IRM 0.9a released! (Updated link) |
This version is a major upgrade over the previous versions. Bmaxa helped me root out all the bugs that plagued the mod and improved a lot of the AI routines to make it smarter and more challenging. There was also a lot of fixes and a major revamp of the design scripting. This should be a solid release (bearing i have not made another last minute screw up). Following versions should have even more improvements to the AI.
The mod
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www.spaceempires.net/files/user/fh/IRM%200.9a.zip
Note : The last minute bug has been fixed. I wish i could get rid of that "old tradition" that seem to plague my mod.
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
Enjoy!
Re: IRM 0.9a released!
Folks, wait for correction of this version as small bug preventing attack ships to be issued orders slipped in last minute. We did lot of work on AI attack patterns in this
version. There are two types of fleets now.
Attack and troop transport fleets.
Troop fleets will try to attack planets and drop troops.
Greetings, Branimir.
Re: IRM 0.9a released!
raghhh now you tell me! nice to know the old traditions of the last minuite bug is still being kept up
Re: IRM 0.9a released!
Fixed and I am play testing but have to report my perennial favourite bug the name less star system is still present I have colonies on
"Blank" II & “Blank" IV in the current game not major but persistent and irritating
Re: IRM 0.9a released! (Updated link)
If you have more systems than names in the SystemNames.txt this bug will happen. So for the next version it might be wise to include a file with more names in it. 
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Re: IRM 0.9a released! (Updated link)
as far as I am aware there are enough names in the system names file so there must be another cause my money would be on a "blank" entry but it appears not to be that
Re: IRM 0.9a released! (Updated link)
Where are the AI scripts source files? 
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Re: IRM 0.9a released! (Updated link)
I think a lot of people are waiting for the new SEV patch before starting new games, I started a fresh game of IRM but have yet to run into the AI players, my area of the map seems to be remarkably empty, even though I picked even distribution. I can't see the AI scores, but I know I'm 5th out of 12 players in score, and that I included a few neutrals. ( I however do have the advantage of having lots of room to expand into, the AI players are probably not all so lucky, I do notice a fair number of battles during turn processing)
I'm afraid I won't have time to test/play in the comming week.
Anyhow great work by both bmaxa and you on the mod, I'm looking forward to really testing the AI.
Re: IRM 0.9a released! (Updated link)
I am running a second test game at the moment the first wasn’t really representative as I was stuck in a corner surrounded by black holes through all but one warp point which had a neutral empire on the other side after hacking my way through that system I ran into a major AI empire which had a significant lead on me technologically it had also half conquered the neutral I had first met and after a few losing skirmishes I made a treaty with it and tried to expand out of the other available warp point and ran into another neutral with very heavy warp point defences and much better tech than me I broke through its defences but lost most of my battle fleet doing so and was in no position to continue and to make maters worse it managed to send a significant fleet to retake the warp point and massacre my fleet whilst I was waiting for my repair ships to get my fleet into a position to withdraw.
I started that game as 9/12 was 9/11 after the first war and dropped to 10/11 by the time the debacle in the Iota system happened that was turn 90ish
Re: IRM 0.9a released! (Updated link)
one point to note is rate of expansion 70 turns into the second game I have not met any one have twenty two planets and am in first place over all no one else has more than six and half my research points scores are close 500k range from top to bottom and all the AI’s have more ships and units than I do. The sector is not good fro rock planet species from what I have seen but I have not had a look at what the AI’s are up to yet I plan to do that around turn one hundred.
I would urge an initial surge in colony ship priority as no mater how advanced the AI's are and they are all more so than I am I still have more capacity than they do. We will see what happens when I meet one this time
As a side note there have been no AI wars yet for some reason
Re: IRM 0.9a released! (Updated link)
Regarding the blank system names: Maximum number of systems is 200, but there are only 123 entries in SystemNames.txt. Also some of the entries are doubled, means you come up with 2 systems named "Draconis" for example.
That is something easy to fix for the next 0.9b update 
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Re: IRM 0.9a released! (Updated link)
Did you not care for the 292 real star names from FQM?
IRM does not seem to properly comply with the licensing terms of FQM for inclusion in other mods (specifically, including the FQM credits file).
Re: IRM 0.9a released! (Updated link)
Any decent text editor will have a "sort" function; they also generally have the option to remove duplicates. You can also do it in MS Excel (paste them into a new spreadsheet, use the table sort option, then copy them back out), and possibly Word as well. I believe Open Office has the same functionality.
Re: IRM 0.9a released! (Updated link)
IRM does not seem to properly comply with the licensing terms of FQM for inclusion in other mods (specifically, including the FQM credits file).
Chuckle no biggie I still thought it was too small and stuck in my 500k file

Re: IRM 0.9a released! (Updated link)
No...The phong call the sun dfakl'Phongasen so its not a problem 
I do have a question about the interelation mod: so is 0.9b going to coincide with 1.3x? I dont really feel like loading up a game of .09a when the patch is out on monday.....

Re: IRM 0.9a released! (Updated link)
So is this compatable with 1.53? because i getting error on start up like setting.txt file missing things and definition.txt errors.
also i had to pull the Inter-Related Conversion fold out of the IRM 1.99b3 fold for SEV to even see it. So i was asking if these problems are related to the 1.53 patch.
Remember! If someone is trying to kill you, you kill them first!

Re: IRM 0.9a released! (Updated link)
is there a IRM that works with patch 1.73
Re: IRM 0.9a released! (Updated link)
There is one that will run with 1.74 (Created for 1.63)
You can get it from
http://home.comcast.net/~gregmcchesney/Inter-Related_Conversion_for_163.zip
This link was found from http://wiki.spaceempires.net/index.php/IRM/IRM under external links
However, I get a "cannot find" message on galaxy creation on the start of the game, however it still seems to work fine




. I wanted for people to play it before trying to hack it. There has been a huge scripting effort on that one, and a lot of it done by Bmaxa. It's also likely that following version have a lot of extra scripting as we keep pumping new ideas for the AI and Bmaxa seem more than capable to be able to make them work.
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Re: IRM 0.9a released!
this is wonderful lets hope it works with 1.3x when it comes out, but keep up the good work