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

DevnullMod 1.71.3.1 Patch version released. Problems with happiness/rioting should be fixed now

devnullicus's picture
Submitted by devnullicus on Mon, 2008-05-19 06:04. SE:V MODs

I've released a patch for DevnullMod 1.71.3 that fixes the following things:

================================================================
Version 1.71.3.1 (patch version only)
================================================================
1. Fixed Fast Crystalline missile sizes fixed to not give negative tonnage at high tech levels
2. Fixed Massive unhappiness modifiers from the new society and government type files were causing the AI to go into
a fetal ball and never recover. The new files are adjusted to have values that still give players more of
a challenge, but also let the AI survive. Beware that some combinations of govt and society types will still
make your population pretty unhappy, but you shouldn't have new colonies riot within 5 turns any more Sticking out tongue
3. Changed Updated RacialTraits a bit to give larger values in some places. Please note that the negative modifiers in some
cases are significantly higher. Look carefully at your modifiers from govt/society/race picks to make sure
you understand the benefits and penalties of your choices because they WILL have more of an effect than you
might be used to.

I highly recommend getting this patch as without it, you'll almost certainly have problems with happiness/rioting and the AI will also be having problems, thus making all the improvements made to it recently somewhat...useless.

Anyway, please download the patch and happy gaming!

http://www.devnullsoftware.com/se5/

‹ DevnullMod 1.71.3 Released! AI is vastly improved Project Wanderers ›
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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by mdd68 on Mon, 2008-05-19 19:47.

EDIT2: Ignore this post, there is no crash problem with this mod.

Moving over from the other thread.

The new patch does not fix my crash problem.

1. Graphics are not the problem hi/lo, windowed/full screen, 3D, 3DTL, SW mode do not seem to affect the result.

2. Started a new game, quick start, Terran Confed, still crashed.

3. Started a new game, quick start Abbidonian, no crash?

Hopefully someone can retry this (2 & 3) and see if it is a problem with DevNullMod or something on my end.

EDIT: More info, the crash is not limited to colonies or to the Terran Confed. Right clicking on rock planets seems to cause the crash (not all though).

EDIT2: I think I found the problem, I am missing surface bmps for rock-methane and rock-oxygen (interestingly, they are in the archive but didn't get unpacked properly the first go around). Upon a reunpack and copy all seems fine. Sorry for the mistake.

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Mon, 2008-05-19 20:38.

Since I'm just now seeing the post, consider it ignored Sticking out tongue

(Glad you figured out the problem, however! Smiling )

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by marhawkman on Tue, 2008-05-20 03:30.

hmm... now to go make the "wanderers". Smiling

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Tue, 2008-05-20 15:45.

I find the AI somewhat weak in this mod. It's turn 19, I have 19 planets in 8 systems and have explored twice as many systems, but NONE of the AI has expanded farther than their home system (2-6 planets), and explored more than 2 systems. Also the Xiati had most of their planets rioting.

P.S.: Sure they all have plenty of defenses: troops, fighters and a small fleet of warships, good research, but this all is no use to them since i'm so superior economically, and this is only the start of the game!

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Romulus68's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by Romulus68 on Tue, 2008-05-20 18:14.

BlueTemplar wrote:
I find the AI somewhat weak in this mod. It's turn 19, I have 19 planets in 8 systems and have explored twice as many systems, but NONE of the AI has expanded farther than their home system (2-6 planets), and explored more than 2 systems. Also the Xiati had most of their planets rioting.

P.S.: Sure they all have plenty of defenses: troops, fighters and a small fleet of warships, good research, but this all is no use to them since i'm so superior economically, and this is only the start of the game!

Did you patch the new version?

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

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Tue, 2008-05-20 20:53.

BlueTemplar wrote:
I find the AI somewhat weak in this mod. It's turn 19, I have 19 planets in 8 systems and have explored twice as many systems, but NONE of the AI has expanded farther than their home system (2-6 planets), and explored more than 2 systems. Also the Xiati had most of their planets rioting.

P.S.: Sure they all have plenty of defenses: troops, fighters and a small fleet of warships, good research, but this all is no use to them since i'm so superior economically, and this is only the start of the game!

Hmm, the AI definitely should have gone beyond their home systems by turn 19. As Romulus asked, are you sure you got the patch? In my own tests, the AI by turn 19 typically has almost as many (if not more) planets as I do.

I will absolutely agree that the AI is still not up to human player standards. It's probably not even as good as Balance Mod's (which was the base for my AI scripts) since there's probably some parts of those scripts that I haven't converted to use this mod's tech tree, facilities, components, etc. It IS however, vastly improved from where it WAS in the previous versions of this mod (i.e. completely broken Smiling ). My intent with this version of the mod was to have an AI that is at least playable and not completely brain-dead. I also intend to keep working on the AI to improve it.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Wed, 2008-05-21 04:05.

I did a fresh install : Multimedia Pack, then Basic DevnullMod, then the Patch. I think I'm going to try a quick new game with runturns 20 to see how it goes.

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Wed, 2008-05-21 04:45.

Same problem. Here's the save files.

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by marhawkman on Wed, 2008-05-21 07:51.

did you go from 1.71.1 > 1.71.3 > 1.71.3.1?

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Wed, 2008-05-21 09:27.

No, I downloaded the Version 1.71.3 Basic.zip

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by mdd68 on Wed, 2008-05-21 13:14.

I am having mixed results. Most of the AIs are not expanding. However, one is just dominating (Cue Cappa), has doubled my score and is about three times bigger than the second AI. I am looking forward to this confrontation. It took about 40 turns (as I recall) for CCC to start expanding so take that into account.

Under normal circumstances I would probably be about equal but have spent a lot of time playing with the mods features. (This is my first time with DNM).

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by marhawkman on Wed, 2008-05-21 23:13.

You need to upgrade from 1.71.1 to 1.71.3, then apply the patch to 1.71.3.1.

I'm pretty sure he stuck that in the release notes.

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Thu, 2008-05-22 11:23.

There's no patch from 1.71.1 to 1.71.3 on the site anymore, only the full version of 1.71.3 and the patch to 1.71.3.1.

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Thu, 2008-05-22 11:33.

1.71.3 -> 1.71.3.1 Smiling

Basic Version: http://www.devnullsoftware.com/se5/devnullmod/DevnullMod_v1_71_3_basic.zip

Patch: http://www.devnullsoftware.com/se5/devnullmod/DevnullMod_v1_71_3_1.zip

If you're playing with the unpatched 1.71.3, then yes, the AI is going to pretty much suck. You NEED the patch.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Thu, 2008-05-22 11:35.

marhawkman wrote:
You need to upgrade from 1.71.1 to 1.71.3, then apply the patch to 1.71.3.1.

I'm pretty sure he stuck that in the release notes.

You don't need 1.71.1 first. You just need 1.71.3 and then the patch, 1.71.3.1

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Thu, 2008-05-22 14:38.

But what if you didn't install the patch 1.71.3.11.23.4.69 ? Smiling

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by rahlubenru on Thu, 2008-05-22 15:59.

I got the same AI problem but much further in. One of the AI's seems to have expanded significantly and another appears to be almost working, however the Terran federation are 5th with 4 planets in one system. However I have noticed that some of the empires are able to leave their system they just haven't colonised outside of it.

This was the first time I installed this mod and I took the full zip to use.
Aah, maybe it's the unhappiness actually, since I doN't have the patch yet. I guess that may have been crippling them? If you want the save then let me know.

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Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by Fyron on Thu, 2008-05-22 16:00.

Is this ready to be installed on PBW, or are there bugs that need to be worked out first?


SpaceEmpires.net | Space Empires Wiki

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by marhawkman on Fri, 2008-05-23 01:48.

Hmm.. Noticed a small issue while playing, choosing a -organics trait, and organic race gave me a negative Org prod total as soon as I built a modest fleet. I don't think I had a government or society that also gave a - to organic production.

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Fri, 2008-05-23 01:55.

Fyron wrote:
Is this ready to be installed on PBW, or are there bugs that need to be worked out first?


It is ready and I have put in a request on the PBW admin board, but so far no response. I'm going to start a new game on PBW as soon as the mod is updated there.

SpaceEmpires.net | Space Empires Wiki

-- Creator of Space Empires V Editor and DevnullMod http://www.devnullsoftware.com/se5

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Fri, 2008-05-23 01:56.

marhawkman wrote:
Hmm.. Noticed a small issue while playing, choosing a -organics trait, and organic race gave me a negative Org prod total as soon as I built a modest fleet. I don't think I had a government or society that also gave a - to organic production.

One of the main difference in this mod, actually, is that resource production is lessened. You have to pay more attention to resources, especially at the beginning. But even later in the game, you can pretty easily outstrip your production if you create a massive fleet.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by rahlubenru on Fri, 2008-05-23 06:01.

Okay, my AI's are still heavily stunted, I think I applied the patch correctly however it is now turn 85 and they don't seem to have left their home systems. Also playing organics and get an instant loss of organics before building a fleet (though I did have production penalties lol, guess that's it) but it's no issue. Was the organic armor plate meant to not regenerate (provide a regenerative bonus, it will regenerate. I guess it could be a description error), the ones above and below it do.
Oh and lol, the way I've set up my race even a 5% reproduction bonus from the organic version of the medical centre is yet to produce a reproduction rate of above 0% on any planet bar the homeworld, where it is 1% so having to rely on the cloning vat thingies lol.

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Myrath's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by Myrath on Fri, 2008-05-23 07:23.

My comments on 1.71.3.1, also based on 1.171.1.1 and also sent by mail:

I've played the last 1.71.1 game and would like to make a comment on the
temporal technology.
I already saw you updated it in 1.71.3, but I would like to offer a small
update. I think you should upgrade the construction time of this upgraded
facilility.
A part of the overpoweringness of the tech is that you get it straight at
the start of the game.

If production time for, say a standard level 5 shipyard, would be 0.3
turns, then I think it would be better. That way people will be able to
benifit from their temporal technology. But probably will not from turn 1.

It shouldn't be much longer than the .3 years though, cause that would
make the tech less useful.

I would suggest
level 1 shipyard Enhancer: 2000 Minerals, 1000 Organics, 9500 Rads
level 5 shipyard Enhancer: 3000 Minerals, 1500 Organics, 12000 Rads

Making it something like a cost of:
= 800 Minerals + (200*Level)
= 800 Organics + (100*Level)
= 9000 Rads + (600*Level)

This would balance it out more.
The temporal guy already also gets faster ships. And at level 5, +45%
production speed. It's only fair to institute a short delay to get it all
to work.
Temporal tech costs a lot of power I imagine, so that's why I put the cost
in rads Sticking out tongue

Anyways. I hope you'll consider this update for 1.71.4, for the upcomming
beta!

(I haven't done any calculations or stuff for the orbital platforms).

Oh... and as a second note. If research components are limitid to 1 per
space station.. then perhaps they should be made more effective? They
aren't very powerful but quite large at the moment!

~Myrath

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by rahlubenru on Fri, 2008-05-23 08:51.

Not a bug but a possibility, if someone was to take both the organic and crystalline traits maybe they could get an organic crystalline set of hulls with the bonuses of both but at a high cost of both rads and organics. Maybe similar armour as well.
Along with that could come other components that are only available to races that combine two or more of the big traits. Though I appreciate that that'd be a lot of work so if it was added I'd expect it to take a while.

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Fri, 2008-05-23 15:40.

rahlubenru wrote:
Not a bug but a possibility, if someone was to take both the organic and crystalline traits maybe they could get an organic crystalline set of hulls with the bonuses of both but at a high cost of both rads and organics. Maybe similar armour as well. Along with that could come other components that are only available to races that combine two or more of the big traits. Though I appreciate that that'd be a lot of work so if it was added I'd expect it to take a while.

This was something that the original DevnullMod in SE4 did. You're right - it was a lot of work Smiling However, it IS something I still want to do for SE5 - I just haven't gotten around to doing it yet. The AI and a number of other things have always seemed to be a higher priority. Someday Smiling

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Fri, 2008-05-23 15:46.

rahlubenru wrote:
Okay, my AI's are still heavily stunted, I think I applied the patch correctly however it is now turn 85 and they don't seem to have left their home systems.
Since I don't have a way to look at your game and see what's going on, I am somewhat confused as to why the AI is behaving so differently for you than it does in my local playtests. I DO believe you, but I'm at a loss to figure out why it would be doing that. I'll do some more playtesting and see what I can figure out. If you have "see all player scores" turned on in the game, a screenshot of the scores screen would be somewhat helpful to me as it would tell me a bunch of info about what races, how many planets they have, what turn you're on, etc.

Quote:
Also playing organics and get an instant loss of organics before building a fleet (though I did have production penalties lol, guess that's it) but it's no issue.
Taking the negative organics racial trait will hurt you much more now than before. Beware Smiling This is especially bad for organic races since they use so many more organic resources for their ships.

Quote:
Was the organic armor plate meant to not regenerate (provide a regenerative bonus, it will regenerate. I guess it could be a description error), the ones above and below it do.
That sounds like a bug. Thanks for letting me know about it. Should be easily fixed (my favorite kind of bug!) Smiling

Quote:
Oh and lol, the way I've set up my race even a 5% reproduction bonus from the organic version of the medical centre is yet to produce a reproduction rate of above 0% on any planet bar the homeworld, where it is 1% so having to rely on the cloning vat thingies lol.
What govt/society/racial traits did you take?

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by rahlubenru on Sat, 2008-05-24 09:31.

Sent the save file to the email address posted on the download page

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by devnullicus on Sat, 2008-05-31 00:05.

I got it - I've just been insanely busy at work lately and haven't been able to do anything with se5. I will look at it soon-ish, though. I will say that the crashing that happens when trying to view player scores is not a mod problem, but an se5 problem since Aaron specifically mentions fixing it in the notes for the next patch of se5.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by rahlubenru on Sat, 2008-05-31 13:04.

I've never experienced the crashing myself Laughing out loud

Work gets in the way of everything but then not doing work would probably get in the way even more, no money to buy things then.

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Sun, 2008-06-08 00:38.

I tried to give the AI insane bonuses : x300 queue rate, x500 points, and It still doesn't expand from it's home system...
http://files.spaceempires.net/user/1418/Savegame.rar

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by rahlubenru on Sun, 2008-06-08 06:24.

Maybe the answer lies in a homeworld only component that acts like a spaceport but will improve hapiness (of only the native population if possible) on that planet, that way a homeworld will never riot and the AI will always be able to build on at least one planet

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Sun, 2008-06-08 09:24.

AFAIK, homeworlds cannot riot anyway...

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by BlueTemplar on Sun, 2008-06-08 11:21.

I'm sorry making such a fuss about it, looks like I greatly overestimated the AI. I ran some tests, and the BM AI doesn't fare much better...

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Re: DevnullMod 1.71.3.1 Patch version released. Problems with h

Submitted by rahlubenru on Mon, 2008-06-09 01:59.

can it not? I never realised, this theory must be tested

As an aside actually I think I've seen them with a colony ship sitting on their homeworld doing nothing.

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