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Home » news » forums » Support & Feedback » Bug Reports

1.63 BM 1.11 - Fixing AI Freighters, Colony Ships & Warp Points Bug will improve Turn processing & AI Lethality - Read On!

Submitted by Grimlock on Sun, 2007-11-18 20:47. Bug Reports

What is it with the AI, constantly sending Freighters & Colony ships through warp points where there are 20 satellites waiting to blow it into space.

Nearly every warp point i have blocked up, i get 3 ships per turn coming through from civilisations i do not have a "Non aggression" treaty with..

A fix would improve:

1. Turn processing time,

(a) both from personal combat time (you don't know if its a major attack or just a
freighter so you have to go tactical all the time). On this point, is there anyway the tactical\strategic combat screen could say a bit more about whats in combat (ie the strategic screen come up before the choice), this way you'll be better informed as to whether you want to go tactical or strategic e.g. Medieval TW II.

(b) Computer processing time. I'm presuming this is happening not only to just my empire. I keep getting combat reports from "allies" where 1 colony ship or 1 freighter got destroyed in a fight with xxx, and they are all usually in the same systems. Also, the computer has to move these ships around the place aswell. Lots of processing time there wasted.

2. AI empire prowess. If they are not wasting resources & space yard time building all these ships that keep getting destroyed, this should improve their lethality somewhat.. lots more attack ships etc...

‹ [1.58][BM 1.10] Mines out past the system [BM 1.11][SEV 1.58] The 300 (militia troops, that is) ›
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Captain Kwok's picture
Mod Designer

Re: 1.63 BM 1.11 - Fixing AI Freighters, Colony Ships & Warp Poi

Submitted by Captain Kwok on Sun, 2007-11-18 20:51.

There's been some improvement in the upcoming v1.12, which sends non-combat ships into hostile systems much less frequently. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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Re: 1.63 BM 1.11 - Fixing AI Freighters, Colony Ships & Warp Poi

Submitted by Grimlock on Sun, 2007-11-18 21:10.

Cool.. looking forward to it already.

Great work sofar Kwok, i bought this game when it came out, played a bit and realised it was complete rubbish cause of the bugs.. so i've been waiting for most of the bugs to be fixed before i play.

Wouldn't be playing now without BM.

Obvious thanks to Aaron aswell though!

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MasterChiToes's picture

Re: 1.63 BM 1.11 - Fixing AI Freighters, Colony Ships & Warp Poi

Submitted by MasterChiToes on Thu, 2007-11-22 18:43.

I hope 1.12 has some AI treaty improvements... the AI keep rejecting my treaties, or counter treaties, when all the changes are in their favor (adding player to AI resupply, etc). The AI also have a habit of gutting treaties that are benefiting them... and going back to just non-aggression.

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MasterChiToes's picture

Re: 1.63 BM 1.11 - Fixing AI Freighters, Colony Ships & Warp Poi

Submitted by MasterChiToes on Thu, 2007-11-22 18:49.

Another BM1.11 bug: at level 15 Stellar Manipulation you get level 5 planet creators and level 6 warps... and the expected tech for level 16 includes planet creators and warps (which are both already maxed).

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Re: 1.63 BM 1.11 - Fixing AI Freighters, Colony Ships & Warp Poi

Submitted by Astroshak on Fri, 2007-11-23 08:52.

Try placing 15-20 mines on those warp points as well as the sats. The computer doesn't like to send ships through mined sectors.

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Isopsyco's picture
Mod Designer

Re: 1.63 BM 1.11 - Fixing AI Freighters, Colony Ships & Warp Poi

Submitted by Isopsyco on Fri, 2007-11-23 10:25.

Captain Kwok wrote:
There's been some improvement in the upcoming v1.12, which sends non-combat ships into hostile systems much less frequently. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

Captain Kwok, you going to work any of the WP orders for BM or are you starting to shift your focus to your Nova mod?

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