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Home » news » forums » Space Empires V » Space Empires V General

Unnamed AI Mod version 1.07 Available

Submitted by unnamed on Mon, 2007-11-26 18:55. Space Empires V General

Hey Everyone,

Version 1.07 is available here

It is 1.63 compatible and has a version available for FQM

Version History

Version 1.07

-Made Fighters join into fleets at warppoints (should improve fighters attacking enemies in system)
-Improved WP Defense Location selection criteria (another level of system checking)
-Some Improvements to fleet attack scripts
-Improved Fighter Designs
-Fleets guard warppoints when not doing anything else
-Added supply storage and ordinance to space stations
-Allowed AI to recognize when Intel is not allowed
-Preference for WP defenses towards WPs bordering enemy systems
-Identified launched units (fighters, mines, satellites) that should be recovered and moved to border locations
-Created Universal Unit Movers
-Had Universal Unit Movers move identified launched units from core systems to border systems
-Carriers pick up fighters from warppoints when not in Defensive Fleets
-Mine Sweepers join Fleets
-Ships join closest fleet (not smallest)
-Fixed Terrans not putting weapons on fighters and troops
-Improved Exploration Scripts
-Incorporated FQM as an optional version for download (I think this will break save games)
-Found and eliminated an infinite loop from old IRM code

As always comments and feedback on the mod are appreciated. Hope you enjoy.

-Unnamed

‹ So what, no new beta change logs?! Capturing Tech ›
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Mod Designer

Re: Unnamed AI Mod version 1.07 Available

Submitted by pkoko on Mon, 2007-11-26 19:26.

very good work as always.

Does the AI build repair ships now??

Thanks for all your effort.

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Re: Unnamed AI Mod version 1.07 Available

Submitted by Capt. Chaos on Mon, 2007-11-26 20:16.

Is it compatible with BM 1.11? And if so how do I add it?

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Mod Designer

Re: Unnamed AI Mod version 1.07 Available

Submitted by unnamed on Mon, 2007-11-26 20:43.

pkoko:
It does build repair ships, but probably not as much as it should.

Capt. Chaos
The Unnamed Mod does not work with BM. It is the Stock game with better AI.

Unnamed Mod

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Iron Giant's picture

Re: Unnamed AI Mod version 1.07 Available

Submitted by Iron Giant on Tue, 2007-11-27 09:02.

unnamed wrote:
Hey Everyone, -Allowed AI to recognize when Intel is not allowed -Unnamed

Wow! Too many improvements to pick just one I love. But this one is a real game changer! Does this mean the AI will know NOT to build Intel facilitys if the game excludes them? I wish I could play a game without Intel, but when you disallow it, the AI STILL builds the facilitys, further crippling itself! Did you fix that? You rock.

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Mod Designer

Re: Unnamed AI Mod version 1.07 Available

Submitted by unnamed on Tue, 2007-11-27 09:16.

Hey Iron Giant,

Yes, this means that the AI SHOULD know not to build intel facilities for games that dont allow intel (they will build more research or something else instead). If you see them buildng intel in a non-intel game let me know.

-Unnamed

Unnamed Mod

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Thy Reaper's picture
Mod Designer

Re: Unnamed AI Mod version 1.07 Available

Submitted by Thy Reaper on Tue, 2007-11-27 14:35.

Glad to see you found time to update you mod. So far it's been my favorite, since I prefer the feel of stock over BM, and your AI has been the only AI that has ever given me a fight where I feared for my systems. Thank you.

-----
A project a day keeps the deadline away.

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groovyfishguy's picture

Re: Unnamed AI Mod version 1.07 Available

Submitted by groovyfishguy on Tue, 2007-11-27 16:11.

Thank you Unnamed!

Groovy Baby Yeah!

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Re: Unnamed AI Mod version 1.07 Available

Submitted by krakatos on Wed, 2007-11-28 19:15.

Thanks a lot indeed. Your mod is really nice, and having a version with FQM integrated is a nice bonus. Keep up the good work.

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Re: Unnamed AI Mod version 1.07 Available

Submitted by calvin on Fri, 2007-11-30 07:45.

You wrote "Allowed AI to recognize when Intel is not allowed" - but how can I start a game without Intel?
I searched for a mark but can't find one in the menu for a new game. Perhaps one can tell me where it is?
Thanks.

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Re: Unnamed AI Mod version 1.07 Available

Submitted by rdunham3 on Fri, 2007-11-30 18:03.

I believe (though I can't check at the moment) that it's with the other game options like whether technologies can be traded, domed colonies can be built etc.

I'd taken a break from SE:V for a while and just this week come back to these forums to see what's new. Turns out I had great timing. Thank you Unnamed.

As I'd always merged FQM with your mod anyway, having them already together is a nice little bonus. Now, if only MM would ask you and Fyron to allow him to incorporate your mod into the stock game when he does his next patch...

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Re: Unnamed AI Mod version 1.07 Available

Submitted by Despair on Mon, 2007-12-10 15:52.

how do you install this mod??

Yours In Despair

DESPAIR!!!

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Mod Designer

Re: Unnamed AI Mod version 1.07 Available

Submitted by pkoko on Tue, 2007-12-11 00:11.

unzip the mod in the "gametypes" directory and start a new game and select unnamed ai mod.

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