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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Unnamed Version 1.08 Available

Submitted by unnamed on Sat, 2007-12-22 15:31. SE:V MODs

Version 1.08 - Released

Version Notes: This release concentrated on making the AI more aggressive, fight better, and handle units better. In addition Corellon's scripts took over the Sergetti, Ukratal, Abbidon, Amon'krie, and the Norak. Finally I attempted to speed up the scripts and they should now be about 20% faster.

-Unnamed

Files and Complete Version History below

http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod

‹ Creating a new race with it’s own AI Determining system types in script? ›
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Re: Unnamed Version 1.08 Available

Submitted by Qcontinuum on Sun, 2007-12-23 10:51.

Thank you for this new version.
I used it to continue an existing game and found the Phong constructing units (sats and weapon platforms) in such large numbers that they went bankrupt!
This was a clear difference to the earlier version where they had a solid economy.
They are not at war and have several treaties with additional incoming resources, but they just spent more than they had for these units, that cetainly are not vital for them at this stage of the game.

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Mod Designer

Re: Unnamed Version 1.08 Available

Submitted by unnamed on Sun, 2007-12-23 11:26.

Hey Qcontinuum,

Sorry about that. Its a feature of the new version. Every planet gets one recon satellite and one weapon platform. Once the weapon platform is built it goes back to regular construction or none. Also this AI builds less units in general. Unfortunately with using the save game all the planets are doing it at once instead of when they are first colonized. It will be a jolt to the economy (more than I would like) but after a couple of turns it should even itself out.

-Unnamed

Unnamed Mod

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Re: Unnamed Version 1.08 Available

Submitted by Qcontinuum on Sun, 2007-12-23 11:31.

Ok, that is reassuring. Thank you unnamed for the fast reply.

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Re: Unnamed Version 1.08 Available

Submitted by Corellon on Sun, 2007-12-23 11:42.

If anyone finds a problem with the races my scripts took(Sergetti, Ukratal, Abbidon, Amon'krie, and the Norak) over I can be reached at tiamatgm(at)hotmail(dot)com, I'm already aware of a problem with defence bases that I've already corrected and sent to unnamed.

If your continuing a saved game with any of those races it might break the game or cause unexpected issues as the scripts are different and in some cases I've used different ship types then unnamed.

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Re: Unnamed Version 1.08 Available

Submitted by Qcontinuum on Sun, 2007-12-23 12:35.

Corellon I am not sure if I understand you correctly: Are you saying that these races use other files than the posted 1.07 scripts?

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Mod Designer

Re: Unnamed Version 1.08 Available

Submitted by unnamed on Sun, 2007-12-23 14:02.

Corellon's scripts now control the Sergetti, Ukratal, Abbidon, Amon'krie, and the Norak races in version 1.08 (All races used my scripts in 1.07). I dont anticipate any problems from the switch over, but anything is possible.

-Unnamed

Unnamed Mod

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Re: Unnamed Version 1.08 Available

Submitted by Gothic Knight on Sun, 2007-12-23 16:10.

Just installed this. Having one problem since the install that I've noticed. When I create a colony ship, and click the Autocomplete button, it asks what type, and I select Rock, since that is what the race I'm using uses, it does not place a colony module on the ship. Fills out of rest of the ship alright. I started another game, and selected the option to have ALL techs, and did the same thing. So tried it with the Standard Game and it installs the Colony Module. I usually play with some tech already bought with points, and it seems to want to install a heck of alot of shields instead of the colony module.

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Re: Unnamed Version 1.08 Available

Submitted by Qcontinuum on Mon, 2007-12-24 02:11.

Could you please post the 1.08 scripts.

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Mod Designer

Re: Unnamed Version 1.08 Available

Submitted by unnamed on Sun, 2007-12-30 14:56.

Qcontinumm,

Sorry for the slow reply. They have been posted.

-Unnamed

Unnamed Mod

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Re: Unnamed Version 1.08 Available

Submitted by Brad on Sun, 2007-12-30 16:09.

The download link for 1.08b without FQM is broken. Comcast is telling me I'm not authorised to view the page.

I can download the other files no problem.

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Henk Brouwer's picture

Re: Unnamed Version 1.08 Available

Submitted by Henk Brouwer on Sun, 2007-12-30 16:10.

It's good to see that other authors are also joining in the AI-modding, variety in scripts will make the game more unpredictable and difficult
I'm starting a game now, I'm quite curious as to how it will turn out Smiling

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Mod Designer

Re: Unnamed Version 1.08 Available

Submitted by unnamed on Sun, 2007-12-30 16:44.

Hey Brad,

Made the files public. Should work now. I thought I made them public early but maybe I forgot. Anyways, if there are anymore problems just let me know. Thanks.

-Unnamed

Also if anyone sees the AI doing anything extrememly weird or stupid (like no warheads on the Mines) please let me know right away. I unfortunately dont have the time to both play and work on scripts so alot of bugs dont get noticed unless someone tells me about it.
Thanks again.

Unnamed Mod

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