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

IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fallen Haven le Ven, 2007-03-23 16:32 SE:V MODs

The mod is now ported to patch 1.33 :

The mod :
---------
www.spaceempires.net/files/user/fh/IRM%200.9c.zip

The readme :
------------
www.spaceempires.net/files/user/fh/readme.txt

And the scripts :
-----------------
www.spaceempires.net/files/user/fh/IRM%20Scripts%200.9c.zip

Edit : Oups, the scripts were missing from the FTP, it should work now.

‹ Split unit groups: can it be done? Mount abilities ›
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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Orion66 le Ven, 2007-03-23 16:38

THANKS! Smiling

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par evilginger le Ven, 2007-03-23 16:40

watch out for the traditional last minuit bug though

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Telumehtar le Ven, 2007-03-23 16:46

I haven't tried this mod yet, to anyone who's played it, is it advisable to give the AI maximum bonuses and resources? With BM I noticed the AI was good at fortifying and defending its planets, talk about lots of WP... it creamed my entire attack fleet.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par evilginger le Ven, 2007-03-23 17:12

If you give the AI's Maximum bonus play on a large map as it will give you a chance to build an empire to defend and expect to start out weaker than most neutrals.

Defensivly the AI is as tough as the BM's at least and its more likly to launch a fleet against you

My last run of 9b ended up with a fight betwean twenty mixed frigiates of the AI's three light battle carriers of mine and fourty five fighters I scatered the AI's fleet though six ships escaped badly shot up but I lost all three cariers and nine fighters and several more damaged to one extent or another. This fleet was deployed to block the warp point behind my attacking fleet flanking me

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par BlueTemplar le Ven, 2007-03-23 17:16

Small bug: When creating a new empire the shipsets are shown twice. Is it due to the Empires subfolder in the IRC folder? Are there differences between those empires? If so, does the fact that the shipsets are shown in design empire screen shows that the game chooses between not only IRM empires, but also stock empires when picking random AI empires for a new game?

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par emgluon le Ven, 2007-03-23 17:20

is the link for the scripts working for everyone else, its not working for me.
by the way, do we actully need to download the scrips as well.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Grumble314 le Ven, 2007-03-23 17:38

no that is the uncompiled scripts

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par emgluon le Ven, 2007-03-23 17:39

oic so i dont need it then

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Orion66 le Ven, 2007-03-23 17:41

Fallen Haven ------------> Could you do something with flags on planets? In Balance Mod this is great. Flag and planet status box is better size, and in better place. I think it would be grat if you could implement this to your mod.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par BlueTemplar le Ven, 2007-03-23 18:29

New bug:
looks like in this version the "All player home planets NOT the same size" doesn't really work. In a standart quadrant map with high number of computer players I get on average 0 to 1 starting planets of different size with a 1 planet start. In a paradise quadrant, the players always get the same size starting planets.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par BlueTemplar le Ven, 2007-03-23 18:49

Another MAJOR bug: In system view the displayed grid doesn't fit the real grid! I guess it's more related to FQM than to IRM...

EDIT: Woops, strike that, after restarting the game the bug corrected itself...

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Sotho Tal Ker le Ven, 2007-03-23 18:54

If you find bugs try to reproduce them in a stock game and then either send an email to or post them on the bug tracker here. Smiling

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

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is now up!

Soumis par ColonialAdmiral le Ven, 2007-03-23 19:30

Guess ill try the Inter Realations Mod Now: Looks like you got the jump on finsihing your mod before Kwok!Laughing out loud
Hope i dont get creamed, Time for my initial test Of the Star Trek Federation Shipset (sorry im not a trekkie, but hey the ships are kind of neat Laughing out loud)
Ill first test it at MAX everything for AI!!!

Doesnt it bother anyone that it reads RE: IRM 0.9c (1.33 patch) is NO up? It should be NOW....

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Re: IRM 0.9c (1.33 patch) Is now up!

Soumis par Tophat le Ven, 2007-03-23 20:14

It bugged me but I wasn't going to say anything!

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Psieye le Ven, 2007-03-23 21:08

That was... fast... Does this incorporate 1.33's new AI script functions?

---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.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Lord_Khyron le Ven, 2007-03-23 21:22

so far, the mod its working Ok for me.....the only thing i noticed is the exagerated amount of tiny/small red stars in the two games i played so far..

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Fyron le Ven, 2007-03-23 22:02

According to real-world astronomical observations, around 85% of stars are estimated to be red dwarfs. In FQM Beta 8, 83% of stars are in the red-orange range.

Hmm... your monicker is disturbingly similar to my own (minus the lordliness). heh


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Lord_Khyron le Ven, 2007-03-23 22:54

hey, yeah, but i like to play in a universe still not observed by Earth astronomers where there are more of those big white an blue stars......its still more realistic than these green stars.......

Shocked)

Is there a way to edit star sizes/colors?

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par ColonialAdmiral le Ven, 2007-03-23 22:59

Also another dealy: I was playing as the TMG Feds or whatever (colony ships a bit big Laughing out loud) On IRM 0.9c, and i went into another system, and i can see all the planets? Evan though i cant see the space, all planets are visible....

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Fyron le Ven, 2007-03-23 23:29

Lord_Khyron wrote:
Is there a way to edit star sizes/colors?
If there wasn't, FQM wouldn't have been able to do anything with them. Eye-wink


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par bmaxa le Sam, 2007-03-24 02:32

Psieye wrote:
That was... fast... Does this incorporate 1.33's new AI script functions?

---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.

Fallen Heavne uses new functionality to set strategy for designs.
Though we don;t prioritize breathable planets currently,
but closest ones. Since everyone in IRM has enough
starting resources to colonize everything in vicinity,
I don;t think that is the big issue.

Greetings, Branimir.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Telumehtar le Sam, 2007-03-24 02:49

evilginger wrote:
If you give the AI's Maximum bonus play on a large map as it will give you a chance to build an empire to defend and expect to start out weaker than most neutrals............ ..etc...........point behind my attacking fleet flanking me

thanks, I can live with that, I'll give it a try.

I'll second that with the flag size, BM's size is more appropriate, but that's a personal preference.

Maybe the title "..Is NO up!" is an omen of a buggy release that has to be corrected soon? Smiling

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par bmaxa le Sam, 2007-03-24 03:10

Telumehtar wrote:
evilginger wrote:
If you give the AI's Maximum bonus play on a large map as it will give you a chance to build an empire to defend and expect to start out weaker than most neutrals............ ..etc...........point behind my attacking fleet flanking me

thanks, I can live with that, I'll give it a try.

I'll second that with the flag size, BM's size is more appropriate, but that's a personal preference.

Maybe the title "..Is NO up!" is an omen of a buggy release that has to be corrected soon? Smiling

It's pretty stable concerning ai behavior now.
If ai is lucky to get enough resources and you happen to be closest enemy to it , it will assemble attack fleet which
will try to land troops on planet.
I've watched game with several ai's and ground battles
are common now. So if you give ai bonus in resources,
I guess it will provide challenge.

Greetings, Branimir.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par evilginger le Sam, 2007-03-24 03:53

BlueTemplar wrote:
Another MAJOR bug: In system view the displayed grid doesn't fit the real grid! I guess it's more related to FQM than to IRM...

EDIT: Woops, strike that, after restarting the game the bug corrected itself...

I had something similar with a BM game and 1.25 but after twenty or so attempts to reproduce it I failed to and had to presume it was a miss generated game I have also had one odd looking game with stock warp points that looked like the small green FQM ones pre FQM which gave an access violation error if you clicked on them never seen it before or since so presume similar glitch in game creation.

There may be a rare bug in the game generation system or just that some times Pc's have a funny turn when running it

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Psieye le Sam, 2007-03-24 05:25

bmaxa wrote:
Psieye wrote:
That was... fast... Does this incorporate 1.33's new AI script functions?

Fallen Heavne uses new functionality to set strategy for designs.
Though we don;t prioritize breathable planets currently,
but closest ones. Since everyone in IRM has enough
starting resources to colonize everything in vicinity,
I don;t think that is the big issue.

Greetings, Branimir.


No I meant does it know how to use immigrants to get rid of domed colonies? If not, then I merely have to switch on "can only colonise breathable planets" or I'd have to give the AI a large bonus. Or... hmm... yes I may try that strategy next game...

---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.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par jowe01 le Sam, 2007-03-24 05:38

ColonialAdmiral wrote:
Also another dealy: I was playing as the TMG Feds or whatever (colony ships a bit big Laughing out loud) On IRM 0.9c, and i went into another system, and i can see all the planets? Evan though i cant see the space, all planets are visible....
I am witnessing the same phenomenon.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par evilginger le Sam, 2007-03-24 05:43

Thats normal for the IRM you only have to survey a system to find warp points and other system features but not planets

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Psieye le Sam, 2007-03-24 05:43

This is standard of IRM. If you don't like it, change it in Settings.txt but it's kinda necessary given how short ranged Basic Sensors are in IRM.

---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.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par bmaxa le Sam, 2007-03-24 05:44

Psieye wrote:
bmaxa wrote:
Psieye wrote:
That was... fast... Does this incorporate 1.33's new AI script functions?

Fallen Heavne uses new functionality to set strategy for designs.
Though we don;t prioritize breathable planets currently,
but closest ones. Since everyone in IRM has enough
starting resources to colonize everything in vicinity,
I don;t think that is the big issue.

Greetings, Branimir.


No I meant does it know how to use immigrants to get rid of domed colonies? If not, then I merely have to switch on "can only colonise breathable planets" or I'd have to give the AI a large bonus. Or... hmm... yes I may try that strategy next game...

I'm new to a game but not new to a programming.
If you explain to me ho to get read of domed colonies,
I'll do it. Currently IRM moves population around with
transports, but if that is something additional,
please explain.

Greetings, Branimir.

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par ColonialAdmiral le Sam, 2007-03-24 09:59

Psieye wrote:
This is standard of IRM. If you don't like it, change it in Settings.txt but it's kinda necessary given how short ranged Basic Sensors are in In IRM

Well i guess that does make more sense: We on earth can already identify planets that are in closer systems....

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Revery le Sam, 2007-03-24 10:25

ColonialAdmiral wrote:
Psieye wrote:
This is standard of IRM. If you don't like it, change it in Settings.txt but it's kinda necessary given how short ranged Basic Sensors are in In IRM

Well i guess that does make more sense: We on earth can already identify planets that are in closer systems....

Yeah, it makes sense realistically. You can also make warp points visible as soon as you enter the system - since you can figure out where they are based on the quadrant map anyway, it just saves you a few seconds enlarging the quadrant map. This all makes sensors dedicated to locating enemy ships/units/colonies, it's more of a "fog of war" effect, instead of a "I can't see that huge gas giant on the other side of the system" effect.

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par ColonialAdmiral le Sam, 2007-03-24 10:41

Still i dont think warp points should be visible: it encourages people to just build chokepoints on warpoints: there is no point in evan exploring....

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Psieye le Sam, 2007-03-24 12:45

bmaxa wrote:
I'm new to a game but not new to a programming. If you explain to me ho to get read of domed colonies, I'll do it. Currently IRM moves population around with transports, but if that is something additional, please explain.
Now that AI script functions to do this are available, it'd be something like this:

1) Event: Civilians of a New race are now under the AI's rule
(new Migration treaty is signed or new race has been conquered on a planet).

2) Check if new civilians breath a different atmosphere when compared to the AI's starting race.

3) Check domed colonies that are of this atmosphere - make a List A so the AI remembers.

4) Instruct population transports to remove AI's starting race away from colonies listed in A,
while bringing in the new civilians that can breath the atmosphere.

During mid-game, if the AI can do the above to convert domed colonies into full-sized colonies, it'll be able to keep up with humans (some of whom will just Scrap their old population to make room for the new alien citizens). I haven't played any of the latest IRM versions (RL busy...) but I trust Fallen Haven has made the AI build lots of population transports. IRM population bonuses are serious so colonies deserve good population management.

Oh as for the "Warp points should be seen on entering system?" - it's trivial to find Warp Points regardless of whether you can see them directly or not. Warp Point chokepoints will happen whatever your sensor level. But the thing is... it takes time to blockade those Warp Points in the early game and it's very possible (if you haven't researched sensors) that other empires have already slipped through and built up a colony by the time you go there to blockade 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.

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par ColonialAdmiral le Sam, 2007-03-24 13:30

Possible Bug: Playing IRM for 1.33 patch, all ships have the ability to cloak...evan without cloaking components on the ships!!! I still havent tested stock verison....

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par evilginger le Sam, 2007-03-24 13:38

This has been in IRM for a long time it doesn’t actually do any thing unless the ship actually has a cloaking device. I would guess Fallen Haven was trying t o allow ships to go on silent running but found it impossible to implement at the time. I do remember him posting an explanation at some point but cant recall exactly what was said

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par bmaxa le Sam, 2007-03-24 14:23

Psieye wrote:

Now that AI script functions to do this are available, it'd be something like this:

1) Event: Civilians of a New race are now under the AI's rule
(new Migration treaty is signed or new race has been conquered on a planet).

2) Check if new civilians breath a different atmosphere when compared to the AI's starting race.

3) Check domed colonies that are of this atmosphere - make a List A so the AI remembers.

4) Instruct population transports to remove AI's starting race away from colonies listed in A,
while bringing in the new civilians that can breath the atmosphere.

During mid-game, if the AI can do the above to convert domed colonies into full-sized colonies, it'll be able to keep up with humans (some of whom will just Scrap their old population to make room for the new alien citizens).

Got it. So it's a matter of moving population to appropriate
planets while balancing population levels.

Greetings, Branimir.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Fallen Haven le Sam, 2007-03-24 15:50

ColonialAdmiral wrote:
Still i dont think warp points should be visible: it encourages people to just build chokepoints on warpoints: there is no point in evan exploring....

Right now, you can use warpoints regardless that you've seen them or not. I wish there was a way to do the same as for planets (ie don't know they exist before they are seen). But so far, i don't think the engine allow to hide them from traveling ships.

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par ColonialAdmiral le Sam, 2007-03-24 15:53

Fallen Haven wrote:
ColonialAdmiral wrote:
Still i dont think warp points should be visible: it encourages people to just build chokepoints on warpoints: there is no point in evan exploring....

Right now, you can use warpoints regardless that you've seen them or not. I wish there was a way to do the same as for planets (ie don't know they exist before they are seen). But so far, i don't think the engine allow to hide them from traveling ships.

Sorry thats not quite what i meant... what i was trying to say was that it means that you dont actually have to explore the whole system to discover all the warp points...You can just piggyback to wherever you want to go without having to search for anything.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Fallen Haven le Sam, 2007-03-24 16:00

evilginger wrote:
This has been in IRM for a long time it doesn’t actually do any thing unless the ship actually has a cloaking device. I would guess Fallen Haven was trying t o allow ships to go on silent running but found it impossible to implement at the time. I do remember him posting an explanation at some point but cant recall exactly what was said

True, the game engine don't make the difference between cloaking and obscuration, so a ship or planet with obscuration will be considered cloakable even though it does nothing.

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Scripts were missing from the FTP...

Soumis par Fallen Haven le Sam, 2007-03-24 16:08

I thought i had sent the script to my FTP, but i might have copied something else instead. Anyway, the scripts are there now, the link should work as intended.

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Re: Scripts were missing from the FTP...

Soumis par evilginger le Sam, 2007-03-24 22:57

Definate improvement in the AI as I am just smarting from a Sucessful AI invasion of one of my colonies and the sane battle group is blockading my shipyard in the same system. I am impressed

Now I get to teach it to surrender I think there is a war on.

EDIT noticed a couple of bugs with the ministers

1 refit minister is geting ship types mixed up (still)

I have had all my scouts converted to attack ships. I had not upgraded the scouts but they where not obselete

I am having all my population transports converted to troops ships dispite the origional ship design not being obserlete

however the population transport minister is still using these troop ships as poulation transports and is takei ng my newly build troop transports off to use as population transports. Have to turn the minister off on them individualy

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Re: Scripts were missing from the FTP...

Soumis par Fallen Haven le Dim, 2007-03-25 06:32

evilginger wrote:
Definate improvement in the AI as I am just smarting from a Sucessful AI invasion of one of my colonies and the sane battle group is blockading my shipyard in the same system. I am impressed

Now I get to teach it to surrender I think there is a war on.

That's great Smiling.

Quote:
EDIT noticed a couple of bugs with the ministers

1 refit minister is geting ship types mixed up (still)

I have had all my scouts converted to attack ships. I had not upgraded the scouts but they where not obselete

I am having all my population transports converted to troops ships dispite the origional ship design not being obserlete

however the population transport minister is still using these troop ships as poulation transports and is takei ng my newly build troop transports off to use as population transports. Have to turn the minister off on them individualy

Strange. Bmaxa will look into that, i personnaly don't know what wrong with the ministers.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Fallen Haven le Dim, 2007-03-25 07:09

Orion66 wrote:
Fallen Haven ------------> Could you do something with flags on planets? In Balance Mod this is great. Flag and planet status box is better size, and in better place. I think it would be grat if you could implement this to your mod.

I'm not sure how Kwok did it so i'm not sure how to do it for IRM.

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Re: Scripts were missing from the FTP...

Soumis par evilginger le Dim, 2007-03-25 07:11

Thank you

as an update I got the planet back it cost me over fifty troops in failed attacks and the final attack took seventy five about a third of which where killed all against 20 defenders plus millitia. I blockaded it to prevent them building defences none the less it was a good fight.

Only disapointment was the AI did not press its advan tage and pulled its squadren back after two turns of blockade but you are geting there

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Orion66 le Dim, 2007-03-25 11:23

Hi

I thin I have found a bug. When I launch from planet for example 15 fighters, on the battlefield many of them have used ordinances and supplies. It must be a bug becouse every next fighter in group has less ordinances and supplies than the previus fighter in the same group.

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Re: IRM 0.9c (1.33 patch) Is no up!

Soumis par Revery le Dim, 2007-03-25 11:56

Psieye wrote:
1) Event: Civilians of a New race are now under the AI's rule
(new Migration treaty is signed or new race has been conquered on a planet).

2) Check if new civilians breath a different atmosphere when compared to the AI's starting race.

3) Check domed colonies that are of this atmosphere - make a List A so the AI remembers.

4) Instruct population transports to remove AI's starting race away from colonies listed in A,
while bringing in the new civilians that can breath the atmosphere.

You'd also want to check if newly conquered worlds are the AI's own atmosphere type, so that the conquered people (if they breathe a different atmosphere) can be replaced by the AI's own starting population.

Even better if it checks if the newly conquered world is the atmosphere type of any population under the AI's control (in the event that you're dealing with 3 or more different races and atmosphere types), but I don't know how possible it is to code that.

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Captain Kwok le Dim, 2007-03-25 12:36

You just need to move or scrap the non-breathers. The fastest way would be to scrap all the non-breathers on a planet with a breathable population. The AI transports can also be sent to pick up these guys, but it will take longer than just scrapping. I suppose you can scrap low pop non-breathers (like 50M or less) while saving larger ones via transport - sort of a compromise. I wouldn't bother transported breathers to breathables, since migration does that fast enough.

-----

Space Empires Depot | SE:V Balance Mod

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Psieye le Dim, 2007-03-25 12:58

Captain Kwok wrote:
You just need to move or scrap the non-breathers. The fastest way would be to scrap all the non-breathers on a planet with a breathable population. The AI transports can also be sent to pick up these guys, but it will take longer than just scrapping. I suppose you can scrap low pop non-breathers (like 50M or less) while saving larger ones via transport - sort of a compromise. I wouldn't bother transported breathers to breathables, since migration does that fast enough.
IRM had migration to be very low by default, but I always switch it back to ordinary values. Scrapping small non-breathing population... is very efficient I agree, just wondering if there'll ever be some penalty for such genocide ^^;;

---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.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par cubanresourceful le Dim, 2007-03-25 13:36

Maybe bug with IRM or patch 1.33 or even something else! Okay, I am playing with this mod, and not good. There are a few things I noticed. Bear with me as this is my first time playing this mod, and I love it! First, when researching some technologies, like Bomabardament weapons, I don't get a new weapon, even though its LVL 1. I hover over it, and shows no icon in the space above, but I dont want to waste my RP to research a weapon I cannot use. That doesn't bother me that much though. But this bug does. When making treaties, picking the trade technologies with my empire, it shows something like this: Share current technologies with . Now, I thought it was a minor bug, so the AI agreed. But I am not recieving any of his new technologies! Sad The empire I am using is one I created. Please help, and if this can be fixed without destroying my pretty good gamesave, then thats good! ^^

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par NightGuard le Dim, 2007-03-25 13:56

Just researching bombardment weapons will not give you any actual weapons in the IRM mod. That just gives you the bomb itself. You still need some kind of warhead for your bomb, which means you'll also need to research nuclear, fusion, or plasma weapons. Just remember, most weapons in the IRM mod requires a combination of technologies.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Pocus le Dim, 2007-03-25 13:57

does a tech tree exists somewhere for the mod? I spend 100 k research on something which is a dead end for now and the enemy is at the gate Smiling

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par NightGuard le Dim, 2007-03-25 14:06

I haven't found one printed out yet, but I usually enjoy not always knowing what you're going to get. I guess I'm just not convinced the tech you researched is a dead end. Most of the techs have multiple pre-requisites that you have to meet. For example, to get fusion weapons, you will need Military Science level 2 and Force Field Containment level 1, which itself requires Physics level 2. Be sure to check the tech results with a right click before you commit to research, because the mouseover pictures don't always update when you unlock new results by doing research in other fields.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Chen H le Dim, 2007-03-25 14:09

The blind researching is what makes researching such fun

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par evilginger le Dim, 2007-03-25 14:20

I too like blind reserch and discovering how to get stuff no rese3rc h is ever wasted its just that as its interrelated you will need several prerequsites to get many technologys and many technologys advance on ther lowest of two techs fighter weapons ground weapons all types of torpedo. If the enamy is that close reserch Zero g weapons as they are quick to get and fight him with those. They are not the best weapons about but what you have is always better than what you dont and they will buy you time.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fallen Haven le Dim, 2007-03-25 15:18

Orion66 wrote:
Hi

I thin I have found a bug. When I launch from planet for example 15 fighters, on the battlefield many of them have used ordinances and supplies. It must be a bug becouse every next fighter in group has less ordinances and supplies than the previus fighter in the same group.

This is a stock game bug, and it's supposed to be fixed in patch 1.33...

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Grumble314 le Dim, 2007-03-25 15:20

Ok something is wrong with the Auto Complete for baseships dosn't matter if I chose base - attack or ship - attack I get no weapons on the base ship.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Revery le Dim, 2007-03-25 15:20

Observation - I hesitate to call it a bug, because I'm not sure if Fallen intends for it to work this way. "Militia" are not being created to defend planets that are invaded by troops - a homeworld with 4 billion inhabitants can be taken by 1 troop if the homeworld is not loaded with troops itself. Now, maybe it's meant to be this way, but looking through settings.txt in the ground combat section, there's a whole list of:

Ground Combat Militia Troop 1 Population Amount Or Less               := 50
Ground Combat Militia Troop 1 Troops Amount                           := 1

Maybe I'm misreading that, but sounds like on a planet with 50M population, a single "militia" troop should be created to defend when invaded? As far as I can see this is not happening at all, have not seen a single enemy troop present in most ground combats (and I've invaded many planets of varying population amount from different empires, in 2 or 3 different IRM games since patch). Also when I get invaded, I'm not getting any troops defending either, unless I've specifically built troops I'm holding in cargo..

Edit: come to think of it, I have seen troops named "militia" appear on one or two enemy colonies. But it doesn't seem to happen most of the time, and when it does happen there aren't as many militia as there should be, like 1 or 2 on planets with billions of population. I wonder if this is an issue with the stock game as well, haven't played it in so long I wouldn't know.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fallen Haven le Dim, 2007-03-25 15:21

Revery wrote:
Edit: come to think of it, I have seen troops named "militia" appear on one or two enemy colonies. But it doesn't seem to happen most of the time, and when it does happen there aren't as many militia as there should be, like 1 or 2 on planets with billions of population.

This is another of the stock game bug, not one i created.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par evilginger le Dim, 2007-03-25 15:24

you do get militia but I think only if the AI can build troops I have ended up fighting them and regulars in the test game to my cost

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Grumble314 le Dim, 2007-03-25 15:29

I just had one of my new colonies with 54m people invaded and got my one large troop(only one I had designed) and it fended off the invasion.

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Image de Pocus

Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Pocus le Dim, 2007-03-25 16:33

is this version includes the FQM mod?

Why there is no system background anymore (perhaps I was unlucky)

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par cubanresourceful le Dim, 2007-03-25 16:49

I think there may be a memory leak with this mod, or one brought in from 1.33 Patch. Before, with 1.25 Patch, normal game, the turns werent so long taking. And I was in a huge universe against 15 other empires. Now, using this mod on Patch 1.33, huge map against 8 other empires, it takes longer for all the turns to progress than my default game at 1.25r2. Now, I havent played 1.33 normal game yet, so I am not sure what is causing it, unless this mod is so advanced its putting my fairly old computer to its limits. But, the four to five minute wait is worth it, just love this mod. Thanks you very much!

Also, on the tech, I found out by reading the readme. Sometimes, when I am in a scrap, sometimes knowing what to research next to win is better. BUT, I like the blindness, plus requiring one thing to use another, makes more sense. Also, the RP is much higher, in my other game, I was at tech level 220+, while the nearest empire was at

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Orion66 le Dim, 2007-03-25 17:03

Hi Fallen Haven

I really enjoyed your mod. Now am testing Balance Mod. Maybe you want to read my opinion:

http://www.spaceempires5.com/en-US/node/2895#comment-18250

Anyway, I wouldlike to suggest you few things. First it would be grat if you could make smaller flags over planets - like it is in Balance Mod.
Second I suggest to make research tree much clearer - Like in stock game or Balance Mod. Right now it is hard to have satisfaction from researching. I do not know what should I research to get something.
Also maybe you should made researh labs and inteligence compoudns more effective - I mean make them to generate more points.
I play on VERY small galaxy. 10 sectors and 4 AI. I do not like to have to much on my mind Smiling and I want faster turn procesing Smiling that is why I like gaming like above.
So in my game there are not many planets. That is why I can't have many buildings - that is why I suggest enchance generating intel/research points.

Also I like in Balance Mod that those systems look better. A don't know I think there are less planets and sometimes 2 big stars. That is super! Maybe you also should implement this in your great mod? I think it is called quadrant something - Smiling

I hope you liked my opinion.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Grumble314 le Dim, 2007-03-25 17:09

FQM is part of the IRM mod.

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fyron le Dim, 2007-03-25 17:58

Pocus wrote:
Why there is no system background anymore (perhaps I was unlucky)
Their horrible ugliness forced me to mod them out of FQM. You can add them back in SystemTypes.txt, if you really want. You need to replace this line with the block of system backgrounds from the stock file:

Number of Stellar Background Images := 0


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par BlueTemplar le Lun, 2007-03-26 02:37

- About the memory leak:
I didn't see any particular changes, except that the turns seem to take less longer than in 1.25. In my current game (big quadrant, 15 players), on turn 20-40, turns take 8 min on average, and suddenly go up to 15 min every 5th turn if I don't restart the game.

- Small flags, small flags! We want the small flags! Smiling

- Research is great the way it is. It's a refreshing change from BM.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par BlueTemplar le Lun, 2007-03-26 03:38

I'm playing my second game with this version of the mod, and I would like to make some comments:
I've stopped the first game because there was no point to continue it any longer. This was a medium quadrant game with 1 bad quality starting planet, players not equally positionned through the quadrant and some could start in the same system. I've started with my usual all-in-expansion plan (building only colony ships and spaceyards, and some pop transports when I remembered about the pop importance in this game). By turn 40 I stopped the game as it was clear that I've won it: I controlled nearly one third of the quadrant and was growing faster every turn, and it looked like the AI weren't expanding any more, though there wasn't many wars around. I've never had not only war declared on me, but not even treaty severed. Only the Sithrak kept refusing my treaties, otherwise I was in full research trade (except racial) with everyone else. I started with the Drushocka in the neighboring system, but I kept my ships out of their system (except one colony ship wich couldn't get out) and after some negotiations we were in a non-agression in all systems treaty, though I had NO defenses at all and they had several military ships. Through the whole game, I only built some sats on tiny planets which didn't have a spaceyard, and nobody EVER tried to take even a single planet from me, not even the Ukra'tal who had 3-4 systems shared with me, systems that had planets they could not colonise due to treaty restrictions. Also the Sithrak didn't try to attack me, but maybe because they were deep into a war with 2 empires, one of which started in the same system.

The second game looks better:
Big quadrant with 15 players, 1 good planet start, low tech costs. This time I tried a vertical expansion: fill first the planets with research centers and population, and expand only then. By turn 43 I have only 11 planets in 6 systems, while 4 AI have 23-31, 4 have less 12-18, and the others less than 6 planets. most of the AI have 60-120 ships and 600-1000 units (I have 6-8 pop transports/sat layers, 3-5 scouts and 150 recon sats). They have 80-140 tech levels, while before trading I had something like 60-70 despite filling my planets with research centers level6 (250+20*5=350) and a +25% bonus to research.
But here comes the problems: the AI accept way too eagerly my treaties! While some of them naturally strated it proposing treaties with 4 levels old share tech, now it's 2 level old, and soon I fell I will have complete research trade with nearly everyone, while I had lot less points spent into it!
Sometimes I just wonder how some empires can accept my treaties:
The Xi'Chung Hive is "receptive" towards me, while:
- I've been allies for a long time with the Drushocka, and the Xi'Chung are at war with them.
- I have an Anarchy (Scientist society) while they are an Hive (Berserkers) which is nearly the complete opposite. That alone should make any treaty between our empires nearly impossible!
The Sithrak and the Norak who are 1st and 2nd, are good friends, while there are no coalition of lesser empires which is more powerful than both of them. But maybe they had good relations from the beginning and their respective power still isn't enough to sever the relations between them.

Some bugs and unbalances:
-The +5% reproduction bonus is WAY too powerful for it's 500 points cost, especially for IRM. In fact it's not a +5% bonus but WAY more since for instance if an empire starts with 15% reproduction, it will grow to 20, which is a +33% bonus!
-I didn't take any happiness bonus, and though I have strictly NO military to defend against potential invaders, no happiness creating facilities, and not all of my planets are optimal, but nearly ALL of my population is jubilant, even on worlds which are full, and the popolation pressure should be felt.

I think that's all for now. Keep the good work! Eye-wink

EDIT:
Some change finally: the Nokak ended our treaty. Looks like they finally didn't like the arrogance with which my puny empire kept sending scout ships and recon sats in their territories...

Another thing:
I have a planet with only the xi'chung and drushocka on it, and while their empires are at war, they coexist peacefully, have 100% loyalty and are Jubilant!

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Psieye le Lun, 2007-03-26 05:21

Me, I want to know what I need to research to get specific things. That is why I read the data files. We already have our 'tech tree' - it's just not in an easy-to-digest form right now. Read around the data files a bit, or create a sandbox empire of almighty initial Applied Research and just explore.

After you've gotten familiar with the tech tree, you can start thinking about how to 'tech rush' safely in a real game. It was an ongoing debate that the human Tech Rush was too powerful and steps had been taken to get fleets to clash instead - hopefully the new aggressive AI should put a serious dent in many Tech Rushes (of course, this'll depend on exact circumstances of each game).

---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.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par MisterBenn le Lun, 2007-03-26 05:56

Hi all,

Great to see a new version for the latest SEV patch. Will have a new game underway tonight, naturally!

Since I hear lots of mention of flag sizes - has anyone used the "TNZ Small Flag Mod":

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=465149&page=0&view=collapsed&sb=5&o=&fpart=1

with the latest IRM? I used it together with 0.8c without problems, by taking the TNZ mod's Pictures and Empires folders and placing them into the IRM mod folder. I'll be trying that tonight, but I'm optimistic! I too struggle to see what's going on with the big flags...

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fallen Haven le Lun, 2007-03-26 06:24

cubanresourceful wrote:
I think there may be a memory leak with this mod, or one brought in from 1.33 Patch. Before, with 1.25 Patch, normal game, the turns werent so long taking.

I would suggest you defrag your hd. The game can slow down considerably and become unstable when the HD (and memory) is fragmented.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fallen Haven le Lun, 2007-03-26 06:34

Orion66 wrote:
Hi Fallen Haven

Anyway, I wouldlike to suggest you few things. First it would be grat if you could make smaller flags over planets - like it is in Balance Mod.

Done.

Quote:
Second I suggest to make research tree much clearer - Like in stock game or Balance Mod. Right now it is hard to have satisfaction from researching. I do not know what should I research to get something.

My tech tree is much bigger and complicated than BM or stock, and it's one of it's "selling point". I also made it harder to tech rush on purpose, i want more epic battles rather than high tech squad of ships.

But i could add a few hints here and there in tech description.

Quote:
Also maybe you should made researh labs and inteligence compoudns more effective - I mean make them to generate more points. I play on VERY small galaxy. 10 sectors and 4 AI. I do not like to have to much on my mind Smiling and I want faster turn procesing Smiling that is why I like gaming like above.

I have reduced it on a previous version to reduce tech rush (one thing my AI has trouble to deal with). Teching up is now more difficult and may put you at a disadvantage.

Quote:
So in my game there are not many planets. That is why I can't have many buildings - that is why I suggest enchance generating intel/research points.

You can easily tweak thoses yourself (facilities.txt). I balanced my mod for larger galaxies where you have plenty of planets and technologies comes a bit too fast. It was a balance decision, i don't intend to change it.

Quote:
Also I like in Balance Mod that those systems look better. A don't know I think there are less planets and sometimes 2 big stars. That is super! Maybe you also should implement this in your great mod? I think it is called quadrant something

I hope you liked my opinion.

Well, i can't steal every features other mods have. My mod is still incomplete and there are aspect of the game i did not fiddle with, that's one of them.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Orion66 le Lun, 2007-03-26 06:56

Anyway I think that right now the most important is that you add to game hints about tech researching. I mean "expected results". If this is fixed your mod would kick ass! Smiling
Is it possible you would fix this soon? Becouse right now in many techs area there is no "expected results" info.

Oh and this size of flag - when will you release new version of IRM containing this fix?

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Revery le Lun, 2007-03-26 08:33

Fallen Haven wrote:
Revery wrote:
Edit: come to think of it, I have seen troops named "militia" appear on one or two enemy colonies. But it doesn't seem to happen most of the time, and when it does happen there aren't as many militia as there should be, like 1 or 2 on planets with billions of population.

This is another of the stock game bug, not one i created.

Thanks Fallen, did not realize it's a stock bug - I never paid much attention to how one defends against troop conquering until the AI started doing it to me.

On another note, your AI freighters and colony ships should really maximize cargo space, those ships do not need armor - they're slow and vulnerable to any warship (especially the colony ships), any of my frigates can kill them with or without armor. Oh, and now your light freighters make better colony ships than the colony ships - they're faster, can hold a little more population, and only a few hundred minerals more expensive. You need a balance where the colony ship can hold more population than a freighter with a colony module, but less than a freighter loaded with cargo bays only.

Anyway, thanks for the great work. Am loving the new AI that forms fleets and invades planets, it definitely slows down the early tech/expansion rush when you have to worry about intercepting troop transports and defending against invasion (team mode: human vs. all AI, and high AI bonus help them do this if you're finding the AI too easy).

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Psieye le Lun, 2007-03-26 08:46

Orion66 wrote:
Anyway I think that right now the most important is that you add to game hints about tech researching. I mean "expected results". If this is fixed your mod would kick ass! Smiling Is it possible you would fix this soon? Becouse right now in many techs area there is no "expected results" info.

Oh and this size of flag - when will you release new version of IRM containing this fix?


Right-click the tech area on the research window. That will show you 'expected results'. As I said before though, studying the data files a bit goes a long way.

---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.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par BlueTemplar le Lun, 2007-03-26 09:54

Quote:
On another note, your AI freighters and colony ships should really maximize cargo space, those ships do not need armor - they're slow and vulnerable to any warship (especially the colony ships), any of my frigates can kill them with or without armor.

In my current game, the Norak kept sending Armored Colony ships through a weakly defended warp point. After 5 colony ships destroyed, my sats have no more ordnance... and some colony ships slipped through, so maybe armored colony and cargo ships are useful for the AI in the mid-game...

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par evilginger le Lun, 2007-03-26 10:03

Cunning for the Norak that though I think most of the armoured designs where meant to deal with killer warp points which with earlyer versions of Fyons FQM where horibly common. I remeber one game where my population transports all had repair bays on them and my colony ships had armour and shields enough to run most warp point defenders out of ammo I was glad when that changed

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par unnamed le Lun, 2007-03-26 10:33

Thanks Fallen, I'm really enjoying the mod. Things that I liked, AI using drones, fighters, using fleets, invading planets and capturing ships (that one especially suprised me, lost a base ship that way).

However, it seems the AI is still having some trouble with building facilities on planets. First it built 3 space ports in one system. My guess is that there wasnt one in the system when each planet colonized, so all three planets began building them, before any where finished. Maybe the Ai should check to see if any "1 per system effective building only" are already under construction. Or if that isnt possible, maybe the scrap minister could check for multiple "1 per system effective only" such as space ports and scrap the extras.

Also the AI may not be putting enough emphasis on building resource extractors, especially minerals, and then somewhat radioactives. In my game it has built so many ships (which I like fighting fleets) that over 90% of minerals is used for maintenance and its now running a slight deficit with construction costs. It even has several planets that have over 100% planet value in minerals with empty space and no construction orders. Perhaps when an AI has a only a 10% surplus on generated resource (or a deficit) then resource extractors for that resource becomes a priority to build thus increasing the surplus (eliminating the deficit).

Keep up the good work, and I'll send along any other thoughts I have.

-unnamed

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fyron le Lun, 2007-03-26 11:50

Fallen Haven wrote:
My mod is still incomplete and there are aspect of the game i did not fiddle with, that's one of them.
Oh, but you did. Your mod has the same quadrant/system/planet data that BM does. Eye-wink


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par evilginger le Lun, 2007-03-26 11:58

Fyron thats a bit cheeky as all FH did was to improve the look of his mod with your FQM the same way Captain Qwock did. On which point why are you posting and not labouring on FQM 9? Be off with you and stop slacking

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Henk Brouwer le Lun, 2007-03-26 12:43

I'm glad FQM is a part of IRM, if it wasn't I'd merge the two myself for my games.

My current game of IRM is a lot of fun (130 starsystems, Medium AI bonus, turn 29)
I'm 8th out of 19 players in score right now, but I'm completely surrounded by 5 AI players, none are friendly. I did manage to sign a treaty with the Terrans, but they are still attacking me with intel and they refuse to stop. I can't afford to break the treaty, the Terrans are in first position and a look at their score graphs showed they doubled their population a couple of turns ago, they must have captured someones homeworld. I'm only officially at war with the Xiati and Sergetti, but the rest are all displeased or angry. so far I've managed to keep them out of my systems but their intel attacks are starting to *hurt*. All 5 AI players I have met are using intel against me and with their medium bonus it's more then I can defend against. I have located a large xiati intel world in a neighbouring system, if I can break it's defences and capture it I may have a chance of stopping their spies from ruining my empire.

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Orion66 le Lun, 2007-03-26 13:02

Fallen ---> this size of flag - when will you release new version of IRM containing this fix?

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par cubanresourceful le Lun, 2007-03-26 14:48

Fallen Haven, one more little bug I found, dont know if its stock or not. And I have been able to recreate it. Its a technology+ bug. (The plus stands for it can be more than just the tech part, but I have not been able to test.)

What this bug is when an empire sends an alliance, and you counter it, on the Share Technologies part it shows this:

The Blank Alliance shares recent technologies with the . (Before the "period" should actually be my empire.) Now, its not only limited to this part, the other technology choices like "The Blank Alliance shares old technologies with the (2 techs old) ." Again, my empire name doesnt show up. Now, if you choose one of them, and the AI agrees, you do NOT get any of their techs, yet you can see in the comparison page that they are gaining techs. To test and see if the tech sharing was broken, I sent an alliance to the Terrans (I hate them Eye-wink ), checked share current technologies, and they agreed. Lo behold, I got all their technologies. Maybe a bug you look for fix, or stock? If you want, I can test stock, but again, I dont know why this happens, and I like having other empires techs, keeps me ahead of the game! Laughing out loud Thanks for any help, for your wonderful mod!

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par BlueTemplar le Lun, 2007-03-26 14:55

Henk Brouwer, how did you manage to make them angry? So far in my first game only 1 empire continually refused treaties and in the 2nd the Norak keep breaking and re-accepting them, and the Phong keep refusing better treaties. But all of the other empires are quite friendly!
Many of the empires make intel attack against me, but while it's only Espionage, I don't care.
EDIT: by the way, does the AI uses the information gathered by espionage at all? If not, maybe it would be better making him redirecting all of it to Sabotage...

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par boromeo le Lun, 2007-03-26 15:06

i don'y know if it's typical to this mod or patch 1.33 but actually i'm playing a IRM 0.9c game with patch 1.33 and on the log it would say that 8 mines were constructed in X system , and when i look in the ships/units there are only 4 in all, so is that a bug of that mod , the game or 1.33 patch ?

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Image de Psieye

Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Psieye le Lun, 2007-03-26 15:11

I have been aware of the "blank name" treaty issue, where one-sided clauses that don't have a name on them don't work.

---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.

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fyron le Lun, 2007-03-26 15:33

evilginger wrote:
On which point why are you posting and not labouring on FQM 9? Be off with you and stop slacking
You haven't posted any new suggestions in the FQM thread(s), so I have nothing to labor on. hehe Eye-wink


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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par evilginger le Lun, 2007-03-26 15:54

Fyron wrote:
evilginger wrote:
On which point why are you posting and not labouring on FQM 9? Be off with you and stop slacking
You haven't posted any new suggestions in the FQM thread(s), so I have nothing to labor on. hehe Eye-wink


SpaceEmpires.net | Space Empires Wiki

Mea Culpa but what about coming up with your own idea's not relying on me. Eye-wink

Actualy I did post somthing about the fluffy nebulare clouds looking a bit out of place around black holes how about an acretion disk or a black hole eating a star?

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Mod Designer

Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par ekolis le Lun, 2007-03-26 16:35

First time playing this mod, very nice work! Laughing out loud
One thing I might ask though, do you think you could adjust the field of view on the system map so that ALL of the sectors in a system are visible?
Thanks! Smiling

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fallen Haven le Lun, 2007-03-26 16:40

boromeo wrote:
i don'y know if it's typical to this mod or patch 1.33 but actually i'm playing a IRM 0.9c game with patch 1.33 and on the log it would say that 8 mines were constructed in X system , and when i look in the ships/units there are only 4 in all, so is that a bug of that mod , the game or 1.33 patch ?

No idea, i never noticed units that did not show up...

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Re: IRM 0.9c (1.33 patch) Is *now* up!

Soumis par Fallen Haven le Lun, 2007-03-26 16:46

ekolis wrote:
First time playing this mod, very nice work! Laughing out loud One thing I might ask though, do you think you could adjust the field of view on the system map so that ALL of the sectors in a system are visible? Thanks! Smiling

The only way to do that is to return sector size to stock values. There is no way to adjust the zoom (as far as i can tell).

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