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

Inter-Related Conversion V 0.6a is up!

Soumis par Fallen Haven le Jeu, 2007-01-11 21:26 SE:V MODs

Here it is (with no Thumbs Smiling ):

http://www.rogepost.com/n/1702718924

And the readme :

http://www.rogepost.com/n/9376966529

Enjoy!

‹ Retreat and ministry control... IRM v 0.6a almost done. ›
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thank you

Soumis par evilginger le Jeu, 2007-01-11 21:47

Thank you cant wait to give it a go

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Image de Jagzeplin

what is this inter-related mod about

Soumis par Jagzeplin le Jeu, 2007-01-11 21:58

see subject

My name is Inigo Montoya. You killed my father. Prepare to die.

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Read the Readme.

Soumis par Fallen Haven le Jeu, 2007-01-11 22:31

Jagzeplin wrote:
see subject My name is Inigo Montoya. You killed my father. Prepare to die.

But in short it's my own vision of what this game should be. Meaner AI, more elaborate tech tree, tons of strategic and tactical considerations. I also fixed a lot of the ballance and even some bugs found in the stock game.

Try it, you won't regret it.

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Image de Captain Kwok
Mod Designer

Scripts and Spelling

Soumis par Captain Kwok le Jeu, 2007-01-11 22:37

Just an FYI on the spelling of Balance. Sticking out tongue

You should also post your scripts eh?

-----

Space Empires Depot | SE:V Balance Mod

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Image de Jagzeplin

can u post a tech tree for ur mod FH?

Soumis par Jagzeplin le Jeu, 2007-01-11 22:46

yea wat he (the subject) said. plz

My name is Inigo Montoya. You killed my father. Prepare to die.

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Hum...

Soumis par Fallen Haven le Jeu, 2007-01-11 22:48

Captain Kwok wrote:
Just an FYI on the spelling of Balance. Sticking out tongue

You should also post your scripts eh?

Already wanting to leach my code ? Sticking out tongue I will wrap them and post it.

Btw, is it normal occurance that ships under ministry control, after having retreated in mass because they were out of ammos, just sit there and do nothing? In my current game i have a whole fleet broken in 3 pieces that just sit there in my system and won't reform into their former fleet on their own. Of course as a player it's not a serious issue, but it mean that the AI may have some ships sitting around with the same problem.

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Here they are.

Soumis par Fallen Haven le Jeu, 2007-01-11 22:56

My scripts. Though i have not added comments to my code, i will have to take some time to add a few... Maybe next version.

http://www.rogepost.com/n/4278638901

Maybe some can help me fully debug the AI. It does quite well but it's still far from perfect.

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Map size and number of races...

Soumis par Fallen Haven le Ven, 2007-01-12 00:02

My mod, in this release still use the stock number of systems and AIs. I don't know why but MM wanted us to play in an overcrowded universe. Damn, in my test game i run into other races almost immediately. I explored 5 systems and i already encoutrerd 6 races! Nah, in the next release i'll change the base number of system and races to be more manageable. Heck, all my races were constantly at war with each others then making peace when they could no longer take the heat...

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Techs...

Soumis par Fallen Haven le Ven, 2007-01-12 00:04

Jagzeplin wrote:
yea wat he (the subject) said. plz My name is Inigo Montoya. You killed my father. Prepare to die.

I have not made any tech tree for my mod yet. Things are still changing... At the rate i improve my mod, the tree would be out-dated in a few days. If someone is willing to make one...

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I guess i messed up somewhere...

Soumis par Fallen Haven le Ven, 2007-01-12 00:42

About everything works but there are things that don't. For instance, my AI's are mad. They keep on making and breaking treaties for no reasons and even go to war much sooner than intended. Seem the "fix" i made to the treaty spam created another mess. But it's too late to fix this today, i will work on this after a good night sleep.

Oh and another thing. Ships seem awfully innacurate. Not sure yet what is the cause of this. But at other times they are dead on accurate... It might be my new sector effect that has undesirable side effects or it's something else. It should not take too long to narrow the bug down but i've spend enough time on this for today.

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Image de Captain Kwok
Mod Designer

Fix

Soumis par Captain Kwok le Ven, 2007-01-12 01:33

The error is all the random number conditions you added to the AI message routine. Check your PMs for an update.

-----

Space Empires Depot | SE:V Balance Mod

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Update almost ready.

Soumis par Fallen Haven le Ven, 2007-01-12 08:52

Next version will include :

-Fix diplomacy
-Fix the Accuracy problem
-Change ship experience system
-Fix the AI build queue (you will see troop on planets now)

If anything else is needed, hurry up to tell me, this will be up in a few hours at most.

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