IRM 0.8e released |
Just a fix for the few bugs reported for 0.8d. The changes are minor, it should not break games in progress.
The mod
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www.spaceempires.net/files/user/fh/IRM%200.8e.zip
The current scripts
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www.spaceempires.net/files/user/fh/IRM%20scripts%200.8e.zip
The readme file (read this if you don't know what IRM is about)
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www.spaceempires.net/files/user/fh/readme.txt
Re: IRM 0.8e released
Have just played sixty turns of a quick start game and it feels like SEIV or IRM 0.54. The AI is from my not very constructive contact with the Eee aggressive blockading warp points in my systems sneaking in colony ships and generally attacking any target that gets in sight. the colony is considering its minor very well defended by gun platforms and satellites and I have spotted a transport full of troops, which might have been an invasion attempt not certain as I destroyed it and its escort in a fairly nasty battle for this early in the game. It was approaching my colonies on the other side of the system
My ships where slightly tougher than the AI's as I had researched armour a bit and maxed out on it and the ships where more heavily armed than the AI's 4 DU canon to 2 DU cannon and an auto canon. I don’t think that was an AI design fault though as its ships where maxed about on speed and mine where not and I had scrimped on supply and ordinance to do that
Re: IRM 0.8e released
probably mentioned this before but please do somthing about the system to avoid minister as it never worked all that well and is now not working at all I dont want my blasted ministers sending unarmed transports into war zones or colonizing enamy systems which I cant defend.
Re: IRM 0.8e released
Have you fixed the armor problem? The one where destroying armor increases its ability to reduce damage dealt to the rest of the ship?
Re: IRM 0.8e released
I have found issue with code you inherited from
Add_Vehicle_Constructions function.
Problem was that only top queue in sorted list was used
rendering other queues unusable if that one was full.
So on unsuccessfull addition to that one vehicle
construction stops.
That is if sorting returns same queue nothing will be added.
Also I didn't liked 1000 passes out of loop condition,
so I have rewrited it to work better. That is, now
all queues will be occupied. I guess all mods that
use this function will suffer same problem.
Also fixed issue with skipping of vehicles in type
selection function.
So now this works in this way:
sorted queues are all attempted if failed I will try
other type of vehicle (base,ship,unit,def base).
Perhaps this will solve problem, I didn't have a time to test it thoroughly .
Source is at:
http://rapidshare.com/files/20585358/Script_AI_Construction.txt
BTW, couldn't download sources for 0.8e, says file not
found
Greetings, Branimir.
Re: IRM 0.8e released
Fallen Haven the uncompelled scripts link is defiantly broken. I owe you a clip round the ear By the way as you have got me rooting about in code
not a good thing as it makes the mental scars I got from coding Paradox Data Bases itch horribly.
Re: IRM 0.8e released
Re: IRM 0.8e released
Fyron, if thats a bug with Emissive Armor, thats definately been translated into the IRM for other armor types as well, at least through c (haven't downloaded d or e yet).
Tech level 100 in Armor and in Time Weapons, max level of Weapon Mounts. One ship type loaded with full Heavy Armor, the other with full Emissive Armor. Plenty of Supplies on hand, and as much space loaded with Massive Mount time beams - the Emissive Armor type ship has more guns because of the weight difference in the two armor types. Two squadrons in the simulator - 5 Hv ships versus 5 Emissive ships - the 5 heavy armor ships won easily.
I take a bunch of fighters and put them against a heavy armor ship, and they cannot take it out because of the armor bug.
I'd call that a game breaking bug, were it not possible for the beams I'm using to, in sufficient numbers on Massive mounts, destroy one of my ships despite the bug.
So I asked.
Re: IRM 0.8e released
The relative invulnerability of ships with Maxed heavy armour is intentional as all armour in the IRM has a level of damage reduction and always has had. The emissive armour bug whilst it undoubtedly carries across since it’s a core SEV problem is a separate issue.
Re: IRM 0.8e released
I believe that I have corrected all issues now.
There was bug in my function, construction process
was put in if condition for ships by mistake,
and function Sys_AI_Design_Type_Stats_Get_Queue_Items_Count
does not returns items queued currently, but items queued
on previous turn. I have added leis to keep track
of current queue items.
So it seems that now everything works as intended.
Script at:
http://rapidshare.com/files/20623312/Script_AI_Construction.txt
Greetings, Branimir.
Re: IRM 0.8e released
when units are created with full steam, two more issues
surfaced.
AI will go bankrupt because maintenance and tariff costs
were not included in calculation.
Besides that I can't see any strategy to prevent
ai bankruptcy in stock code. I guess that worked cause of
stock construction function that didn't worked.
Second issue is that I didn't took into account that more
then one unit can be added to queue.
corrected at:
http://rapidshare.com/files/20632074/Script_AI_Construction.txt
Re: IRM 0.8e released
Bugs
1 Possible AI refit Bug Instances of AI trying to refit ships with cargo on board and also trying to refit ships as the wrong hull size
2 Refit minister needs to be able to discriminate between ship types when upgrading and keep them separate especially with frigates I have three classes of frigate
A Unit hunter
A Gun ship
An Attack ship
the unit hunter has lots of auto canon the gunship has only canon and the attack ship has a mix of both and I would like all three in my fleets but with the Refit Minister engaged all your frigates will be refitted to the most recent design of the three.
This is very irritating if you send a squadron of unit hunters to clear some enemy satellites and discover that they can’t because the stupid minister has refitted them as gun ships and DU canon can’t target satellites.
Ideally the Minister should refit a gunship as the latest gunship design and the unit hunter to the latest unit hunter design not the latest frigate design. Of course I could do it manually but a hundred ships are a lot to micro manage.
Strongly this does not affect ships based on freighter hulls where the Minister manages to correctly upgrade the population transport the repair ship and the opposed landing ship (a troop transport)
Please fix this before I go Psychotic and some poor but slightly irritating soul gets their head ripped off because of it
Edit The same thing is hapening with Colony ships Ragh!!!
Re: IRM 0.8e released
Yeah, the construction code can be quite a pain, i've worked on it all week-end, managed to fix a lot of the code but now i end up with ships and units everywhere, preventing facilities from being built. I will look at your code, you might have found some alternate way to do things...
I have just corrected issue with add vehicle constructions
function while keeping your logic.
Tested the game now everything seems to work fine.
Facilities are built as well as units.
Hope this helps. I am having great time with your mod.
Greetings, Branimir.
Re: IRM 0.8e released
Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line 
If there is better way, please tell.
Greetings, Branimir.
Re: IRM 0.8e released
Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line 
If there is better way, please tell.
Greetings, Branimir.
Re: IRM 0.8e released
Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line 
If there is better way, please tell.
Greetings, Branimir.
Re: IRM 0.8e released
doh my browser have generated several repeated messages, when
connection to internet was lost for a minute, sorry.
Re: IRM 0.8e released
Oh, there is no printf function so I have to build whole
sausage off strings and conversions to string s
in order to create debug log line 
If there is better way, please tell.
Greetings, Branimir.
Oh, that's why. I'm so used to look at the debug entries, i usually know what i'm looking at. What bugs me isn't the lack of printf function, but all the useless unused lines. That's why i often go a long way into simplifying functions so i don't have as much lines to look at.
To me even simple debug log of scripts is too long to spot
problems, except when I know what I'm looking for.
As I can see , only way to prevent such long lists of
unused lines is to implement printf, which I will probably
do,if possible, as code really looks clobbered.
Heh, nice find. I'm really new to this api 
Greetings, Branimir

Re: IRM 0.8e released
Bmaxa - You know about DebugSettings.txt? You can have it print out a line-by-line log of each empire's script execution each turn. Although you get the entire script being logged, rather than just little sections of interest...
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I had made a similar change for calculating total resources on hand, but used for a resource colony modifier and not realizing the construction minister was not considering all expenses. Better double check for little things like that nowadays. 
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Re: IRM 0.8e released
Fallen Haven and bmaxa,
Are you guys working cooperatively or do we have two variant mods going in different directions. I'm working if we have a 3rd major mod in the works (4th including FQM) or is this an effort to improve IRM?
Thanks,
Javaslinger
Re: IRM 0.8e released
It looks cooperative to me
Re: IRM 0.8e released
I don't know what he plan on doing with my mod, but i appreciate his help solving my bugs. He seem more adept than me at narrowing down the source of problems, but he should read the docs before making long work around code...
If you wish, I'd like to help you with the mod.
Two pair of eyes are better then one 
I have about 15 years of professional experience in
programming so we could work together on this.
Greetings, Branimir.
Re: IRM 0.8e released
I have about 15 years of professional experience in
programming so we could work together on this.
Of course i want it
. My experience at programming is quite limited, i just have a knack at decifering what others have done. I can't refuse professional help
.
My mail is
We can discuss further via mail to synchronize work.
Greetings, Branimir.
Re: IRM 0.8e released
I have to ask a quick question did you make large weapons platforms too small to have massive mounts on purpose?
Re: IRM 0.8e released
Another quick question is point defense supposed to use mounts on a satellite?
Re: IRM 0.8e released
There is by massive mount listed the platform just has to be 600k in size where you changed it to top out at 540k

Re: IRM 0.8e released
Hi FH. I downloaded 0.8e from the link above, however when I start a new game, it shows 0.8d... Is that just a typo? I was wondering because the AI is expanding a bit slow, and that was one of the bugs in 0.8d, which I haven´t dowloaded and installed. Thanx




Re: IRM 0.8e released
Good give that a go not having too many isues with the game play of 0.8d beyond slower than desirable expansion of AI empires probably due to mnot building that many colony ships