IRM 0.8c |
http://www.rogepost.com/n/5159977217
Edit : This is a new link, it should work. But i will soon use Fyron's FTP to host my file, once i understand how it works, i haven't used FTP in ages and i forgot the little i knew about using them...
This version should work better than the previous one, but i doubt it rooted out all the bugs for the AI. But at least it should expand properly (but i have difficulties making it build fleets like it used to, it focus too much on building facilities
). Anyway, i should be back tomorrow with something better.
Edit 2 : Rogepost link is dead, use Fyron FTP instead :
Re: IRM 0.8c
File just isn't there. I'll think about it and maybe try to use my www space linked to ISP account to make some mirror. It would be simple link on page and nothing more. FH let me know what you think about it.

Re: IRM 0.8c
Mmm... it's going to be unproductive of me to keep watching and posting here... Excuse me for a while.
---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 0.8c
The link works just confirmed this I will carry on with my 0.8a game and try 0.8d when you get it up but dont rush it please

Re: IRM 0.8c
Fallen Haven, as backup for next time:
www.sendspace.com
www.yousendit.com (requires registration)
www.megaupload.com
www.rapidshare.com
All else fails, set up a Linux server and give me a (restricted) account so I can SCP it off and then help distribute.
---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 0.8c
All of those are just as ugly as rogepost, sadly.
Direct link: ICM 0.8c

Re: IRM 0.8c
Yes, but getting it to 2 or more of them boosts chances significantly.
---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: Update.
In would definatly bring this up with Aeron indeed if you dont mind I will put the above in an e-mail to him may be we can get it changed as a feature. Certainly improve the AI a bit since 1 facility per planet per turn regardless is particularly cripling considering some of your planets are nearly twice the capacity of stock.

Re: IRM 0.8c
Ahh~ so far things look fine, 19 turns in. Ah mind you, your AI will need to learn to trade tech with each other. I now have all 3 colonisation techs because I traded entire colony techs with other empires - one with a Neutral empire (and thus, has no hope of using that technology properly).
Beyond that, I got lucky and found a breathable planet in my own system. I put back migration to what it used to be (since I personally believe migration should be that high, for aliens as well as for fast early game). I'm going to try and see what an all-out war with everyone in mid-late game will do to me. That may be days away.
---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 0.8c
But when you have a real hosting solution, they are totally unnecessary. 
Re: IRM 0.8c
hmm, i played 0.8c a bit and is pretty nice
and fyrons mod is a plus too, but i found that i could cloak anything,including planets, right from the start(low tech start), is it supposed to be so?

Bridge 0r Command and Control Idea
Hi Fallen Haven,
I know that you have your hands full with this wonderful mod. I have come to love it for its intricate tech tree, as well as its varied AI responses and have been downloading it since the 0.6 days.
Anyhoo, after playing this mod and others from other mod makers, I have noticed one tech/component that lacks any real upgrade beyond level 1:
The bridge.
I now this may sound silly, but could the bridge be upgraded? Maybe with a bonus to chance to hit/defense over time (1% per level up to a maximum of level 10 or 20), or something to that effect.
The bridge should be more than just a pretty place to put a captain's chair and a big viewscreen (ala ST). As time and technology goes on, as well as military training, the bridge of, let's say, a WWI battleship would be severely hampered (on command, communication and planning - not weaponry - that's another issue that is dealt with with weapon upgrades/new techs) to that of a modern day Aegis cruiser.
The bridge (or CnC) would be the nerve centre of the newer ships that bring all of the tactical information together (from sensors, countermeasures, etc.), quickly evaluate the tactical and strategic situation, and (hopefully) make more decisive and hard hitting battleplans/actions.
My suggestion - please either give the bridge some upgrades (make it into a new tech on the tech tree, or incorporate it in something other than hull construction). If not the bridge, then let the tech tree have a CnC component to discover that can be added to the ship to hopefully increase the survivability and/or hitting power/accuracy of the ship over time.
Whew! Sorry for the detailed description.
Sincerely,
Gaultesian

Re: Bridge 0r Command and Control Idea
Gaultesian,
may i suggest this is not an idea that should be reserved for IRM?
i would ask your permission to repost this on another forum.
I suggested something similar, btw...
Re: Bridge 0r Command and Control Idea
I Have noticed theat IRM bridges do increase in tl based on Small hull tech level reserched but I dont think that this actualy does any thing though it may and be to subtle for me to notice

Re: Bridge 0r Command and Control Idea
i liked the idea that what we give to combat sensors goes to improved bridge, instead.
yes, FH changed the bridge size - and i agree with him - but those bridges are still HUGE
HUGE.
Something's gotta be in 'em.
i mentioned a long time ago that multiplex could be an ability not "turned on" until you research "X"-
(before we found out multiplex seems to work for all ships regardless)
perhaps that could be true of the bridge- ECM ability, Combat Sensors abiltiy- each enabled by the appropraite research but still inherent in the actual component?
or have a general bridge and a "combat ship" bridge-
which can only go on non-freighter types?

Re: IRM 0.8c
Light Hull tech increases Bridge level from 1 -> 5. All this does is make it a little more sturdy once you have a lot of armour researched (take a look at the formula).
---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 0.8c
Heh.
Bridge level *could* be used to allow for more components, could it not? IE - a level 1 Bridge only allows for 3 weapons, or two weapons and Combat Sensors (Sensors and Combat Sensors would both work since they could be on the same repeaters from CIC), or replacing either one weapon or the sensors/combat sensors with a shield unit, etc. Higher level Bridges allow for more components, such as a level 2 Bridge allowing for 7 components instead of 3, etc.
How about having Bridge level 1 with where it is now, but further levels come at hull size TL5? IE - Small Hull 1 gives Bridge 1 .. Small Hull 5 gives Bridge 2, Small-Medium gives Bridge 3, Medium gives Bridge 4, and so on.
Star Bases and Space Stations should have much higher restrictions, hehe.
That'd be an interesting idea - if I knew how to do it I'd mod it in and test it myself. I don't know that (4 times BridgeTLLevel) -1 would be the best way to go about it.

Re: Bridge 0r Command and Control Idea
Hi Badger,
Go right ahead and post the idea on the other forums if you wish - I am such a noob to SE V and the SE universe, I assumed that I was just reposting something that has already been said before (and looks as though you did when multiplexing was being discussed).
It's a shame really, I mean if we had to just plunk a big ole bridge on a ship and think that's it, well it's kind of sad.
The bridge should be the brains of the ship - with all of the best and most influential officers and personnel working to make decisions for the rest of the ship.
I just thought of posting the suggestion here because this is the most anticipated mod I watch all the time (and love playing).
Sincerely,
Gaultesian
Re: Bridge 0r Command and Control Idea
It might be nice to have a command and control technology interrelated with the hull building technologies which gave better bridges in combination with it and that better bridges had a similar effect to master computers though perhaps this should be weaker as why research master computers.
The command and control tree would be 60 Tls long cross linked with the six 10 Tl hull size TLs Master computers might also give rise to a ships computer designed to be used with crew which would top up this bonus but that would be interlinked to command and controll tech but the master computer would not be
Re: IRM 0.8c
Great mod! Finally playing against the computer gets challenging.
One question though - how do you figure out which technologies to research to get certain other technologies or weapons? I was hoping I'll get some missiles after researching Missile Technology, but didn't get anything. I've started reading the TechAreas.txt file to find out the prerequisites to what I want, but maybe there's an easier way?
Cheers & keep up the great work! This should definitely be included with the official release.

Re: IRM 0.8c
where Fusion Engine plasma engines ectect locked out be design or over site?

Re: IRM 0.8c
What you tried to say is that you don´t know how to research better engines? Auto translator programs perhaps =)
Hey FH, you have to do something about those fighters. Gee, they are too annoying in ground combat! A single fighter is worth 15 troops, or more. It actually took me 5 turns to take a planet just because of 2 little buggers. Either decrease their defense bonus or let us put point defense on troops. There is urgent balancing need here, they are too powerful in space combat as well, simply because it takes too long for the AI to put PD and without PD, it is toast.
The mod is doing great, beside the fighter issue everything is working very fine. Maybe the decrease in RP makes research lag a bit, but it aids the AI a lot by preventing player rush. And the expansion rotines of the AI are ok too. Thumbs up, I´m sure IRM 0.9 will be xcellent
Re: I don't mind...
I don't see any reason to not be quoted for that. I would be quite pleased if it end up improving the game...
I've got a subroutine in my construction AI that 'should' fix this problem. I'm waiting for the new patch to come out because I needed one or two other functions to make my AI work properly. Then once it's done I'll sit down and test it to see if it actually does queue up more than 1 minor building a turn, then I'll pass it on if it does work.

IRM 0.8c install trouble...
I unzipped the file and placed it in \gametypes. I ran SE:V
"unable to load \gametypes\IRM 0.8c\Mod_Definition.txt"
So, I got rid of the folder "IRM 0.8c" and placed it's contents in \gametypes. I ran SE:V
"unable to load \gametypes\SE5EmpireScripts\Mod_Definition.txt"
Where does "SE5EmpireScripts" folder go? Does it go there? Do I have to put up with an error message every time I start a new game?
Re: IRM 0.8c
Empirescripts goes to some folder that isn't Gametypes. Doesn't matter where.
Re: You do it the wrong way...
Hey FH, you have to do something about those fighters. Gee, they are too annoying in ground combat! A single fighter is worth 15 troops, or more. It actually took me 5 turns to take a planet just because of 2 little buggers. Either decrease their defense bonus or let us put point defense on troops. There is urgent balancing need here, they are too powerful in space combat as well, simply because it takes too long for the AI to put PD and without PD, it is toast.
You don't need any PD to kill a fighter, just a secondary weapon that has anti-fighter capability. You have thoses for troops too, at level 1. Fighters don't need anything special to kill...
I have never had that much trouple with fighters just make sure some of your troops have Auto cannon on them which will target them fine or always drop fighters with your troops as troops without air defence or air suport deserve to be slaughtered
Bug report V 0.8a I am afraid so some/ most of these might have been fixed but FH you are too quick for me with the new versions and I like to play a few years into the game to be sure the game I am reporting on is 15 years old.
1 Namless stars systems I think you have a blank entry on the names list
2 Duplication of star system names this may be a main game bug with the map generator (two namless systems in this case but I have seen identical names befere)
3 we still have nucliar weapons tech at the start just to remind you as last time I mentioned it you said it wasent suposed to be there
3 trying to refit colony ships, this is pointless as no mater how old they are they remain one shot vesels.
4 refit minister persistantly trying to refit ships which are too expensive to refit. Scraping minister not on as the ships which where population transports still had some utility even if they where not as good as the new design.
General point dont weaken the reserch rush too much as in a game where I set max AI bonus Max AI dificulty I started off second and dispite induldging in a shamless reserch rush since have droped to 5th place just above a neutral player with half the planets I have. I am avoiding fights since I know all the AI's are better set up for it than I am.

Re: IRM 0.8c
Thanks Phoenix! I played a little. AIs compently defending planets! Who knew? Awesome!

Re: IRM 0.8c
On a related note to evilginger's post: Colony Ship Auto-complete (as this is what the AI uses) needs to be re-done. IMO, the only thing a Colony ship needs after the engines, vehicle control and colony module is Cargo Transport. It doesn't need armour or supply storage... or even sensors. Such components just increase costs for no practical reason.
Or rather, the Colony Ships you've given the AI are suitable for going into war zones with. Completely unnecessary at the start.
---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 0.8c
Early colony ships need to be as Psieye discribes because all the have to do is build a colony in the home system. Later ships need supply as they may have to go a good distance and probably sensors if you want to use them as scouts as well. Since the inclusion sof FQM with the mod they do need armour as the warp points which cause damage can be rediculiously common. and a few of those on the ships path could concevably kill it or damage it to the point it takes forever to get where its going due to engine damage. Which are important to an AI controled ship as it wont take longer safer routes which a human player micromanaging their colenization would. I would also point out that in the first test game which I crashed by droping the keboard during turn processing in the six systems I had explored I had only one non damaging warp point out of about fifteen and both of the ones out of my home system where.

Re: IRM 0.8c
IMO, sensors are the best component to use with colonizers. Put sensors in your colonizer, and it will be able to scout systems and find planets in less time. You save a lot in scout ships this way, and it allows an explosive expansion in the first turns. Just what the AI needs (if it is able to handle this properly).

Re: IRM 0.8c
Hm how do you attack planets with fighters? Do you load freighters with them? I´m going to try that sure it will help a lot. Thanx
As for space combat, yep I know ACs target fighters, but the real counter to fighters IS PD. I´ve tested it a bit, a standard AC/DUC frig is destroyed by a fighter wing half the cost of the frig, and no losses for the fighters through they got damage. So, the AI should have more emphasis on PD. I haven´t tried missiles in this version of the mod yet, but I think they probably would be overpowered as well in the early game. See ya

Re: IRM 0.8c
IMO, sensors are the best component to use with colonizers. Put sensors in your colonizer, and it will be able to scout systems and find planets in less time. You save a lot in scout ships this way, and it allows an explosive expansion in the first turns. Just what the AI needs (if it is able to handle this properly).
This is IRM. You can see new planets in a new system without sensors. Also, IRM Colony Ships are extra slow by engine limitations. Warp point positions can be inferred from the system map anyway so I simply switched them to "Can be seen immediately in a new system" in Settings.txt
Therefore, Sensors are useless on colony ships. Especially as early game Sensors are Range 2 and you need 3 levels of tech to increase the range by 1.
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As for Fighters vs Ships - how good's your armour? I have yet to have enough play time to test this out properly, but in theory, puny fighter weapons will not be able to win against the damage reduction of good armour.
Secondly, how far apart are your ships? If we're talking "one ship vs lots of fighters" then I have no sympathy for that individual ship and it deserves to go burning down if it was trying to mount an offensive on its own. Get a decent sized fleet together, make sure Formations_TaskForces.txt is set to make them sit very close together, and try again. In BM at least, hundreds and hundreds fighters would never get to even scratch a single ship from a 30-ship fleet. I'll report once I have a nice battle where I'm relying on Secondary Fire (e.g. Autocannons) instead of PD to take down those fighters.
---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 0.8c
Pre proper PD the best that can be done to deal with fighters is
1 other fighters I find they neutralise each other rather well
2 Unit hunter ships which have five auto cannon or the equivalent from other weapons or there about's. Later on they mix Auto cannon with proper PD weapons usually the longer range ones like bomb let missiles and flack cannon. A unit hunter will shred fighters of an equivalent TL and is rather hard for fighters to kill especially if heavily armoured when fighter weapons don’t do enough damage to hurt it significantly
3 Satellites with auto cannon or the equivalent will shred fighters

Re: IRM 0.8c
Well, I´m talking about an early game situation... Indeed I just researched bomblet missiles and flaks, I´ll play around in the simulator a bit and see how it behaves.
And, the fighters´ victim most of the time was the AI, not me he he. There was one situation I was outnumbered in fighters and my fleet was slaughtered to the last. that was cool =) So I agree fighters are the best counter to fighters at least in the early game.
By the way, the AI is really defending its planets well, unit production is nearly perfect in my opinion... However I didn´t see any troop transport around yet to get those troops onboard, which means the AI will have some trouble trying to invade. The same goes to attack ships, it is building too few... You said in an earlier post FH that by reducing resource output maybe the AI would build more ships, I would like to try that. Which files should I edit?

Re: IRM 0.8c
In the past i was able to have then "ram" a planet from space combat
i was trying to have a flight of 10 fighters crash but they ended up in ground combat

Re: IRM 0.8c
Fallen Haven >>
Do you happen to have a tech tree for this mod jumping back and forth in the data files can get confusing.
Re: IRM 0.8c
I know but i don't have the time to do it. My tech tree is huge and there is plans to add even more... When the mod reach maturity, i will make a tech tree for everyone to consult. Meanwhile, if someone want to write it...
at the momment its part of the fun of the Mod that you dont know the tech tree. I remember the trouble I had finding out how to get shields to start with and I still havent worked out how to get teraforming facilities though I know they are there. BTW
I dont need to know I am enjoying finding out.

Re: IRM 0.8c
Therefore, Sensors are useless on colony ships. Especially as early game Sensors are Range 2 and you need 3 levels of tech to increase the range by 1.
Well, thats debatable. C-Ships can be used for scouting. You may know where planets are, but you don't know if they are inhabited or if enemy ships are moving around. With low sensor range, you run a high risk of going inside a hex with enemies in it.
Ahahaha, this has happened to me twice - in a system right next door to my homeworld too. I expect the other race to declare war on me very soon for having 'colonised' those planets through force.
Still, if I was to be careful, I'd load my colony ships and then tell them to stop 1 hex away from the planet. You can see 1 hex away if you have no sensors. Therefore it's still pointless to have a range 2 sensor on a colony ship IMO. But... I'm a human so I can adapt like that. Ok, so the AI probably could use that sensor on board, but it doesn't need all that armour and supply storage in the early game.
---
As for early-game fighter combat - my personal style is to develop big Frigates and high Space Yards before even touching Applied Research (mostly because I want to have efficient population transport).
My "Ship - Attack" design is:
- 15 Armour
- 4 Depleted Uranium Cannon
- 4 AutoCannon
- 7 Supply/Ordnance Storage
And my "Ship - Archer" design is:
- 8 Armour
- 4 Nuclear Missile
- 3 AutoCannon
- Various Supply/Ordnance Storage
That's after ~25 turns from a 1 Homeworld, No tech start, Standard Tech Cost game. Without any +Research racial/government/society bonuses. If I wanted to go to war early, I could have 10 of these built in 2~3 turns and they'd take 2 turns to arrive from the many construction sites at the point my game is now (29 turns in). Actually defense-wise I have even cheaper ships which don't have so much supply/ordnance storage (since they can so easily resupply) so I can build them even faster.
Unless I got rushed very aggressively by someone with fighters specifically in mind, I think I have a good enough defence against fighters being deployed in my systems. I might lose a few colonies due to the surprise factor, but by no means will I be 'dead'. A "production" minded AI could do the same - big ships with lots and lots of weapons onboard. Sensors and Armour being improved as the fight goes on against a Fighter Horde.
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Hmm... Fallen Haven? The Armour formula in Components.txt suggest that more armour plates does indeed increase damage reduction? In-game, I get told that having 15 Lv 3 armour plating (a single one would block 1.2kT damage) is giving me 18kT damage reduction. Well, judging by how anti-ship weapon damage goes, that's hardly overpowered I guess.
We have Modular Depleted Uranium Cannon doing 68 damage (if I'm reading these formulae correctly) at Lv 1, which ends up as 50 damage on the plating. Each armour plating has 100 structure. We'd need a lot of fighter shots to proper damage a 15 Armour Plating frigate loaded with Autocannons, after they survive the initial barrage from the entire fleet of such ships.
---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 0.8c
Actually on the subject of Armour formulae, how exactly is "armour leaks less the more of them you have" implemented? From the Components.txt and DamageTypes.txt, I'm reading:
- 50% Penetration Percent for all armour
- Organic Armour offers no extra protection beyond higher damage reduction, regeneration and higher structure/space ratio. It's supposed to offer less penetration than normal?
- Damage Reduction improves the more armour plating is active
Actual combat experiments in the simulator give me:
- Many Armour Platings stop all penetration until only ~2 are left alive
- Damage Reduction increases the more Armour Plating you have
* I haven't had a chance to look at organic armour.
This means armour is sort-of working as you intended I guess. You stated that damage reduction would not increase as you put more (of the same type of) Armour on, but I guess v1.25 changed that. You've balanced it at least, so I'm happy.
---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 0.8c
Hmm... Fallen Haven? The Armour formula in Components.txt suggest that more armour plates does indeed increase damage reduction? In-game, I get told that having 15 Lv 3 armour plating (a single one would block 1.2kT damage) is giving me 18kT damage reduction. Well, judging by how anti-ship weapon damage goes, that's hardly overpowered I guess.
We have Modular Depleted Uranium Cannon doing 68 damage (if I'm reading these formulae correctly) at Lv 1, which ends up as 50 damage on the plating. Each armour plating has 100 structure. We'd need a lot of fighter shots to proper damage a 15 Armour Plating frigate loaded with Autocannons, after they survive the initial barrage from the entire fleet of such ships.
You got it. It does take a lot of fighter weapon fire to damage a well armored ship. But fighters comes in large numbers, that's where the odds shift into their favor. Also fighter rockets are nasty, they do kill ships quite fast. But fighter weapons, like ACs, usually don't have enough firepower to cause piercing damage, so a well armored ship has little chance of taking internal damage on the first fighter run they receive.
I did a lot of testing of my fighters, i believe they are well ballanced. If they rip you appart, it's because you don't use enough anti-fighter weapons or neglect to build fighters yourself.
Agreed. Well, I suspect there is a 3rd reason why some people are finding fighters ripping them apart - their ships are too far apart. I know I keep saying this, but people ought to tweak their Formations_TaskForces.txt a bit to at least make the formations tighter. What good is having 10~30 ships if only 2~4 are shooting at the fighters by the time the fighters have come in range and launched their Rocket Pods or fired their Uranium Cannons? Editing Formations means you don't have to go into Tactical mode to make sure your ships are flying close to each other.
---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 0.8c
Fair enough, organic armour is still perfectly viable and seem balanced looking at the numbers. Just that, some verbal descriptions would need updating.
---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 0.8c
Hm... after playing a little more, I can safely say that the AI is building too few attack ships, and no bases and troop transports after all. It sure builds a lot of colony ships, even more than it actually needs.
I confirmed this by getting sensor range agreements with other empires to see what ships they had. As for fighters, I agree with your last post FH.... I´ve learned that the hard way he he.

Re: IRM 0.8c
Oh, and I can´t research better engines... Does anyone know the pre-requisites for fusion engines? I have level 7 in nuclear engines, level 1 in chemistry, physics, plasma containment...

Re: IRM 0.8c
We all appreciate the hard work you've put into this mod and I'm quite impressed with all that you've done with this mod. Obviously, you're pushing this game to its limits.
So, please understand that I'm not trying to rain on your parade when I ask: if 1.25 has made it so difficult for you so far, how will the changes in 1.27 affect your mod?
If I may be so bold as to suggest, perhaps you may wish to wait till after 1.27 arrives before finalizing your changes. Give yourself a rest, sit back and assess what really needs to be done and don't sweat the little stuff.
I've written mods for other games before and I know how badly you want to please everybody - but it can't be done. My motto when it comes to modding is: please yourself first, then you are at least guaranteed one satisfied customer. 
"Do not be too proud of this technological terror you've constructed." - DVader

WHAT WENT WRONG?
I started an IRM game with rather standard parameters (mid life large, advantages to the AI). Played 35 turns and I'm progressing nicely (15 planets). Problem is that with the score I see that all the 8 others races are still with one planet, so what's happening? The mod is screwed big time or what?
I'm sorry to report this nasty thing, but I basically lost 2 evenings playing in a sandbox for nothing. I have the saved game.

Re: IRM 0.8c
I'm in 1.25, the mod (downloaded feb 8th) don't support it perhaps?

Re: IRM 0.8c
0.8b had that problem. 0.8c came out on 10 Feb as you can see above. This is old news.
---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 0.8c
ok fair enough for the 1.08b bug, mod are always a work in progress. Thanks to Fallen Angel for his hard work!
Re: IRM 0.8c
Hate to say this but wretched Rogepost has lost your mod again> I had just finished my 8a Game going to start an 8c Game but found I hadent down loaded it. Ok so down load it then but the end of this link is flaping in mid air (again)

Re: IRM 0.8c
So, please understand that I'm not trying to rain on your parade when I ask: if 1.25 has made it so difficult for you so far, how will the changes in 1.27 affect your mod?
If I may be so bold as to suggest, perhaps you may wish to wait till after 1.27 arrives before finalizing your changes. Give yourself a rest, sit back and assess what really needs to be done and don't sweat the little stuff.
I've written mods for other games before and I know how badly you want to please everybody - but it can't be done. My motto when it comes to modding is: please yourself first, then you are at least guaranteed one satisfied customer. 
"Do not be too proud of this technological terror you've constructed." - DVader
I will second that. I would hate to see all your hard work and your next version of the mod screwed up because of the major changes that (hopefully) will come with the next patch. Maybe, FH, you should just make some minor improvements on IRM 0.8d and wait till the patch to make 0.9. Take some rest, you deserve it =)

Re: IRM 0.8c
Rather, take time now to think about and finalise the tech tree. 2~3 weeks sounds like a good enough time to brainstorm new ideas, implement them, adapt the AI Research and then have them tested for balance.
Question: should we even think about trying to balance the end-game? More powerful tech should simply be more expensive to research and we're not to be expected to get anywhere near researching all the relevant techs for a super ideal empire.
Yeah... once I get some real time off I'll dump some ideas on this Mod forum.
---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 don't like to leave it broken...
WhicH I aprechiate but I find that banging ones head on a problem can be less constructive to leaving it for a bit and doing somthing else some times.
Especialy true of any thing requiring programing.

Re: IRM 0.8c
Ok, very well. If that's what you feel like, then I'm prepared to support you with testing when I have time. I'll expect 0.8d in almost 2 weeks' time. Afterall, you'll still need to do the AI work when the new stock patch hits, meaning you need to have the framework/design ready for when the new AI functions become available.
I will leave it to your judgement on when to take breaks and stuff. It's not like it was at the start of the month when we all wanted something-IRM that could run with v1.25 - we have 0.8c now so we can satisfy ourselves while you continue to tinker on. i.e. less immediate pressure (I know I may have been generating a lot of aggro/pressure for you last week, apologies if it was a burden).
... wait why the hell am I talking like I'm managing your work? Ultimately all the decisions are yours. Accept or Disregard my words at your own discretion.
---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 0.8c
Hmmm . . . just thinking . . . why not roll back the IRM mod to being based on 1.20 only. At least then, you know it works - no bugs, no crashes, no weirdness and everybody can play it.
Does 1.25 really offer that much of an advantage over 1.20 that's worth breaking your mod? You might consider doing this in the short term until 1.27 comes out.
"Do not be too proud of this technological terror you've constructed." - DVader

Re: IRM 0.8c
*blinks* Now that's strange. I had 1 ship (armed with Autocannons) go attack a planet with some Autocannon satellites defending it. We both shot each other all over while I nuked the planet. Neither of us took any damage despite many times hitting each other. Well actually, it was more like only 1% of the time that we did any damage at all and the damage amount was roughly what I was expecting after a single Autocannon shell hits (given armour doing damage reduction).
I tried this out in the combat simulator and it didn't happen (as in, damage was behaving as per normal). Does anyone have any insight on this? Give me some more time and I can get some more battles to see whether this happens only with this empire, or what.
---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 0.8c
Had a similar experience fighting a war with a neutral in a system with an accuracy reducing storm cant recall all the details but had several engagements especially against fighters and satellites, and between fighter groups where a lot of fire was exchanged and very little damage was done 16light fighters vs. 15 heavy fighters resulting in 4 slightly damaged lights and no damaged heavies, the heavies had shields so its more difficult to judge how many hits they would have taken without them.
I would also add that I am once again having trouble with a Neutral who has responded to me starting a war with it very well building fighters for system defence and planetary defence in large numbers 21 strong fighter groups for example drones and satellites and on a failed strike at a major world a weapons platform. No troops yet but most of the planets I have invaded have had very small populations too small to even support militia
Going back to 1.20 would be fine by me but it would disadvantage the steam victims as they don’t have a choice about patching to the latest version.

Re: IRM 0.8c
I see I see. Well that is sad in that FQM's many interesting "Sector-Wide" abilities has to be killed off for a bug (did v1.26+ fix this? I can't remember...) and furthermore, I need to abandon my current game and create a new game with a fresh map. Ah well, better now than 100 turns later.
---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 0.8c
One small Bug I am not sure repair bays are being counted as Cargo on freighters as I keep geting complaints about not having enough "cargo" on a light freighter dispite mounting three repair bays at 150 tons each

Re: IRM 0.8c
I have built "Repair Freighters" just fine.
---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 0.8c
sorry I forgot to say it was 8a as I want to try 8c but it had disapeared form Rogepost now
Re: IRM 0.8c
Use the alternate link Fyron provided, i added it to the original post.
Thank you

Re: IRM 0.8c
One-way treaty clauses bug - Captain says this is a script problem. You will at some point have to look at the Diplomacy code again - keep this in mind when you do.
---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 0.8c
one way treaty clauses but can confirm that dosent cause any real problem but its nice to see the name of your custom empire in these caluses.
Bug report 8c
all ministers working exept the scraping one which apears to do nothing some oddities noted in minister designs.
Recon sat apeared after I had gained PD weapons with a pd weapon but no sensors of any sort from the name I would have expected at least basic ones also had a full sized shield generator in it ??
Saterlite design generated in turn 2 unarmed which was fine as I had no weapons but a combat not a general sensor on it
Minister weapons choices seems to depend strictly on TL no Minister stuck to Zero g weapons in designs over energy pulse weapons because thanke to a treaty with a Neutral I had a slightly higher TL of them than of pulse weapons. I think this may be what causes the AI to hang on to zero g weapons for so long




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Re: IRM 0.8c
calm down and read my last post under 0.08c
it will get there eventualy