7.0b

Submitted by Captain Kwok on Wed, 2007-10-31 14:52.

There's no real point to espionage for the AI, it will never really understand the information in any useful way. It's better for the AI to use those points for defense or sabotage projects instead.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Wed, 2007-10-31 15:15.

Captain Kwok wrote:
There's no real point to espionage for the AI, it will never really understand the information in any useful way. It's better for the AI to use those points for defense or sabotage projects instead.

Except that espionage actions drain down your intel defense points. Even if the AI can't make use of the information, performing a number of espionage actions against the player does drain some player resources.

Is it better for the AI to go straight for the jugular and immediatly perform sabotage actions?

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments
Psieye's picture

Re: GidMod 4.7.0b

Submitted by Psieye on Thu, 2007-11-01 08:09.

Could you describe exactly how Intel works in your mod? BM made its own and stock has its own too, so we can't compare notes.

---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.

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Thu, 2007-11-01 10:25.

Psieye wrote:
Could you describe exactly how Intel works in your mod? BM made its own and stock has its own too, so we can't compare notes.

My mod, so far, only changes the script_main_intelligence.csf file. You should be able to use any other script_main_intelligence.csf file without any issues.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by Crian on Thu, 2007-11-01 11:43.

Hello,

Here's what I've noticed so far playing this mod:

1.) The AI's feel like they're in some sort of blank default mode if you know what I mean. In my game, none of them have treaties with anyone else (which might explain why the're having a hard time). Early in the game, there's one shining moment when the AI attacked one of my fleets guarding a newly-colonized planet. I have only 3, well-designed ships while the AI attacked with 7. They had lower technology but I was overwhelmed... and not only that, a freighter even dropped troops and captured the planet! It was awesome! Smiling

Unfortunately that didn't happen again. As everyone expanded, everyone seemed to be at war with everyone else... or I'm not sure what's going on really. The AI kept sending singular ships at well-defended warp points, NO ONE has any treaty with anyone else. Either they're at war, or there's no treaty at all. It seemed like none of the AIs have any sort of personality to them. Their ship designs are also all the same. There doesn't appear to be any direction at this point in their actions... or maybe they're sending their fleets somewhere else because like I mentioned, everyone is either at war, or has no treaty. I was hoping to face large strike fleets but all I keep getting is the occasional scout ship and even colony ships! Imagine: the AI sending colony ships to a system controlled by a race they're at war with. Sad

2.) This one is about the components. Could you consider changing the allowed targets for point-defense weapons? This includes flak cannons, bomblet missiles, PD beams etc. as well. Currently they're allowed to target ships, which means they also fire on enemy ships when they're within range aside from the usual seekers, fighters and satellites. However, I noticed in my simulations that this makes ships highly vulnerable to seekers. I loaded a cruiser with lots of PD cannons, and heavy anti-proton beams and simulated it against 2 frigates and a destroyer all armed with capital ship missiles. Initially none of the missiles could get near the cruiser because of the PD... but when the cruiser closed the distance to fire its beams, it got fried really bad and eventually destroyed.

This is because I noticed the PD cannons were firing on the SHIPS and not the missiles. Consistently, this has happened in all of my simulations. When the distance is close enough to fire, PD weapons fire on enemy ships, at the cost of shooting down seekers and torpedoes which are their primary purpose! Could you consider removing ships from the allowable targets list of PD weapons? Smiling

Anyway, I know the AI is not polished yet but it's performance in my game was rather... well, strange.

EDIT: Oh and I am playing at Hard difficulty with Low bonus Smiling

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Thu, 2007-11-01 16:57.

Good reply.

First off, I've been busy working on nothing but the AI. The issues you are describing stem from several areas:

1 - AI gets angry at espionage actions. Since these are much more likely to be successful, and since the AI launches these at everyone except allies, it pretty much turns everyone in to an enemy. This has been addressed in the next version.

2 - AI is having build issues early in the game. This is due to it trying to balance resources and construction when using some left over default values. A poor early game means that the AI will not have the groundwork to be a challenge later. I've been working a lot on this aspect, and I think I've made some serious improvements. This is also in the next version.

3 - As part of the default game, the AI sends attack ships to explore and survey. This uses up valuable ships that could be used to form fleets. The next version does not allow attack ships to be used for this purpose (it has scout and will also eventually have partrol ships for this), and so larger fleets should be created. This is part of the next version as well.

As for PD weapons:

I'll see if I can dig up its targeting priorities (or if I even can). I prefer PD weapons to be able to shoot ships. It maks closing on a ship matter, from a tactical standpoint.

Currently there really isn't much difference between each race's AI (like the stock game). I am trying to get one challenging AI going, so I can then spin that off in to several different forms. The next major version (not the next update, but some time after) will involve breaking up the AI ship designs so that it has more variety by race.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by Crian on Fri, 2007-11-02 05:22.

Thanks for the reply! Here's my thoughts on each point:

1.) Yep it seems so... I have a lot of AIs getting angry at me for launching espionage activities when I spend 100% of my intelligence points on DEFENSE Sad. And currently, almost all of them seem to have the same personality.

2.) Nice to hear that you've improved it Smiling. I hope it all boils down to a better performing AI in the end.

3.) Great! Smiling right now, at every turn I get attacked by 2 or 3 enemy ships jumping through the warp points one at a time into my systems. I keep thinking to myself what if the AI simply grouped all those ships together and waited maybe 5 turns BEFORE attacking through the warp point? After all, it already KNOWS I control the system, shouldn't it assume I'll have a fleet guarding the front door?! I'm really looking forward to how you've improved this in the next update. Smiling

PD Weapons:

Ok. I actually like it that PD attacks ships, however, it should also be intelligent enough to fire on seekers, etc. when they're in range regardless if they're already firing on a ship. In my simulations, the amount of PD doesn't matter. ALL of them fire on enemy ships and don't let go unless out of range, so there's a huge swath of time for seekers to hit the ship. I hope there are targetting priorities there somewhere that can be edited, but if not, I'd strongly suggest altering the allowable targets as this is a bit of a gamebreaker. Sad

Any way good luck and thanks! Smiling

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Fri, 2007-11-02 12:31.

Point Defense weapons not being able to fire on ships and bases for no good reason offends me on some deep level. I guess I just liked the space combats in Battlestar Galactica (New) where the Battlestars lay in to the Basestars with everything they've got.

However...

It seems as I cannot get at the targeting priority list, as it is hard-coded (hard-coded for the lose Sad ). Therefore, I'm going to publish the next version without PD being able to fire on ships and bases. While I don't like this, gameplay must come first. We'll see how it plays with the standard targeting package.

As a side note, doing this will reduce the strength of large ships vs small ships.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by Crian on Sat, 2007-11-03 01:37.

Too bad Sad

But for gameplay's sake it has to be done. Well I'll download and play when I have time in a couple of days. Smiling

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by jeremy on Wed, 2007-11-07 21:19.

I'll post the stats on my empire when I'm next at my PC Smiling
GREAT mod!

As for targetting ships with PD, could you make versions of PD that only do PD, and versions of PD that can target ships, too? That way, you can have your cake and eat it too... Eye-wink

I knocked out the empire that was targeting me with intel attacks by taking all their planets with troops. That pretty much stopped the sabotage attacks. It was being done by a small, 1-system AI which had about 7 planets and 6000 points in intel. Now that I've got about 350K points in Intel, I see plenty of espionage get through, but no sabotage. I'm also playing merry hell with the various AIs through my own sabotage attacks.

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by jeremy on Wed, 2007-11-07 21:22.

Oh, one little thing I've noticed: On occasion, one of the my colony ships will do a little dance when it spots an enemy ship at a warp point: it moves 1 hex away from the warp point (out of sensor range) then 1 hex toward the warp point (into sensor range). Then, it repeats that little jig until it's out of movement...

Anyway to prevent that from happening, besides fitting weapons to the colony ships?

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Wed, 2007-11-07 22:49.

@Jeremy,

Thanks for the encouragement. I appreciate it, as it keeps me enthusiastic about continuing this mod. Be sure you have updated to the latest version, as this thread is for a version that is out of date. The link in my sig is to the project page, which should have the latest version on it at all times.

Ships do the back and forth thing if they arn't set to attack a location. If they are set to attack, then they merrily fly in to the enemy ship, and engage it in combat, no matter how bad of an idea that may be. I'll see if I can work out a system that automatically cancels orders if the ship detects an enemy in its path, but I think this is unlikely to be possible with the current script commands we have.

Anyways, glad you're enjoying the mod. The next version is under way at this time.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

» login or register to post comments
Romulus68's picture
Mod Designer

Re: GidMod 4.7.0b

Submitted by Romulus68 on Thu, 2007-11-08 10:36.

What about changing the Target priorities in the orders section to get the PD's to fire at seekers first?

IE...Change 'Point Blank' (Change them all actually) target priorty to choose seekers as their first target. Most weapons can't target seekers, so they will skip that option and fire on ships, etc. The PD's will fire on the seekers over the ships in the target priority and when no seeker is present they will fire on ships.

I'm at work....it may need to be the Smallest Target if you can't choose seekers. Though, that could be troublesome if you have fighters in the mix as your Anti-Proton beams fire at the fighters and not ships? Try different options and see what you can g et to work in the simulator.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

» login or register to post comments
Mod Designer

Re: GidMod 4.7.0b

Submitted by Gideon on Thu, 2007-11-08 12:55.

I experimented with that some, Romulus.

The PD would target seekers first...UNTIL...they targeted a ship. Then, they only fire at that one ship until it either leaves range or has no operating weapons. Then, it targets seekers OR another ship, whichever happens to be closest at that moment.

I'm still experimenting with it some, but I felt it was more important to push out 4.8.0 (with its various AI fixes and tweaks) than delay that version to futz around with it some more.

I'll keep messing with it. Might get it to work.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

» login or register to post comments

Re: GidMod 4.7.0b

Submitted by jeremy on Tue, 2007-11-13 18:53.

I'll update to the new version ASAP. My game is just getting interesting in the old mod, tho!

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Research By Percentage SUCKS
  • Cloaked Warp Points
  • Capturing suicidal colony ships of Balance Mod AI empires
  • Space Empires V 1.74
  • Space Empires V

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Space Empires V 1.74
  • fighter reaming
  • Shield Depleter, Massive Shield Depleter, Shield Disruptor and Shields in general
  • Slow and Pointless attacks...
  • Construction Queue/Create Custom Layout
(c) Strategy First, Inc. All rights reserved.