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

IRM 0.9a released! (Updated link)

Soumis par Fallen Haven le Mar, 2007-03-20 22:45 SE:V MODs

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
-------
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)
---------------
www.spaceempires.net/files/user/fh/readme.txt

Enjoy!

‹ IRM 0.99b3 Star that damage all ships in certain range ›
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Re: IRM 0.9a released!

Soumis par evilginger le Mer, 2007-03-21 04:53

this is wonderful lets hope it works with 1.3x when it comes out, but keep up the good work

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Re: IRM 0.9a released!

Soumis par bmaxa le Mer, 2007-03-21 06:05

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.

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Re: IRM 0.9a released!

Soumis par evilginger le Mer, 2007-03-21 06:15

raghhh now you tell me! nice to know the old traditions of the last minuite bug is still being kept up

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Re: IRM 0.9a released!

Soumis par Fallen Haven le Mer, 2007-03-21 11:10

evilginger wrote:
raghhh now you tell me! nice to know the old traditions of the last minuite bug is still being kept up

Yeah, seem i can't get rid of it (the "old tradition"). The worst part is i found there was a bug, but could not figure out why the game was bugged. Seem i just put an AND instead of a OR in ship orders (last time i release just before going to sleep)...

I updated the file in the FTP, the bug is gone now, you can play it.

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Re: IRM 0.9a released!

Soumis par evilginger le Mer, 2007-03-21 12:57

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

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Re: IRM 0.9a released! (Updated link)

Soumis par Sotho Tal Ker le Mer, 2007-03-21 13:25

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. Eye-wink

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Re: IRM 0.9a released! (Updated link)

Soumis par evilginger le Mer, 2007-03-21 13:40

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

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Minor bug.

Soumis par Fallen Haven le Mer, 2007-03-21 19:35

Supply transport are still broken in 0.9a, they don't get designed properly. Next version, it will be fixed, i found a way to ensure it will be working no matter the size of the freighter used. Also, i had meant the large storage version to be availiable for ships in 0.9a, but forgot to remove the construction level requirement, it can be easily fixed in components.txt.

But one fix is not enough to warrant a new version. If anything else need a fix, please say so now so i can work on it right away. Bmaxa is already working on even more AI upgrades but that may take a while...

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Re: IRM 0.9a released! (Updated link)

Soumis par Sotho Tal Ker le Mer, 2007-03-21 19:37

Where are the AI scripts source files? Laughing out loud

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Re: IRM 0.9a released! (Updated link)

Soumis par Fallen Haven le Mer, 2007-03-21 19:46

Sotho Tal Ker wrote:
Where are the AI scripts source files? Laughing out loud

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. :)

On my FTP Sticking out tongue. 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.

I will release my sources soon, but first i want some feedback on the mod Smiling.

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IRM 0.9b...

Soumis par Fallen Haven le Jeu, 2007-03-22 10:52

Will fix a few design problems, rebalance some of the designs loadouts, fix a few issues we found with the fleet scripts.

On a side note, i expected more feedback from the best IRM version yet. No one want to comment about it? Another sad part is i can't know how many time it's been d/l, the FTP don't keep track of traffic Sad.

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Image de Henk Brouwer

Re: IRM 0.9a released! (Updated link)

Soumis par Henk Brouwer le Jeu, 2007-03-22 11:22

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.

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Re: IRM 0.9a released! (Updated link)

Soumis par evilginger le Jeu, 2007-03-22 12:14

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

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Re: IRM 0.9a released! (Updated link)

Soumis par Fallen Haven le Jeu, 2007-03-22 13:19

evilginger wrote:
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.

This is good, this mean the AI does it's job and pose some challenge without having to regroup under a single banner...
But then again, it's still not fighting as it's best, some designs are broken and a few gliches have been found in the fleet scripts. 0.9b will fix all that. But i have to wait for Bmaxa new code, he is away for a few hours. Hopefully i will release the next version not long after...

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Re: IRM 0.9a released! (Updated link)

Soumis par evilginger le Jeu, 2007-03-22 15:56

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

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Explore and expand state is broken...

Soumis par Fallen Haven le Jeu, 2007-03-22 16:33

evilginger wrote:
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

The problem isn't that the AI don't expand, it's that it doesn't stay in the right state to do so. There is an engine bug that make the AI change state before it has actually met anyone, so it switch to Infrastructure (a state where it build up a fleet and build up it's planets). What i did to fix the problem is to force E&E for the first 10 turns, regardless of enemy presence. So the AI will do well if it encounter other races quickly, but badly if it has lots of space to expand into. Bmaxa will try to code a workaround for the E&E problem, but i hope the next patch actually fix this.

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Re: IRM 0.9a released! (Updated link)

Soumis par Sotho Tal Ker le Jeu, 2007-03-22 16:46

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 Laughing out loud

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Mod Designer

Re: IRM 0.9a released! (Updated link)

Soumis par Fyron le Jeu, 2007-03-22 16:57

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).


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.9a released! (Updated link)

Soumis par Fallen Haven le Jeu, 2007-03-22 17:00

Sotho Tal Ker wrote:
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 Laughing out loud

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. :)

You are right, there isn't enough names there. Just need some good names to add there, i don't want cheezy names (Like Bernard's Star or Epron XXII or NHD 783). I also don't know how to add new names without ending up with duplicates (i don't want to sort them manually either). Good names would be something that native of the system could call their star or would make some sense... Let's say we Earthlings haven't been too bright calling our sun "The Sun" or "Sol".

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Re: IRM 0.9a released! (Updated link)

Soumis par Fallen Haven le Jeu, 2007-03-22 17:21

Fyron wrote:
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).

I added your credit file just now, next version will have it. As for your star names, well, i just don't like them (even if they are "real"). I much prefer names that are short and more varied.

Edit : Added a LOT of system names, took many that are found as design names for ships in the compilations of ships names. I removed the blank line at the end of file, i believed it was needed but it seem i was mistaken about this.

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Mod Designer

Re: IRM 0.9a released! (Updated link)

Soumis par Fyron le Jeu, 2007-03-22 18:31

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.


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.9a released! (Updated link)

Soumis par Fallen Haven le Jeu, 2007-03-22 19:16

Fyron wrote:
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.

Thanks. I had never used sort function in any editor up until now, i did not even know it existed. But i will love this function now Smiling.

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Re: IRM 0.9a released! (Updated link)

Soumis par Grumble314 le Jeu, 2007-03-22 19:25

Fyron wrote:
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).


SpaceEmpires.net | Space Empires Wiki

Chuckle no biggie I still thought it was too small and stuck in my 500k file

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Mod Designer

Re: IRM 0.9a released! (Updated link)

Soumis par ColonialAdmiral le Jeu, 2007-03-22 19:59

Fallen Haven wrote:
Let's say we Earthlings haven't been too bright calling our sun "The Sun" or "Sol".

No...The phong call the sun dfakl'Phongasen so its not a problem Smiling

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.....

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Re: IRM 0.9a released! (Updated link)

Soumis par Fallen Haven le Jeu, 2007-03-22 20:07

ColonialAdmiral wrote:
Fallen Haven wrote:
Let's say we Earthlings haven't been too bright calling our sun "The Sun" or "Sol".

No...The phong call the sun dfakl'Phongasen so its not a problem Smiling

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.....

No, 0.9b is just a minor fix for 0.9a, and it will be posted today. The next one is going to be with 1.3x patch.

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Re: IRM 0.9a released! (Updated link)

Soumis par althumbs le Sam, 2007-10-13 19:08

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!

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Re: IRM 0.9a released! (Updated link)

Soumis par Scottmm78 le Lun, 2008-06-02 13:36

is there a IRM that works with patch 1.73

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Re: IRM 0.9a released! (Updated link)

Soumis par mwyeoh le Jeu, 2008-08-14 21:01

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

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