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

IRM v 0.7c released!

Soumis par Fallen Haven le Sam, 2007-02-03 17:31 SE:V MODs

Here it is finally.

Readme

http://www.rogepost.com/n/0089685886

The mod :

http://www.rogepost.com/n/1192715045

Note : Please report any oddities, broken tech, ballance issues, tech tree that lead nowhere so i can fix them ASAP. I did not have the time to test everything or fix everything that was reported earlier, but this release should not have any serious issues (murphy's law seem to apply to my mod a lot Sad ).

Enjoy!

‹ strange shipdesign SEV1.25 + BM1.03 IRM minister problem... ›
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Re: IRM v 0.7c released!

Soumis par evilginger le Sam, 2007-02-03 17:38

will do

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Image de Psieye

Re: IRM v 0.7c released!

Soumis par Psieye le Sam, 2007-02-03 17:52

Alright great-o~! Though right now I'm now waiting for patch v1.26+ as it's a great pain not having "load/drop/launch cargo remotely" working properly - execution on the previous hex. That and Drones got almost-fixed.

Ah... I'm permanently waiting for a new patch these last few weeks ^^;;

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Sam, 2007-02-03 18:13

Psieye wrote:
Alright great-o~! Though right now I'm now waiting for patch v1.26+ as it's a great pain not having "load/drop/launch cargo remotely" working properly - execution on the previous hex. That and Drones got almost-fixed.

Yeah, i noticed that. It's not only drop and load, it's a lot of the automated functions that do that. It's sad that each new patch fix a lot of stuff but manage to break somthing that was working fine...

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Re: IRM v 0.7c released!

Soumis par javaslinger le Sam, 2007-02-03 19:03

What have you changed in this version?

Or is it more of a patch to get it working with 1.25?

Thanks,

Javaslinger

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Re: IRM v 0.7c released!

Soumis par Szun le Sam, 2007-02-03 23:15

woot just in time for my Bday Laughing out loud
thx for your effort!
my latest Bm game stoped processing end of turn in turn 54, that never happend with your mod, so naturally i like it a lot more Laughing out loud

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Re: IRM v 0.7c released!

Soumis par evilginger le Dim, 2007-02-04 05:10

ten years into a game works fine with 1.25 couple of coments

1 did you mean to change the tech tree to make misiles avalible more quickly as I have noticed nuclear weapons tech is avalible form the start now but you have to reserch several other techs to get any thing other than a troop weapon

2 I found one of Badger of faverite ships a "UNIT HUNTER" with no less than five DU auto canons this defected to me and is now on its way home.

general point which would be nice would be the ability to copy alien shipa under certain circumstances.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Dim, 2007-02-04 07:35

evilginger wrote:
ten years into a game works fine with 1.25 couple of coments

1 did you mean to change the tech tree to make misiles avalible more quickly as I have noticed nuclear weapons tech is avalible form the start now but you have to reserch several other techs to get any thing other than a troop weapon

Oups. I had enabled a few tech to make testing quicker, but forgot to remove that one afterward. As a side note, i believe i have found a way to make tech availiable with racial picks, will work on this today...

Quote:
2 I found one of Badger of faverite ships a "UNIT HUNTER" with no less than five DU auto canons this defected to me and is now on its way home.

Yeah, i was tempted to call this design "The Badger" but found the Unit Hunter to be more descriptive. I tested it against swarms of fighters, it does the job quite well. It's also nasty in CQB against the smaller ships.

Quote:
general point which would be nice would be the ability to copy alien shipa under certain circumstances.

I did include the most useful of the AI's designs in the design list. But i have lots of different designs for the AI's, it would be a bit too much if they were all availiable... But several of them are just different names for the same thing in a different size.

-------------------------------
Update :

I fixed a few mistakes in componment description, fixed the armors so they display properly (found another way to get the same result). I toned down the defense bonus of Scattering and Stealth armors due to the absurd defense they could give at endgame or max tech.

I believe i found a way to fix ships ministers. I noticed that my "go home" routine works for ships left without orders in the middle of nowhere while the ministers fail to kick in. I might be able to code a workaround that would call the ministers for ships that were not built by them. I seem to me the original routine is buggy and need a bit dusting to work properly.

If you want to try my "go home routine", just leave a minister enabled ship in the middle of nowhere, it should try to get to a shipyard on the next turn.

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Re: IRM v 0.7c released!

Soumis par Psieye le Dim, 2007-02-04 09:46

List of minor quirks:
- Ship Auto-complete always puts 2 Life Supports when only 1 is needed at the start.
- What do higher levels of Bridge do? *reads Components.txt* Oh, a multiplier bonus. Guess I'll have to push some Armour then.
- Colony ship size increasing in steps of... 45? This is a non-useful jump, since we're not looking to outfit (short-range) colony ships with 5kT sized components beyond Basic Sensors.

I'm far too used to Balance Mod. Is it your intention to make it easy to develop good Basic Sensors (explorer ship can see entire system just by flying through the centre) and all 3 colonisation techs before 20 turns have passed? Granted I started with 5 homeworlds, immediately built up 3 more research centres on all homeworlds (torching storage facilities as need be) and I've only met 1 other race in the many systems I have explored, who have agreed to a non-aggression treaty so I have had a peaceful expansion phase. Still... it seems really easy to expand very quickly and... resource production and space yard construction rates are going to take some getting used to I suppose.

Hmm... let's see what the AI (no computer bonus) will do when a war comes around... I've set Combat Map Radius to 1000 as I don't believe it's hard to chase down retreating ships (block them off from the other side) but that's a human tactic the AI won't know how to use at present.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Dim, 2007-02-04 12:39

Psieye wrote:
List of minor quirks: - Ship Auto-complete always puts 2 Life Supports when only 1 is needed at the start.

It's not supposed to, i have scripted it so it use the correct amount of life support for the crew quarters. If it does put two life support, it might be using a large crew quarters...

Quote:
- What do higher levels of Bridge do? *reads Components.txt* Oh, a multiplier bonus. Guess I'll have to push some Armour then.

Every level of armor will increase the HP of your componments, so you need updating your designs...

Quote:
- Colony ship size increasing in steps of... 45? This is a non-useful jump, since we're not looking to outfit (short-range) colony ships with 5kT sized components beyond Basic Sensors.

Don't worry about a few KT of lost space, it's common in my mod. Not all componments are in 5 kts increments. And wasting 1-4 kts on a 400 + tons design is a very minor issue.

Quote:
I'm far too used to Balance Mod. Is it your intention to make it easy to develop good Basic Sensors (explorer ship can see entire system just by flying through the centre) and all 3 colonisation techs before 20 turns have passed? Granted I started with 5 homeworlds, immediately built up 3 more research centres on all homeworlds (torching storage facilities as need be) and I've only met 1 other race in the many systems I have explored, who have agreed to a non-aggression treaty so I have had a peaceful expansion phase. Still... it seems really easy to expand very quickly and... resource production and space yard construction rates are going to take some getting used to I suppose.

If you want a slow start, use only one Homeworld. I ballanced it for a single one, multiple ones will invariably make things go real fast... Even with higher tech cost.

Quote:
Hmm... let's see what the AI (no computer bonus) will do when a war comes around... I've set Combat Map Radius to 1000 as I don't believe it's hard to chase down retreating ships (block them off from the other side) but that's a human tactic the AI won't know how to use at present.

Once the AI start making fleets, it should be no push over. My AI is a bit vulnerable to early rushes, but once it starts to build warships it's quite hard to beat.

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Image de Badger

Re: IRM v 0.7c released!> multiplex!

Soumis par Badger le Dim, 2007-02-04 15:10

Fh:
Because i got careless, i kept the mulitplex ON the AC after saying it shouldn't have it, that should be a benefit of a Dedicated PD system..

As a result, the question came up whether or not your multiplex enables.

i sent a 6 or 8 AC gunship thru a warp point to besige sat's, and i can say WITHOUT DOUBT, the multiplex function was working. The ship was firing in several directions at once, gunning down satellites AND seekers.. not too shabby.
One ODD thing i noticed, though: towards the end, it looked as if ALL the beams weapons were coming from a single satellite (which ironically was seeker mounting!)...
seems i read that was an old bug?

i was also considering if multiplex could be an ability of higher level bridges..
would it work to add an ability with a requirement (e.g.:point defense tech level 2) for that ability, as opposed to the requirement for the component itself?

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Re: IRM v 0.7c released!

Soumis par javaslinger le Dim, 2007-02-04 15:16

Fallen Haven,

It sounds like you've got a number of new improvements in the works....

ARe these something that may be released soon or should I not hold my breath? Basically, I'm wondering if I should wait a day or two to start a new game or just go ahead.

Thanks,

Javaslinger

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Re: IRM v 0.7c released!

Soumis par Psieye le Dim, 2007-02-04 16:09

Java, you've waited ages already. May as well get started to get a rough feel for how things are now. Both 1.25 and IRM0.7c have bugs but they're tolerable.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Dim, 2007-02-04 16:14

javaslinger wrote:
ARe these something that may be released soon or should I not hold my breath? Basically, I'm wondering if I should wait a day or two to start a new game or just go ahead.

I can't say... I will release another update soon to fix the few bugs i ran into, but it should not be game breaking. Go ahead and start a game, i need all the feedback i can get.

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Re: IRM v 0.7c released!

Soumis par javaslinger le Dim, 2007-02-04 16:18

Are you supposed to be able to see all the planets when entering a new system? Before you've explored it?

Thanks,

Javaslinger

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Image de Badger

Re: IRM v 0.7c released!

Soumis par Badger le Dim, 2007-02-04 16:21

haven, i just kept my old game, so this may be it - lets see what players of new games say to this -
but its offering me cloak options for ships and planets-
yet i have none of these components/facilities, nor the req'd technologies.

Glad you got your game running again.

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Re: IRM v 0.7c released!> multiplex!

Soumis par Fallen Haven le Dim, 2007-02-04 16:24

Badger wrote:
Fh: Because i got careless, i kept the mulitplex ON the AC after saying it shouldn't have it, that should be a benefit of a Dedicated PD system..

From my own understanding, multiplex affect all weapons on the ship, not just the one with it. Giving it to one set of weapons and not the other can cause problems. Also the highest multiplex is used, so if a componment has a superior multiplex, it will be the one used.

Quote:
One ODD thing i noticed, though: towards the end, it looked as if ALL the beams weapons were coming from a single satellite (which ironically was seeker mounting!)... seems i read that was an old bug?

Never ran into that bug yet. I did see the "fire from heaven" though.

Quote:
i was also considering if multiplex could be an ability of higher level bridges.. would it work to add an ability with a requirement (e.g.:point defense tech level 2) for that ability, as opposed to the requirement for the component itself?

You can use it everywhere you want, but the ship will only use the best one, and it will affect all weapons...

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Re: IRM v 0.7c released!> multiplex!

Soumis par Badger le Dim, 2007-02-04 16:36

we were playtesting the ac for old stock games to protect the Ai from not being good at rock/scissors/paper-
i accidentally left the mulitplex IN the ac component
but the point was, yep it works nicely.

I was just saying i'd assign multiplex tracking as an ability you earn by research, not because i forgot to edit the weapon.
Ac's certainly shouldn't be what gives you that ability Eye-wink.

Just now i was thinking of making bridges that require PD research to achieve but give the ship multiplex as an ability...
but then my concern becomes that the AI won't add it unless i script that into it - and i'm not comfortable at that level yet-
the same reason i was concerned about using the engines per move point setting, in fact...

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Re: IRM v 0.7c released!> multiplex!

Soumis par Badger le Dim, 2007-02-04 23:07

fallen:
Just to keep you posted- since this is really about multiplex, not my mod...
Re: just so you realize
Submitted by Phoenix-D on Sun, 2007-02-04 22:37.

Badger wrote:
Phoenix-D wrote:
Just so you realize, the multiplex tracking ability doesn't actually DO anything...

Sir, i believe you are mistaken:
http://www.spaceempires5.com/en-US/node/2441#comment-13811
all i can say is sim it and double-check.

I removed the multiplex ability, and a ship still fires on as many targets as its firepower and strategy will allow..

» reply | quote
Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Submitted by Captain Kwok on Sun, 2007-02-04 22:11.

Phoenix-D wrote:
Just so you realize, the multiplex tracking ability doesn't actually DO anything. Its just a leftover from SE4.

To further that thought, multiplex tracking isn't even intended to divide up fire in the fashion being described. It allowed a ship to target other ships after destroying since SE:IV weapons fire was sequential and didn't suffer the same damage overkill problem that SE:V does.

Do you REALLY think you will subvert System Vampyre before it subverts YOU?

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Re: IRM v 0.7c released!

Soumis par javaslinger le Lun, 2007-02-05 07:12

javaslinger wrote:
Are you supposed to be able to see all the planets when entering a new system? Before you've explored it?

Thanks,

Javaslinger

I hate to repost, but I didn't see a response for this. And I don't see anything in your readme file relating to this. Is this intentional?

Thanks,

javaslinger

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Lun, 2007-02-05 07:22

javaslinger wrote:
javaslinger wrote:
Are you supposed to be able to see all the planets when entering a new system? Before you've explored it?

Thanks,

Javaslinger


Yes, i have enabled it in the settings.txt. I don't see much harm in detecting planets right away. You still don't know if there is anything on them...

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Re: IRM v 0.7c released!> multiplex!

Soumis par Fallen Haven le Lun, 2007-02-05 07:29

Badger wrote:
Badger wrote: Phoenix-D wrote: Just so you realize, the multiplex tracking ability doesn't actually DO anything... Phoenix-D wrote: Just so you realize, the multiplex tracking ability doesn't actually DO anything. Its just a leftover from SE4.

It does something in my mod, and i'm keeping it regardless.

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Update.

Soumis par Fallen Haven le Lun, 2007-02-05 07:36

Another night of keyboard bashing. I spent the whole night trying to fix the minister problem. In the stock game, the ministers can be enabled for ships you build yourself, but somehow it doesn't in my mod. After a few hours of fruitless attempts, i decided to use the debug feature. Seem like the game don't see my ships has being under minister control, but it works fine for the AI or ships built by ministers. I haven't found the source of the problem yet, even after a lot of "code cleaning" and rewriting...

This is bad, this makes playing my mod more tedious than it should be...

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Re: Update.

Soumis par evilginger le Lun, 2007-02-05 11:27

Thanks for that I had had a suspicion that Ministers where not working for some time. I have a suspician that some of the issue might have been inhereted from the Ballence Mod as when I played that the ministers dident seem to work all that well individualy. I also know that you borrowed some of the good captains code at one point

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It's about to be fixed...

Soumis par Fallen Haven le Lun, 2007-02-05 19:24

I found what was the problem. The "Set_AI_Design_Type_For_Design" function did not work properly with my mod. I'm currently updating it so the ministers know what to do with human made designs. This will also fix a lot of problems like Pop. Transports failing to do their job. Next version may turn into a 0.8, the changes will break 0.7c games, but it will be worth it.

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Re: IRM v 0.7c released!

Soumis par Psieye le Lun, 2007-02-05 19:59

Hmm... is the AI balanced to "start with 1 Homeworld" as well? Or is the AI still being adapted to v1.25? Currently I'm way ahead of all the AIs on tech and colonies. I'll still play a bit more of this version to see what they're like in a fight, but the AI won't have a chance at this rate in this game. Then again, I'm waiting for v1.26+ as well, which will fix this "load/drop/deploy cargo remotely" bug as well as MAKE DRONES FAIR ^^;;

For reference:
It's 2402.8 and the AI races have expanded from 5 homeworlds to 11~13 colonies now. I'm at 70+, double their resource income and more than double their research generation.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Image de Badger

Re: IRM v 0.7c released!

Soumis par Badger le Lun, 2007-02-05 20:11

Fallen Haven wrote:
Yes, i have enabled it in the settings.txt. I don't see much harm in detecting planets right away. You still don't know if there is anything on them...
I would think populated worlds would have pretty obvious emissions... Regardless, we can already detect planets , light years away, with fair certainy, and the same techniques showed us planetoids in outr own system til now unknown.. That SE tech couldn't bugged me a little, I'm glad you fixed that as well!

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Re: IRM v 0.7c released!

Soumis par bheusi le Lun, 2007-02-05 20:12

Hi guys. this is my first post and I am from brazil... so please forgive any english errors =)

I have run into the same problems as psieye. I´m currently playing a game on a computer high difficulty, medium bonus, medium map with medium number of empires... It´s turn 33 and I have 13 planets... and the 2nd highest empire only 6.

Besides, the AI isn´t agressive at all... And is starting to lag behind in research as was usual in stock.

There is a lot to improve indeed, especially making the AI expand more agressively, perhaps by building a higher proportion of colony ships in the initial game... And also to agressively attack isolated and defenseless planets, like it did in SE IV, so that you would be forced to stop colony ship production and expansion. But I´m sure you´re up to the task FH =)

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Re: IRM v 0.7c released!

Soumis par Psieye le Lun, 2007-02-05 20:42

Bheusi, how many homeworlds did you start with? One?

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Lun, 2007-02-05 21:14

bheusi wrote:
Hi guys. this is my first post and I am from brazil... so please forgive any english errors =)

I have run into the same problems as psieye. I´m currently playing a game on a computer high difficulty, medium bonus, medium map with medium number of empires... It´s turn 33 and I have 13 planets... and the 2nd highest empire only 6.

Strange, in previous version the AI did way better than that. It's possible it's due to the new code introduced in my mod, or some values i have set improperly. I will try to fix that ASAP.

Thinking about it, it might be due to the code i added that restricted shipyards to larger worlds. With fewer shipyards, no wonder the AI lag behind...

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Re: IRM v 0.7c released!

Soumis par Badger le Lun, 2007-02-05 21:31

two quick notes..

1. about the Ai - i mentioned the Ai had been a little odd since the 1.25?
i thought it was just bcas my 1.20 game got updated.. now i wonder.
But consider this- irm's ai is a definite improvement... but look at what he's working with.
the minister thing got my attention: you might recall iasked kwok a while back if ai=ministers.
i have NEVER been impressed with the ministers settings.
MINE - ships and colonies- irm and stock - seem to do little or nothing... always made me wonder about the AI.
probably why i was so excited by IRM and Balance mods' AI's...

2... even IF multi DOES do nothing, why take it out? Doesn't seem to hurt anything, and its always poosible it's gotten discussed enough to be on a fix list.

Do you REALLY think you will subvert System Vampyre before it subverts YOU?

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Lun, 2007-02-05 21:41

Ok, here the current AI fix for the next version :

-Removal of the restrictions on ship yards
-Tweaked how many colony ships the AI will use (still have to set limits or else it may have a whole fleet of them and no combat ships). I did set it way too low in 0.7c.
-Increased Population transport uses.
-Replaced the AI_states with 1.25 ones, this should make the AI use the explore and expand state or switch in defense at the right time.

I'm also fixing the ministers so they will work properly with my mod. You should be able to use the ministers to do the tedious work.

Anything else?

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Re: IRM v 0.7c released!

Soumis par Psieye le Lun, 2007-02-05 21:45

*nods* yeah, I had space yards on every single planet, including tiny domed colonies. The resource production is high enough that I never have to worry about 'over-expanding'.

Furthermore, I'd suggest changing the starting facility set-up slightly - there's no need for that many storage facilities at the start (replace with research facilities?). IMO, Storage Facilities are only useful in mid-late game when you have save up a lot to retrofit a massive fleet all at once. Much faster to just make more in the early-game than bother with worrying about storage.

No rush, I want to wait for v1.26+ as well. Tired of having to form massive population transport fleets to facilitate population transport due to lack of the remote cargo orders.

Oh and I presume the "Nuclear Weapons available earlier than intended" issue is sorted.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Lun, 2007-02-05 21:47

Badger wrote:
two quick notes.. i have NEVER been impressed with the ministers settings. MINE - ships and colonies- irm and stock - seem to do little or nothing... always made me wonder about the AI.

Minister = AI, but the AI uses it's own designs, and i had not adapted it to use player's ships and units designs, that's why it was broken. If you set a colony to be minitry controlled and allow it to build, it will set the colony like it would do for the AI. Problem is that without designs it reconize, it won't build or use anything.

Quote:
2... even IF multi DOES do nothing, why take it out? Doesn't seem to hurt anything, and its always poosible it's gotten discussed enough to be on a fix list.

I'm making it works right now, expect a new version very soon.

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Re: IRM v 0.7c released!

Soumis par bheusi le Lun, 2007-02-05 21:54

Yep, I started with just one homeworld.

Hm... I think it´s going to work great, because the only major problema was the lack of expansion. Perhaps space yards should be restricted, but only on non-breathable, tiny/small worlds. Maybe medium too.

That, and perhaps a bit more testosterone for the AI will make the mod a real thrill to play =)

I also found that there are too many storage structures on the initial homeworld... And storage is only useful in the endgame, when there is a lot of ships to refit. If you edit homeworldstartingfacilities.txt and replace most of them with research centers, it helps both the player and the AI, of course, but especially the AI, since it doesn´t scrap them in the beggining, making the game more challenging.

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Re: IRM v 0.7c released!

Soumis par bheusi le Lun, 2007-02-05 21:58

He psieye and I had the same idea ; ) Well I say just replace the storage with RCs and perhaps some intelligence buildings.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Lun, 2007-02-05 22:05

bheusi wrote:
Hm... I think it´s going to work great, because the only major problema was the lack of expansion. Perhaps space yards should be restricted, but only on non-breathable, tiny/small worlds. Maybe medium too.

Well, the restriction is only for the AI right now. It's just to keep the AI from building ships everywhere and neglect to make units (since it will build ships before units). I don't see any true reason to make a hard restriction on shipyards.

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That, and perhaps a bit more testosterone for the AI will make the mod a real thrill to play =)

It used to be much stronger than that, but in the last version, i seriously crippled it. I won't do that mistake again.

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I also found that there are too many storage structures on the initial homeworld... And storage is only useful in the endgame, when there is a lot of ships to refit. If you edit homeworldstartingfacilities.txt and replace most of them with research centers, it helps both the player and the AI, of course, but especially the AI, since it doesn´t scrap them in the beggining, making the game more challenging.

Yeah, i put too many...

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Lun, 2007-02-05 22:06

Psieye wrote:
*nods* yeah, I had space yards on every single planet, including tiny domed colonies. The resource production is high enough that I never have to worry about 'over-expanding'

Ok, this mean i got overboard with the ressources bonus. I had set it that way for the ressource problems the AI had in 1.20, but it's no longer needed. I return it to more manageable values.

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Furthermore, I'd suggest changing the starting facility set-up slightly - there's no need for that many storage facilities at the start (replace with research facilities?). IMO, Storage Facilities are only useful in mid-late game when you have save up a lot to retrofit a massive fleet all at once. Much faster to just make more in the early-game than bother with worrying about storage.

Ok, i had made it that way to fill the extra space, but seem i was killing the AI with this. Any idea on what i should put instead? I'm sure more research centers would help, but what about the rest?

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No rush, I want to wait for v1.26+ as well. Tired of having to form massive population transport fleets to facilitate population transport due to lack of the remote cargo orders.

The AI don't suffer from this issue, it does load and unload properly. With the minister working, you will be able to let the minister handle this.

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Oh and I presume the "Nuclear Weapons available earlier than intended" issue is sorted.

Fixed.

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Re: IRM v 0.7c released!

Soumis par Psieye le Lun, 2007-02-05 22:33

Quote:
Ok, i had made it that way to fill the extra space, but seem i was killing the AI with this. Any idea on what i should put instead? I'm sure more research centers would help, but what about the rest?
Assuming: Mineral production will still be fairly high Large-size Homeworlds 1 Homeworld start

Then I would make my Homeworld start with:
1 Spaceyard
1 Spaceport
1 Resupply Depot
1 Intelligence centre
2 Organic farms
2 Radioactive extractors
10 Mineral miners
17 Research centres

Exact ratio of Mineral/Research facilities is debatable, but the rest should be as I've listed for maximum efficiency. Minerals and Research are the only things you need in mass quantity at the start. IRM Resupply Depots produce far more (20k supplies per turn) than any early game fleet could ever hope to use.

I never was much of a rusher but some players will probably want to raze some research and rebuild for more minerals to rush with. Let them scrap manually - your AI (and tech tree) is designed for a non-rush strat.

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The AI don't suffer from this issue, it does load and unload properly. With the minister working, you will be able to let the minister handle this.

Ah, very well. Population Transport minister works standalone well enough? You mentioned some ministers only work well if another minister is on, but I presume "load and drop population" is simple enough once you get the AI to recognise player-designed population transport (which I presume need to be of "Ship - Population Transport" type).

Edit: Oh and could you put in the readme.txt the seeker HP/Dodge formulae? Just as a heads up to people that seeker Structure improves with armour as well (missiles -> torpedos -> caseless torpedos in order of structure). It's an important piece of information - that caseless torpedos are tough things.

While on the topic, I see that weapons improve very gradually as we go up their tech levels. Ok, I can accept that - just have to make a mental note that it's not a big deal to only get a Lv 1 weapon and stop there if I don't plan on staying with that weapon type long (e.g. I'm getting to Gauss fast). Also that I'd need to research a vast batch of levels all in one go to make retrofitting worthwhile. I hope the AI doesn't clutter up its designs with too many extremely similar ships?

---Sig---
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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Lun, 2007-02-05 22:33

Psieye wrote:
Assuming: - Mineral production will still be fairly high after you tone down resource bonuses - Large-size Homeworlds - 1 Homeworld start

Then I would make my Homeworld start with:
1 Spaceyard
1 Spaceport
1 Resupply Depot
1 Intelligence centre
2 Organic farms
2 Radioactive extractors
10 Mineral miners
17 Research centres

Exact ratio of Mineral/Research facilities is debatable, but the rest should be as I've listed for maximum efficiency. Minerals and Research are the only things you need in mass quantity at the start. IRM Resupply Depots produce far more (20k supplies per turn) than any early game fleet could ever hope to use.

But i have to keep in mind the AI won't scrap it's facilities later on to make room for better stuff. I could probably use some of the new code that clear room for space yard though...

Quote:
I never was much of a rusher but some players will probably want to raze some research and rebuild for more minerals to rush with. Let them scrap manually - your AI (and tech tree) is designed for a non-rush strat.

I plan on doing a few adjustments to facilities, anything you think would need a better ballance? Is my supply production too high or production too quick?

Quote:
Ah, very well. Population Transport minister works standalone well enough? You mentioned some ministers only work well if another minister is on, but I presume "load and drop population" is simple enough once you get the AI to recognise player-designed population transport (which I presume need to be of "Ship - Population Transport" type).

The ministers can work on their own, the problem was the AI could not use player made stuff due to all the name changes and all. I'm fixing that right now, it should work fairly well, probably better than stock...

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Need suggestions.

Soumis par Fallen Haven le Lun, 2007-02-05 22:52

Game ballance
=============

What do you guys think my mod need to be addressed. Are the research cost rights, building cost, max levels and increments per levels correct? I did try my best to make things ballanced but since i never played a game from the very start to the finish, i have no idea how things turn out later on. Also i never played the more exotic races, i have no ideas how they fare or if something is too weak or powerful (aside of what i read on the board up until now).

I need input, my next release is near.

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Re: IRM v 0.7c released!

Soumis par Psieye le Lun, 2007-02-05 22:55

Fallen Haven wrote:
But i have to keep in mind the AI won't scrap it's facilities later on to make room for better stuff. I could probably use some of the new code that clear room for space yard though...
Personally I would never raze those 17 research centres on my homeworld, but I see the point that this is a waste of a good (~120% for all 3 resources) planet - assuming that Homeworlds are of Good value.

Then the alternative is to have more mineral facilities and make the AI build a lot of research centres on its colonies. In particular, if it's not Organic or Crystalline, then it should consider building some research centres on huge Farming/Refining colonies. It's not ever going to need to keep a surplus of NET 400kT+ organics/refining which is what happens when you build 40+ farms/extractors on a 140+% huge planet.

I have a tendency to micromanage how many facilities I build based on what my Net income is - too much surplus is inefficient. Oh and ALL my domed colonies (didn't matter if it was a nice 150%) were research centres - with 2 production/intelligence facilities to fill up space. In fact, anything that wasn't 120+% in something became a research colony. Conceivably I could focus on intelligence instead to make a super intel crippler empire.

Mid-game when various booster facilities appear (e.g. Mineral Scanner, Robotoid Factory), your AI will need to raze facilities to build these. I think 1.25 had a 'scrap facility' script now?

Quote:
I plan on doing a few adjustments to facilities, anything you think would need a better ballance? Is my supply production too high or production too quick?
IMO, we're making far too many supplies. It's what, 4 times BM's for a Lv 1 resupply depot? Once we tech up to Lv 8 Resupply and Lv 3 Industry, we'll have ships/bases adding to that too. If I ever do need extra supplies, I don't build extra resupply depots (though it's habit to build one on every semi-large colony) - I build a Supply Transport and scrap it after it's delivered.

Resource production also seems bloated. IRM Mineral/Organic/Radioactive facilities are 75% of stock in size, yet pump out 4000 a turn at Lv 1. With so much surplus, it's just another excuse for me to make even 120% planets into Research colonies and get away with it. More research = I get Robotics Factory, Centralised computer systems and can upgrade my resource extraction techs easily if I ever need more money.

The inherently fast build speed of space yards, I can accept. It makes for a faster game and bigger fleets. It's resources that should limit our construction, not build speeds (assuming we have a big population).

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Re: IRM v 0.7c released!

Soumis par Psieye le Lun, 2007-02-05 23:04

Hmm... Tech-wise I like how you have a "Nuclear Weapons Technology" pre-requisite before we get to a really really cheap "Nuclear Weapons" tech that actually produces the warheads. That makes the low-tech cost and extremely high max level acceptable.

I wonder slightly at how cheap the colonization techs are though. The ability to colonise a new type of planet is extremely powerful for expansion. I'll have to try a 1 Homeworld game next time I get some time with the new version. I will probably try to find an empire to trade colonisation tech with to save the time, but IMO making it more expensive will really make such a political deal much stronger.

---Sig---
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Re: IRM v 0.7c released! good Points, all around.

Soumis par Badger le Lun, 2007-02-05 23:06

Myself, i would suggest the AI be ready to call more colonies - not necessarily the homeworld - research centerses, and hopefully from that type build accordingly. perhaps based on threshold of planet worthlessness, or on, as humans do, PRIORITIZATION.
i will say this - in irm i have seen the AI colonize VERY aggressively, perhaps not always fulfill its facility potential, and research techs sometimes ahead of mine.

I don't mind if spaceyards are more than one for planet, or, as i've said before, i like the idea of as in the star trek movie, the huge star-born shipyards. (vulnerable to shootin' and boardin'!)
My point being, however, PsiEye is right - it shouldn't be # of planet facilities that controls production- you can always build more of those. Resources - including maintenace - should be the real limit.

Do you REALLY think you will subvert System Vampyre before it subverts YOU?

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Lun, 2007-02-05 23:11

Psieye wrote:
Personally I would never raze those 17 research centres on my homeworld, but I see the point that this is a waste of a good (~120% for all 3 resources) planet - assuming that Homeworlds are of Good value.
Hum...

I have an evil idea to stop all the research rush. What about increasing the upkeep of research centers? I can halve it for colony ships, i can surely double or tripple it for research centers. Thoses extra RP will cost a lot in ressources...

Quote:
Then the alternative is to have more mineral facilities and make the AI build a lot of research centres on its colonies. In particular, if it's not Organic or Crystalline, then it should consider building some research centres on huge Farming/Refining colonies. It's not ever going to need to keep a surplus of NET 400kT+ organics/refining which is what happens when you build 40+ farms/extractors on a 140+% huge planet.

I can also make population consume more...

Quote:
I have a tendency to micromanage how many facilities I build based on what my Net income is - too much surplus is inefficient. Oh and ALL my domed colonies (didn't matter if it was a nice 150%) were research centres - with 2 production/intelligence facilities to fill up space. In fact, anything that wasn't 120+% in something became a research colony. Conceivably I could focus on intelligence instead to make a super intel crippler empire.

I guess 4x the upkeep would be needed for players like you Smiling.

Quote:
Mid-game when various booster facilities appear (e.g. Mineral Scanner, Robotoid Factory), your AI will need to raze facilities to build these. I think 1.25 had a 'scrap facility' script now?

Yeah, the function exist, but coding the rest of the script is another issue.

Quote:
IMO, we're making far too many supplies. It's what, 4 times BM's for a Lv 1 resupply depot? Once we tech up to Lv 8 Resupply and Lv 3 Industry, we'll have ships/bases adding to that too. If I ever do need extra supplies, I don't build extra resupply depots (though it's habit to build one on every semi-large colony) - I build a Supply Transport and scrap it after it's delivered.

My space yards build some too, i guess i could tone this down a bit. My planets can stockpile a lot, a slower production would not hurt that much...

Quote:
Resource production also seems bloated. IRM Mineral/Organic/Radioactive facilities are 75% of stock in size, yet pump out 4000 a turn at Lv 1. With so much surplus, it's just another excuse for me to make even 120% planets into Research colonies and get away with it. More research = I get Robotics Factory, Centralised computer systems and can upgrade my resource extraction techs easily if I ever need more money.

Already fixed that, the production was indeed way too much, it's back to stock values.

Quote:
The inherently fast build speed of space yards, I can accept. It makes for a faster game and bigger fleets. It's resources that should limit our construction, not build speeds (assuming we have a big population).

Well, my popluation give a serious boost to production, i guess i can put the base production to stock like values. I'm still open to arguments though.

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Re: IRM v 0.7c released!

Soumis par Psieye le Lun, 2007-02-05 23:49

No, I think space yards are fine as they are but I won't complain if you put them back to stock values (as your population boosts are something indeed). I have to remember this isn't balance mod where you couldn't upgrade space yard rates too much.

Population eating more food would be a big improvement yes.

Yes, so long as supply/ordnance storage on planets remains big, it's ok to nerf the rate they are produced.

Making Research Centres very high upkeep is a good idea. It'd give me a good enough reason to build some resource facilities and there sure is an endless surplus of planets that ought to be producing resources.

--

Finally, regarding the 'we need to raze something to build this Robotoid Factory' issue... don't worry about this for the next release. It's not relevant until mid-late game so let's get the early game tested more while you figure this out slowly. All else fails, we can go back to giving the AI a small bonus to offset these limitations.

I expect that I'd need to give it say a small +50% construction rate bonus or something once I'm used to IRM since at even-tech, even-numbers an AI fleet will not be able to beat me (I always use tactical combat and micromanage). I do expect your AI to produce a worthy fleet to fight though, even if I don't expect it to micromanage that fleet too well at this stage (that'd require a re-writing of Strategies to be individual-weapon-tailored). Even with such an advanced Strategy, it'd need to know things like "set up a strong point of deployed satellites here and flank" or other such Tactics which is way beyond the scope of the AI at present.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Mar, 2007-02-06 00:15

Psieye wrote:
No, I think space yards are fine as they are but I won't complain if you put them back to stock values (as your population boosts are something indeed). I have to remember this isn't balance mod where you couldn't upgrade space yard rates too much.

Well, i'm not sure if i should nerf it back to stock or keep it high. But i did increase the max level (from 50 to 75), someone wanting more production can always crank the level up.

Quote:
Population eating more food would be a big improvement yes.

It was increased earlier, but i can always increase it again. Population do consume more than stock, and they do consume minerals and radioactives in their daily uses...

Quote:
Yes, so long as supply/ordnance storage on planets remains big, it's ok to nerf the rate they are produced.

I nerfed the supply production of space yards, and increased the cost of supply facilities. In fact i increased the base cost of a few facilities. Some facilities like storage cost less upkeep (half cost), others like research lab cost an extra 50% (increasing it more and you may end up buying them again every 2-3 turns).

Quote:
Making Research Centres very high upkeep is a good idea. It'd give me a good enough reason to build some resource facilities and there sure is an endless surplus of planets that ought to be producing resources.

Glad you agree.

Quote:
Finally, regarding the 'we need to raze something to build this Robotoid Factory' issue... don't worry about this for the next release. It's not relevant until mid-late game so let's get the early game tested more while you figure this out slowly. All else fails, we can go back to giving the AI a small bonus to offset these limitations.

I'll see how much code this would need, it might be easy to implement.

Quote:
I expect that I'd need to give it say a small +50% construction rate bonus or something once I'm used to IRM since at even-tech, even-numbers an AI fleet will not be able to beat me (I always use tactical combat and micromanage). I do expect your AI to produce a worthy fleet to fight though, even if I don't expect it to micromanage that fleet too well at this stage (that'd require a re-writing of Strategies to be individual-weapon-tailored). Even with such an advanced Strategy, it'd need to know things like "set up a strong point of deployed satellites here and flank" or other such Tactics which is way beyond the scope of the AI at present.

Hum... In earlier version i had report the AI was outbuilding players. But i guess i messed it up in the last 2 versions trying to prevent the AI from running out of ressources. Next version should bring back my AI to competitive level. I believe that the AI in my mod still do much better in combat than the stock one, but i never had the chance to truly fight epic battles with it outside simulations (and i wasn't microing much).

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Speaking of strategies...

Soumis par Fallen Haven le Mar, 2007-02-06 00:29

I need to know how players expand and manage ressources to see if i can devise a similar strategy for the AI. Right now i have set it more or less like i would play the game (the last 2 version AI are crippled, they don't count! Sticking out tongue). But some ideas from the veteran of this game could surely help me improve the management of my AI...

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Here a sneak peak...

Soumis par Fallen Haven le Mar, 2007-02-06 01:03

On my new readme :


Design Types
============

In my mod, they mean a lot more. First, the design type affect what the autobuild will put on them. Second, it affect how the minister will use your designs. For exemple a "Ship - Patrol" might be identical to a "Ship - Attack", but the minister will use them to patrol around the systems (notice that frigate sized "Ship - Attack" will be used as scouts, who are used to explore and survey). Also, if allowed to upgrade them, the Minister will try to use a similar design as the original. So keep that in mind when deciding what type of ship your new design will be...

Design types :

Scout : Light weapons and armor, fewer shields. Favor Stealth and Scattering armor.
Attack : Toughest armor and shields, good array of weapons.
Gunship : Toughest armor and shields, only big guns.
Archer : Light armor, low shields, lots of long range seekers.
Planet Assault : Attack ship with bombs.
Unit Hunter : Load fast firing weapons as well as point defenses, ideal to swat fighters and sats.
Defense : Similar to an Attack ship, but meant to be cheap and quick to build / maintain.
Repair : Destined to be used with freighters, load lots of repair bay.
Supply : Destined to be used with freighters, load a sizable amount of supply and ordnance.
Repair Station : Base with lots of repair bay.
Troop Transport : (freighters) Better equiped to be used to drop troops on enemy worlds.
Pop. Transport : (freighters) Noting special but the minister will used it for population.
Cargo Transport : (freighters) Used by the minister to haul units from production worlds toward thoses that need defenses.

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Re: IRM v 0.7c released!

Soumis par Psieye le Mar, 2007-02-06 01:07

Resource management? It'd have to look at its Net Production while making decisions as well as the value of the planets it's colonising. If I find myself with a fat surplus, I'd assign 110%

Depending on how my economy is going, I may end up torching former 130% Research colonies into proper resource colonies, but I've never had to thus far. Planning ahead with the new colonies and teching up to better facilities (and bonuses) has been adequate for me. Always having a huge number of population transports is important for me too - population that cannot be born due to max populuation limits (I always play with +Reproduction and +Env Resistance) is population that 'got killed'.

In general, unless I'm on a war tech spree, every planet (as every colony has a space yard) is producing Something. Thus the less important constructions are the first to be cancelled/halted when I notice I'm spending too much. Scrapping unnecessary ships is another path to saving a bit of money.

So yeah, Net Resource Income watching and adapting my colony type assignment to adapt - long term planning.

---Sig---
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Re: IRM v 0.7c released!

Soumis par Psieye le Mar, 2007-02-06 01:13

Do IRM repair bays count as 'cargo holder' when it comes to the Freighters' "must have X% as storage" requirement? I know BM ones do.

Mmm, the Defence ship description certainly gets me thinking... yes... I can see how they should be built... Must build these instead of all those expensive Attack ships that do nothing but when I've nothing to attack...

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Mar, 2007-02-06 01:32

Psieye wrote:
Resource management? It'd have to look at its Net Production while making decisions as well as the value of the planets it's colonising. If I find myself with a fat surplus, I'd assign 110%

I guess you might have to do it more often with the next version, i did add extra maintenance to research centers and space yards, and increased the cost of a few facilities so you might be more picky where you use them.

Quote:
Depending on how my economy is going, I may end up torching former 130% Research colonies into proper resource colonies, but I've never had to thus far. Planning ahead with the new colonies and teching up to better facilities (and bonuses) has been adequate for me. Always having a huge number of population transports is important for me too - population that cannot be born due to max populuation limits (I always play with +Reproduction and +Env Resistance) is population that 'got killed'.

You will like the minister improvement then, it will take care of your idle transports for you Smiling.

Quote:
In general, unless I'm on a war tech spree, every planet (as every colony has a space yard) is producing Something. Thus the less important constructions are the first to be cancelled/halted when I notice I'm spending too much. Scrapping unnecessary ships is another path to saving a bit of money.

The extra upkeep for Space Yards might make you rethink that strategy. An idle space yard may waste precious ressources. I toned down ressources production back to stock value, managing ressources will be more important next version.

Thanks for the input.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Mar, 2007-02-06 01:36

Psieye wrote:
Do IRM repair bays count as 'cargo holder' when it comes to the Freighters' "must have X% as storage" requirement? I know BM ones do.

I added alternatives to having cargo holds on freighters. You can use them for many other things exept combat. They are a bit slow and don't have much space for weapons to be effective in combat.

Quote:
Mmm, the Defence ship description certainly gets me thinking... yes... I can see how they should be built... Must build these instead of all those expensive Attack ships that do nothing but when I've nothing to attack...

Yep, thats the idea. The AI will build quite a few of thoses, especially when defending, but very few when expending...

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Re: IRM v 0.7c released!

Soumis par evilginger le Mar, 2007-02-06 02:08

A word of caution I would see what happens when you "un cripple" your AI again before you start rebalancing stuff as it may end up swinging to far the other way. As for resource costs I think the research rush is controlled but I always start of with one home world and work up from there I would not like it if you changed the IRM to suit a game where starting with ten was more the norm. I can and do manage it much better with stock five times the research points at 10 years being common with IRM as it is at the moment you have to sacrifice other options particularly fleet size in order to get two times at that same point. You will also generally find yourself behind the AI in many techs even so because you have concentrated on researching research so much.

There is also still a definite resource bug where you will apparently go bankrupt for no readily apparent reason. In the IRM it generally happens to me as soon as I start to build a fleet. This was something I saw in both stock and earlier versions of the BM one of t he fun things about the IRM when I first started was the close Multi ship battles knowing that the twenty ships in you fleet where not 80% of it and 90%+ of you combat fleet.

I don’t micromanage things as I games where you have to micro manage stuff ultimately boring I am a builder who once stuff is built and working tend to let it run and like it not to need too much attention. Micromanagement is not fun and having to is far to much like work in my opinion.

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Re: IRM v 0.7c released!

Soumis par Psieye le Mar, 2007-02-06 02:14

evilginger wrote:
I don’t micromanage things as I games where you have to micro manage stuff ultimately boring I am a builder who once stuff is built and working tend to let it run and like it not to need too much attention. Micromanagement is not fun and having to is far to much like work in my opinion.
Ahahaha, very understandable. I almost cannot distinguish my hobbies from my work these days. But I still prefer to micromanage as at least I'm not dealing with expensive equipment or complex theories when I'm playing SE V or video editing or playing Touhou or debating or... etc ---Sig--- Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Psieye le Mar, 2007-02-06 02:20

Quote:
I guess you might have to do it more often with the next version, i did add extra maintenance to research centers and space yards, and increased the cost of a few facilities so you might be more picky where you use them.
No, I just have to get used to a new curve and learn to plan ahead appropriately. Same principle, different values.

Quote:
The extra upkeep for Space Yards might make you rethink that strategy. An idle space yard may waste precious ressources. I toned down ressources production back to stock value, managing ressources will be more important next version.
They never ever should be idle. It's merely a matter of logistics making sure they make something useful. If I find I'm producing way too much, I just go to war.

It just means I need to think about what to research more carefully - to go War path or Tech path. Given resource management being made more realistic, it just means my research won't intimidate me into not building ships. The all-too common situation I've had was "I don't feel like building anything because it'll be outdated by the time they're made in batch". Slow tech and important money issues will give me more to think about.

Edit: On the other hand, the "low population debuffs construction rate" feature may instead persuade me to not build a SY on a tiny domed colony. Small+ is still fair game however...

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Mar, 2007-02-06 02:41

evilginger wrote:
A word of caution I would see what happens when you "un cripple" your AI again before you start rebalancing stuff as it may end up swinging to far the other way. As for resource costs I think the research rush is controlled but I always start of with one home world and work up from there I would not like it if you changed the IRM to suit a game where starting with ten was more the norm. I can and do manage it much better with stock five times the research points at 10 years being common with IRM as it is at the moment you have to sacrifice other options particularly fleet size in order to get two times at that same point. You will also generally find yourself behind the AI in many techs even so because you have concentrated on researching research so much.

Noted, i'm still testing, nothing is set into stone yet. I am more careful this time around, i don't want to mess my mod again like the few rescent versions. I want my AI to be strong and my mod well ballanced. And don't worry about micromanagement, i don't like it either, i'm trying to get the ministers to do the fastidious work so player can concentrate on more global issues. Of course, micro managers may find their things too Smiling.

Quote:
There is also still a definite resource bug where you will apparently go bankrupt for no readily apparent reason. In the IRM it generally happens to me as soon as I start to build a fleet. This was something I saw in both stock and earlier versions of the BM one of t he fun things about the IRM when I first started was the close Multi ship battles knowing that the twenty ships in you fleet where not 80% of it and 90%+ of you combat fleet.

I want to earn my praises back with a challenging AI. I messed it up lately and feel i just thrashed my hard work. But things look better now that i found why my ministers were bugged.

Quote:
I don’t micromanage things as I games where you have to micro manage stuff ultimately boring I am a builder who once stuff is built and working tend to let it run and like it not to need too much attention. Micromanagement is not fun and having to is far to much like work in my opinion.

I tend to let the AI run things until i see something that attract my attention (diplomacy, incomming fleets, war...). I do micro manage at time when i see blattant mistakes from the ministers, but since i can fix the AI, i tend to recompile and load the game again to see the improvements. I'm addicted to scripting now Smiling.

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Mar, 2007-02-06 02:47

Psieye wrote:
No, I just have to get used to a new curve and learn to plan ahead appropriately. Same principle, different values.

Well, as long as i get the result i seek Smiling.

Quote:
They never ever should be idle. It's merely a matter of logistics making sure they make something useful. If I find I'm producing way too much, I just go to war.

Yeah but you don't need new ships at every colonies. Planets without them can still build units (fighters, troops, drones, sats, plats and mines). You don't get any production bonus from having a space yard, planets build at the same rate with or without it.

Quote:
It just means I need to think about what to research more carefully - to go War path or Tech path. Given resource management being made more realistic, it just means my research won't intimidate me into not building ships. The all-too common situation I've had was "I don't feel like building anything because it'll be outdated by the time they're made in batch". Slow tech and important money issues will give me more to think about.

Well, my goal is to get you one the war path more often Smiling.

Quote:
Edit: On the other hand, the "low population debuffs construction rate" feature may instead persuade me to not build a SY on a tiny domed colony. Small+ is still fair game however...

We will see...

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I worked on this all night but it was worth it.

Soumis par Fallen Haven le Mar, 2007-02-06 03:56

IRM ministers work perfectly now. It will build ships designed by the player and use them properly. Early expension is now easier than ever and you don't have to rely on AI designs. Afew extra tweaks and test and i believe it will be a go for 0.8.

I found a bug no one reported yet. Homeworld having negative upkeep! I guess it due to having more starting facilities than there is space on the homeworld. No wonder it was so easy to expand! I'm fixing it right now and adjusting the number of starting facilities to make more sense (far fewer storage). I'm also reworking the colony types a little.

I'm going to sleep now, but i will be back on this in a few hours.

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Re: IRM v 0.7c released!

Soumis par Psieye le Mar, 2007-02-06 04:14

Ah, my playing style doesn't have as many units. I like having tens/hundreds of individual ships. You'd be surprised how many population transports I could do with if I really wanted to be ideal and 'farm' my homeworlds to always be giving max birth - but that's super micromanagement and I dno't feel like that level all too often.

Still, you have a valid point - units don't need space yards. That means just by upgrading space yard tech they can build units and facilities faster? It's a point I never quite bothered getting into my head until now (when we're talking of squeezing resource management).

Guess I'll go experiment - shouldn't take long.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par Psieye le Mar, 2007-02-06 05:38

Fallen Haven wrote:
You don't get any production bonus from having a space yard, planets build at the same rate with or without it.
After a quick test, the answer is FALSE. Unless the construction rate shown doesn't apply to what's being constructed, I get a decrease of 6k -> 2k in rate of construction when I scrap my space yard.

I can't accept such a big decrease - especially when space yards later on can construct extremely fast. Looks like my Space Yard array will be staying and I just have to pay more.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: IRM v 0.7c released!

Soumis par javaslinger le Mar, 2007-02-06 09:56

Oh my... You didn't go to sleep without finishing did you???? Smiling 5am was your last post... lol

Javaslinger

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Re: IRM v 0.7c released!

Soumis par bheusi le Mar, 2007-02-06 10:03

Hi guys.

Well programming expansion sure is a delicate process, but I think the AI should behave like a human player. That is (well that´s the way I play):

-Colonize the entire initial system.
-Build 2 scouts.
-Explore and keep building colonizers only, until it finds a player.
-From now on things become more complicated, it really depends on how agressive the AI is. If it is very agressive and "glasses" everything that is defenseless, then obviously the AI should build more frigs, 1-1 ratio maybe, so that it will always be able to defend its planets. On the other hand if it is "peaceful", like it is right now, then there is no reason to build many defense ships, and instead should keep expanding like mad. Also it shouldn´t spread itself too thin... once the nearest space yard is 2-3 systems away, it should slow down or stop expansion on that direction for a while.
-Only when there are no colonizable planets nearby it should start producing layers, transports, units etc.

As for resources, resource extractors should generate 3000 per turn instead of 4000.

Finally, the basic techs (construction physics etc) should be a little cheaper, while weapons techs should have less levels, with higher improvement per level... a bit similar to BM.

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Re: IRM v 0.7c released!

Soumis par evilginger le Mar, 2007-02-06 12:45

Agree with most of that except I disagree with altering the resource generation base yet IRM is about the clash of Battle fleets when it comes to conflict and needs to be balanced with that in mind.

Very strongly disagree with foreshortening the tech tree as if that’s done all we will get is a second balance mod. The one thing which I really dislike about which is the sacrifice of depth on the altar of game balance. In the IRM I think we have the depth of the stock game without the feeble AI. On general principles I consider it a flaw if I can ever research every tech on a tech tree or even approaching it.

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You may be right...

Soumis par Fallen Haven le Mar, 2007-02-06 13:00

Psieye wrote:
After a quick test, the answer is FALSE. Unless the construction rate shown doesn't apply to what's being constructed, I get a decrease of 6k -> 2k in rate of construction when I scrap my space yard.

I can't accept such a big decrease - especially when space yards later on can construct extremely fast. Looks like my Space Yard array will be staying and I just have to pay more.

Well, i know the base production of a planet is the rate of a space yard, but that may be the rate of a level 1 space yard. If so, you are right, a space yard is needed everywhere... I have to test it myself...

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Mar, 2007-02-06 13:07

evilginger wrote:
Very strongly disagree with foreshortening the tech tree as if that’s done all we will get is a second balance mod. The one thing which I really dislike about which is the sacrifice of depth on the altar of game balance. In the IRM I think we have the depth of the stock game without the feeble AI. On general principles I consider it a flaw if I can ever research every tech on a tech tree or even approaching it.

I don't plan on making a second BM, don't worry. But i know a few techs need some ballancing. For players that never reach the end of the tech tree, the game is mostly ballanced, but when you start with all techs, it's not that great... It's difficult to ballance all techs because, in my mind, you should never reach it... One of the nice things about this game is you can choose your tech level in any given field. If you want fast production, you research space yards, if you want bigger ships, you research construction and the hull sizes... With time, you can get real strong in a field, but suck in another, wich is game ballance. But an all tech player never worry about such things, and i have to ballance end game techs...

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Mar, 2007-02-06 13:22

bheusi wrote:
Finally, the basic techs (construction physics etc) should be a little cheaper, while weapons techs should have less levels, with higher improvement per level... a bit similar to BM.

No, i prefer weapon techs the way they are. I want to give the player the opportunity to raise a tech to the level they want. Also i don't want tech to real cheap, i want the player to need an infrastructure before getting the better goodies. I'm trying to kill the tech rush as much as possible, forcing the player to interract with the AI. Just teching up until you are ready to storm the gallaxy isn't the way i want my mod to be played...

Also i don't want to have to rebuild the AI to make tech rush or expension rush because the player do that (it would be quite difficult to code). The AI can't adapt the way a player do, and mine is no different. So for the sake of the poor AI players, i will try to make rushing tactics a tricky thing to pull off (i won't prevent it completly, but i don't want it to be easy)...

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Re: IRM v 0.7c released!

Soumis par evilginger le Mar, 2007-02-06 13:57

Minor bug report

Missing ship type or types

Either Ship - Resource Extraction

Or Ship - Mining; Ship - Farming; Ship - Refining

Other wise all is well though I don’t understand wanting to play all tech game any more than of playing CIV without the research and development element

EDIT personal request I wouldent mind it if it where posible to put scanners on weapons platforms to give planets scaner ability as well as the sensor abilitly you can already

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Re: IRM v 0.7c released!

Soumis par bheusi le Mar, 2007-02-06 14:16

Hm you misunderstood me... I don´t want such a drastic change at all or it would really feel like BM he (which I like a lot too); just some tuning in the values. I think that some weapons tech could have, say, 10%-15% less levels, and damage improve a bit more per level up. Also, it aids the AI (less levels= less refiting= less obsolete junk around).

As to prevent rushing, sure changing values etc is good, but agressive AI is a must as well. I really enjoyed the AI demanding subjugation treaties when it was more powerful than me... However, there is no penalty for refusing those treaties, they remain friendly while in MOO2 such a refusal would end in war pretty quickly. I´m also able to colonize their systems even without treaties, without repercussion at all.

Make the AI "macho", FH =)

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Re: IRM v 0.7c released!

Soumis par evilginger le Mar, 2007-02-06 14:30

Dont worry he will I played IRM 0.54 before FH cripled his AI unintentionaly and the AI was not easy to fight especialy as I had in the test game to conqur my home system which took three game years of vicious fighting the AI in the same system a neutral finaly surendered its last planet with my troops in process of landing on it. I then found a major empire it the adjacent system and fought three wars there before I got a foot hold in that system even so I was no way going to win any time soon and fortunatly the AI did not build any mine sweepers else I would have been royaly stuffed as it regularly distroyed my attack fleets with its superior ships and I did not have the resorce base to build a big defence fleet. The AI wasent very aggresive in that it did not start any wars but it fought with a vengence when I started them.

I look forward to IRM 0.8

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Re: IRM v 0.7c released!

Soumis par Fallen Haven le Mar, 2007-02-06 15:24

evilginger wrote:
Minor bug report

Missing ship type or types

Either Ship - Resource Extraction

Or Ship - Mining; S