IRM 0.8b Released. |
Here it is, you know what to do.
The mod
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http://www.rogepost.com/n/0173064944
The Readme
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http://www.rogepost.com/n/4492205463
Now i must make the "please no bugs" dance...
Enjoy!
Re: IRM 0.8b Released.
Will give it a go over the week end and get back.
But don’t tone down crystalline weapons until I have used them on Badger lots
There are many ways to skin a badger and I have this resurrection device and plan to try them all (exits leaving behind grin and a scatter of ginger hairs)

Re: IRM 0.8b Released.
Thanks Fallen for all your excellent work...

Re: IRM 0.8b Released.
Ok, time to run the Settings.txt through WinMerge with my tweaked 0.8a one to see what changes I need to make. Oh and thanks for deciding to release now as opposed to several hours later - you've saved me a good deal of sleep.
---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.
Re: I'm going to work soon...
Thanks for the hard work Fallen, can't wait to get home and try it..

Re: IRM 0.8b Released.
Just out of interest, here's the changes I make to the Settings.txt to suit my tastes:
+ Can see Warp Points at any distance
+ Reverted Migration back to original values (5% initial, raise every 1000)
+ Hex side Point Width returned to 20.0
+ System Point Radius From Center returned to 410.0
+ "Near Misses" do 30% damage and proc 20% of the time
+ "Critical Hits" do x1.5 damage and proc 30% of the time
+ Retrofitting can have up to 100% difference in cost now (up from 75%)
+ "Low/Med/High Computer Players" now means 2~3/4~6/7~10
+ "Low/Med/High Neutral Players" now means 1~3/5~7/8~10
+ Combat Map Radius set to 1000
It's something I do to any mod I play - to tweak with Settings.txt a bit.
---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.

Re: IRM 0.8b Released.
I believe there is a hardcoded maximum of 5 neutral players.
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Re: IRM 0.8b Released.
Come to think of it, I've never seen more than 5 neutrals... Uh... Oh well, somewhere we need to write what's hard wired despite what data files would have you believe...
Kwok, are initial strategies hard wired as well? When I tired changing the default Strategies.txt to change how I want "Optimal Firing Range" to behave at the start of each game, it just came up with the default settings again. I'm tired of going through the Strategies section each game to tweak what they do in exactly the same way each time.
---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.

Re: IRM 0.8b Released.
Hm just curious... Are critical hits part of the stock game and the mods, or something that you added, psieye? I like the concept, it would be great if there was some graphic effect to let you know when you scored one.

Re: IRM 0.8b Released.
They were always there, but had insignificant chances of proc'ing. IRM increased it a bit, but it was nowhere near my tastes.
Incidentally... is everyone else fighting a decent AI? All 9 AI on my game NEVER GOT A SINGLE COLONY in some 20+ turns. It can't be that one of my changes to the Settings.txt has crippled the AI... or has it?
---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.
IRM 0.8b AI doesnt colonize
@Fallen Heaven:
There seems to be a tiny little problem. Steam Version of SEV (hence, up to v25), IRM 0.8b. I'm in turn 41 or somesuch. Every single of the 5 AI hasn't built a single colony ship yet. I logged in for them. Each one has a design for colony ships, but not one gets built. Hence the AI loses badly.
Is there a way I can fix that by myself? (I know how to mod and compile scripts and all that) I just want to fix that game I'm running now. I guess it's a small glitch in some script or so.
I can also provide the savegame, in case that helps you.
I like the changes so far, by the way.

Re: IRM 0.8b Released.
I ran into the same problem, ai not colonizing.
I also tried to setup a population transport with a 'repeat orders' command to take pop off my homeworld, everything worked fine until it got to the destination planet and then it refused to unload the population. They stayed on the ship and it didnt attempt to make any more transfer runs.

Re: IRM 0.8b Released.
In settings.txt, set variable Automatic Colonization Population = 1. I noticed this earlier and wondered if it had any effect. It was previously set to zero.
"Do not be too proud of this technological terror you've constructed." - DVader
Re: IRM 0.8b Released.

Re: IRM 0.8b Released.
u didn't fix the system maps (couldn't see the left and right edges) and the designs names in that version but i could fix that myself anyway , i'm starting a new game will give some feedbacks later..the mod can only improve with time anyway and again thanks for your excellent work..fully appreciated..

Re: IRM 0.8b Released.
Same problem as Potato and yourconscience no colonization at all, it's unplayable then , will have to wait for 0.8c and what sux is that we can't have 0.8a anymore cause fallen let only the last version of his mod only, if someone has it would they be kind enough to send it tome here's my email :

Re: IRM 0.8b Released.
forget what i said about sending me the 0.8a version of the mod i had it on my external drive .lol
Re: IRM 0.8b Released.
@Kato: Did setting that variable to 1 help with the colonization bug? In 0.8a it's set to 0 as well and there that bug isn't present.

Re: IRM 0.8b Released.
Fallen Haven, when you get back from work (which are your 3 working days btw?):
I'd suggest concentrating on just getting a bug fix for 0.8c - leave all the "next version" features we discussed before for later. We need people to be playing and testing for the time being.
Seeing as at the end of the month a new patch will come out with even more AI tools, I might even suggest we focus on the balance and tech tree aspects of your mod until the end of this month (with associated minimal changes to AI to adapt). Then next month you can get back to making the AI more bulletproof. No sense having the best AI out there (which will be re-written anyway) if there are balance issues to deal with first. No sense dealing with balance issues until we have the bugs purged so we have a playable game (AI doesn't have to be omega this month, so long as it can do basic things to be a foil for us to test various strategies/techs on).
---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.
Re: IRM 0.8b Released.
by the way, the applied science research or whatever it's called, which makes the research centers more powerful, is way unbalanced. For example, it's much more worthwhile to reasearch two levels of that (and thus literally doubling your own research), instead of researching rock planet colonization for the same amount of research points.
I'd suggest increases in 100, instead of 250 points per level. That's still powerful enough.

Re: IRM 0.8b Released.
Wait it's going up by 250 per level right now? Woah woah, not good. 100 or even 150 is reasonable given how humans like to boost it early game. A 50% increase in research for a mere 60k research points is too powerful.
Or maybe do a non-linear formula, such that the first few levels don't have so much of an increase as later levels.
---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.

Re: IRM 0.8b Released.
I agree wholeheartedly with psieye, just fix the bug so we can enjoy 0.8b for now.
As for research, well I still think there must be a pre-requisite for RC level 2, or make the AI rush too. Just raising the cost doesn´t stop the tech rush. Like I said before, you can always research resource extraction to compensate, and then the AI will have 2 problems: catching up with research AND resources.
The 750 point value is ok through, but should be changed if it is impossible to add prerequisites.
See ya

Re: IRM 0.8b Released.
Or maybe do a non-linear formula, such that the first few levels don't have so much of an increase as later levels.
---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.
I believe FH put such a significant increase for a good reason... Unlike stock and BM, you have to research a LOT of expensive basic techs on the early game, like physics, ballistics... you even need to get construction so you can get destroyers... and so on. So it´s ok for me to be able to improve RP early. Otherwise, research would lag too much.
AS for non-linear formula, it´s ok, but I think it´s simpler to make RC research increase exponentially in cost (level 2: 60000, level 3: 120000, level 4: 240000... and so on).
And don´t forget the prerequisites, of course =)
Re: IRM 0.8b Released.
too late I sent it as soon as I saw your post. Any one else want 8a PM me with an e-mail address and I will send you out the origional zip file.
Re: IRM 0.8b Released.
The issue is not so much the cost of researching the Tech but the frequency at which you get a new research centre. There are I believe 20 levels of facility and rather more than that levels of the tech since other techs are interrelated to it above level twenty.
How about one facility per Tl up to Tl 5. One facility every other TL up to TL 15 one facility per TL up to TL thirty each gives the same gin per level of facility but you get diminishing returns effect.
The other suggestion would be two sizes of Facility on at 750 tons and the other at 2000 producing different amounts of research. Say 1/3 for the small one suitable for small otherwise useless worlds and the bigger one the full amount but it would be unsuitable for putting on every desolate rock you can colonize. Make that one expensive and slow to build to further discourage building it on slow production worlds
Re: IRM 0.8b Released.
Actually I like the idea of differently sized facilities. If this idea is developed even further, with 5 levels per facility, for example, planetery bombardment would receive a whole new meaning. Because if it take 4 years(!) to build just one 5000 Kton research facility, which then is really terrifyingly effective, you'd really want to make sure it never ever gets bombed. On the other hand, doing kamikaze bombing runs to take out exactly such a center would become a very interesting tactic.

Re: IRM 0.8b Released.
If need be (since facility costs are messing up AI), put Research Facilities back to what it was and don't be afraid to ask us to give the AI a custom Low bonus (x2 point generation, no change to build speed) for the time being. We have a lot more we want to be testing out than just whether the AI can do a tech rush.
---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.
Re: IRM 0.8b Released.
@Fallen Haven: Could you describe in more detail what is broken that you can't repair?
Re: IRM 0.8b Released.
Eh, yes, but how did it work previously and how is it supposed to be working now?

Re: IRM 0.8b Released.
Hmmm . . . you're right. I was still playing 0.8a and colonization worked fine for AI. In fact, they were building colonies faster than I was. The bug must have something to do with changes 0.8b. 
Sorry about that . . .
"Do not be too proud of this technological terror you've constructed." - DVader

Re: IRM 0.8b Released.
---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.
Re: IRM 0.8b Released.
I want to get ship/unit building like it worked prior to 1.25. But the changes have been extensive and some thing don't seem to work like they used to. I may be forced to change completly how i set up the purchasing system just to get it to work properly... The old system seem to be dead.
Take a step back you have squashed every bug you have found so far ok. So it doesn’t work the way you want it at the to at the moment and 1.25 is a major change to the way the game works and it looks like the next patch will make similarly large changes.
You have a very good Mod one of the best. So you can relax a bit and Let others help out. I am quite happy for the release rate to slow down whilst you work on it. I am not that good a programmer but I am happy to Beta test the Mod and there are people here who might see things you can’t see for looking for them too hard.
FH you have my e-mail I am more than happy to test any thing you want especially since my own Mod is a bit dead until the base product stabilizes more. I am also quite happy to get my Idiot Bro involved as he can code indeed spends a lot of his time fixing the work of professional programmers in fact, and their are a couple of my friends who could help if they are bored enough at the moment. If you want I could talk to them as well.
Badger would also make a good Beta tester and it might have the positive side effect of reducing his spamming of these boards a bit.
Badger badger badger badger badger badger badger Mushroom Carrot Badger badger badger badger RPT the surprisingly named Badger song
As sung by my equally evil and ginger Niece

Re: IRM 0.8b Released.
FH, there are other options. Try www.sendspace.com or if not, come back to me.
Damn... I wish I could set up a sort of auto-notification service or even a chat room. Oh I see 0.8c is done too. I'm getting edgy from lab work aren't I...?
---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.

Re: IRM 0.8b Released.>GingerKzin
aww, My Kzin, You WOUND me...
but fret not, that's already been handled. I've been asked to step back...
"Badger badger badger badger badger badger badger Mushroom Carrot Badger badger badger badger RPT the surprisingly named Badger song
As sung by my equally evil and ginger Niece"
Badger was my Nick before that...Do you know the HELL i caught when that came out? Now i've incorporated it into my humor...
perhaps we'll be seeing you around. Good luck to FH and yourself on the IR Mod.




Re: IRM 0.8b Released.
Thanks for the hard work... and *joins in the dance* XD
Gonna try it when I get home. Nothing to say except, yay for the new thread, keeping up with the old one was getting hard once it went beyond the first page.