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

IRM 0.99b is out.

Soumis par Fallen Haven le Ven, 2007-04-06 07:58 SE:V MODs

Ok, we have made improvements to the code. This AI should be a bit better and more aggressive than the previous one. It should manage it's resources and tech better, and be more capable to fight wars. It should also be more difficult to get lucrative treaties from the AI, or make it give away things like techs or colonies. Still, with enough persuasion...

We are working on a new political system, as well as a better facility management that would allow the ai to build the facilities it need and scrap what it doesn't, or make room for what it need in a hurry. Both require extensive coding so it may take a while.

The mod :
---------
www.spaceempires.net/files/user/fh/IRM%200.99b.zip

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

And the scripts :
-----------------
www.spaceempires.net/files/user/fh/IRM%20Scripts%200.99b.zip

Edit : Updated the zip files to fix a few minor issues we found, nothing game breaking though.

Edit 2 : Argn, i had to re-upload it, sent the wrong files, sorry.

Edit 3 : Updated the ftp files again for the troop bug, they should be autocompleted properly now.

‹ Ship sets and races Help with Abilities types ›
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Image de Henk Brouwer

Re: IRM 0.99b is out.

Soumis par Henk Brouwer le Ven, 2007-04-06 10:19

Good to see another update

I see you added the small components. I know from my own experience that this change broke my 0.99a savegames (couldn't design new ships anymore, it claimed I used tech I shouldn't have). I could of course have messed up something else accidently, just wondering if you checked save game compatibility.

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Re: IRM 0.99b is out.

Soumis par Fallen Haven le Ven, 2007-04-06 10:25

Henk Brouwer wrote:
Good to see another update

I see you added the small components. I know from my own experience that this change broke my 0.99a savegames (couldn't design new ships anymore, it claimed I used tech I shouldn't have). I could of course have messed up something else accidently, just wondering if you checked save game compatibility.

In all likelyness, the other changes we made will probably screw up 0.99a saves anyway. Better start from scratch. I did not try to run a 0.99a save to check though. But the AI changes are worth starting a new game.

Did you take the updated 0.99b? As usual we found bugs, but they were not game breaking, just things that could mess up the AI in the long run.

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Re: IRM 0.99b is out.

Soumis par Chen H le Ven, 2007-04-06 10:33

Aww and I was the closest to finishing a game ever, but it's too tempting to try out new versions =D.

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Re: IRM 0.99b is out.

Soumis par Fallen Haven le Ven, 2007-04-06 10:36

Chen H wrote:
Aww and I was the closest to finishing a game ever, but it's too tempting to try out new versions =D.

Well, if you have a good game going, by all mean, finish it. But the next one is likely to be a lot more challenging. At least we hope so. Had to re-upload the fix again, i had messed something up when updating the files.

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Image de Henk Brouwer

Re: IRM 0.99b is out.

Soumis par Henk Brouwer le Ven, 2007-04-06 10:38

Fallen Haven wrote:
Did you take the updated 0.99b? As usual we found bugs, but they were not game breaking, just things that could mess up the AI in the long run.

How can you tell if you have the updated version? I did download it just a few minutes before making the post about compatibility.

Edit: just saw you posted while I was typing this. I'll redownload the mod.

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Re: IRM 0.99b is out.

Soumis par Khizlek le Ven, 2007-04-06 10:51

Does the AI research colonising techs in this version? I noticed in my 99a game that for some reason the AI did not research those techs, compared to the .8 (forgoten which one in particular) which did. This ended up with me being #1 a lot faster than anticipated.

Glad to see the .9 series having the satellites not so close to the warp point.

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Re: IRM 0.99b is out.

Soumis par Fallen Haven le Ven, 2007-04-06 10:58

Khizlek wrote:
Does the AI research colonising techs in this version? I noticed in my 99a game that for some reason the AI did not research those techs, compared to the .8 (forgoten which one in particular) which did. This ended up with me being #1 a lot faster than anticipated.

Glad to see the .9 series having the satellites not so close to the warp point.

There was a few bugs in the research system, we think we have rooted them out. The AI should be very efficient at researching now, and we made sure it would not slow down the game to a crawl. The new AI should be more badass than before.

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Re: IRM 0.99b is out.

Soumis par Khizlek le Ven, 2007-04-06 11:05

Excellent, just a another question: With the better AI do warp points get satellites laid on them?

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Re: IRM 0.99b is out.

Soumis par bmaxa le Ven, 2007-04-06 11:11

Khizlek wrote:
Does the AI research colonising techs in this version? I noticed in my 99a game that for some reason the AI did not research those techs, compared to the .8 (forgoten which one in particular) which did. This ended up with me being #1 a lot faster than anticipated.

Yes, I had ai with all three types of colonizers by turn 150. Fallen have just corrected issue with too many intel compounds , too few research in last update so ai should fare better in research. Also increased mining colonies as ai on medium and small sized dind;t have enough minerals. In 0.8 ai disregarded fighters, larger hulls, and better engines. Colony techs don;t have highest priority currently.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par bmaxa le Ven, 2007-04-06 11:13

Khizlek wrote:
Excellent, just a another question: With the better AI do warp points get satellites laid on them?

I have tested one game, yes they lay satellites
on warp points fine.

Greetings, Branimir

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Re: IRM 0.99b is out.

Soumis par Revery le Ven, 2007-04-06 11:19

I've been enjoying the new balance of seeker vs. direct fire and mounts in .99a, but it'll be good to see an AI better able to take advantage of all that - in my .99a game the AIs are still using unmounted DUCs on frigates against my heavy mount plasma shell cannons and fusion missiles on light cruisers.. they have the highest bonus possible and more total tech levels than I do, so it baffles me that I never see their technology put to use. Thanks for the update Fallen and bmaxa, here's hoping the new AI researches and puts its tech to use better.

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Re: IRM 0.99b is out.

Soumis par WanderDaekar le Ven, 2007-04-06 11:20

Excellent turnover for new versions. Bad effect that I never get to see half the tech tree in any game I've yet played!

I always start at the bottom of the tree, because I love the researching through the levels feel. Eventually I WILL make an all tech game, but maybe after going through it one level at a time.

I will cherish the day savegames no longer need break. Puzzled

"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

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Re: IRM 0.99b is out.

Soumis par Khizlek le Ven, 2007-04-06 11:36

Haha WD, I know what you mean. I actually have my .99a game running and was just checking some websites in waiting for the 1 min turn progression.

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Re: IRM 0.99b is out.

Soumis par Chen H le Ven, 2007-04-06 14:54

I was wondering what's the purpose of getting organic ships?

The cost of organic colony ship is 210 minerals/225 organics/210 radioactive while regular colony ship is 225 mineral/52 organic/52 radioactive, its also like this for small freighter, I didn't check any other ships because I didn't research them yet.

Also, I used autocomplete for a medium troop, forgot whether it was organic or not, but somehow it got regular (ship armour) placed on it, like those 10kt armour, not small armour. It also got a medical bay placed on it, it was really weird.

However, those are all problems that I found in 0.99a so I'm not sure if you changed them.

EDIT: Also, what does warp points located anywhere in the system mean?

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Re: IRM 0.99b is out.

Soumis par Revery le Ven, 2007-04-06 14:59

WanderDaekar wrote:
Excellent turnover for new versions. Bad effect that I never get to see half the tech tree in any game I've yet played!

I always start at the bottom of the tree, because I love the researching through the levels feel. Eventually I WILL make an all tech game, but maybe after going through it one level at a time.

I will cherish the day savegames no longer need break. Puzzled

"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

This used to trouble me too, I've played through the early techs far too many times, but I'd hate to play alltech and skip the research part of the game completely. Lately I've been starting games with "technology points for new players" to medium, that's a free 1,000,000 to spend in empire creation, basically jump starts your tech to what you'd have 30-50 turns into a game. Now hopefully the new .99b AI can figure out how to spend those points better, 5 turns into last game (.99a) my light cruisers were annihilating frigates loaded with boarding parties..

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Re: IRM 0.99b is out.

Soumis par Chen H le Ven, 2007-04-06 15:17

Chen H wrote:
I was wondering what's the purpose of getting organic ships?

The cost of organic colony ship is 210 minerals/225 organics/210 radioactive while regular colony ship is 225 mineral/52 organic/52 radioactive, its also like this for small freighter, I didn't check any other ships because I didn't research them yet.

Also, I used autocomplete for a medium troop, forgot whether it was organic or not, but somehow it got regular (ship armour) placed on it, like those 10kt armour, not small armour. It also got a medical bay placed on it, it was really weird.

However, those are all problems that I found in 0.99a so I'm not sure if you changed them.

EDIT: Also, what does warp points located anywhere in the system mean?

Ok I went back to my 0.99a game and tested out the troop autocompleting thing. I set the design type to "Troop" and I am using a Organic Medium Troop, it autocompletes with 3 regular ship armour (10kt version), 1 medical bay, 1 troop cockpit and 1 nuclear ground thruster. This only occurs for the organic medium troop though. I didn't put 0.99b onto this game or anything.

And I was designing some ships for 0.99b, it says that a "Requirement" for the ship is "At least one sensor must be placed" or something like that in the Selecting Ship Size screen, but when you go to the placing components on screen, you can successfully complete a design without sensor, it doesn't have that warning thing in the top right corner.

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Re: IRM 0.99b is out.

Soumis par Fallen Haven le Ven, 2007-04-06 16:23

Chen H wrote:
Ok I went back to my 0.99a game and tested out the troop autocompleting thing. I set the design type to "Troop" and I am using a Organic Medium Troop, it autocompletes with 3 regular ship armour (10kt version), 1 medical bay, 1 troop cockpit and 1 nuclear ground thruster. This only occurs for the organic medium troop though. I didn't put 0.99b onto this game or anything.

And I was designing some ships for 0.99b, it says that a "Requirement" for the ship is "At least one sensor must be placed" or something like that in the Selecting Ship Size screen, but when you go to the placing components on screen, you can successfully complete a design without sensor, it doesn't have that warning thing in the top right corner.

I guess something must be messed up in the unit size naming, i will check that out.

Edit: Confirmed, a bug slipped when converting units names, some of the hull sizes names were changed too.

Edit 2 : Updated the files on the FTP, the bug should be fixed now.

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Re: IRM 0.99b is out.

Soumis par bmaxa le Sam, 2007-04-07 00:11

Corrected bug causing troop fleets not to attack planets
in shared systems. I hope Fallen will update files
later.

file at:
http://rapidshare.com/files/24722641/Script_AI_Orders_Ships.txt
just recompile scripts with this file and continue from
save game

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par bmaxa le Sam, 2007-04-07 04:31

Another update. This time research script.
We optimized research loops,
but it produced uneven research.

Updated file at :
http://rapidshare.com/files/24744309/Script_AI_Research.txt

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par Khizlek le Sam, 2007-04-07 06:37

How do I recompile?

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Re: IRM 0.99b is out.

Soumis par cubanresourceful le Sam, 2007-04-07 10:36

You use the script compiler found in the Utilities\ScriptParser folder. Laughing out loud Enjoy.

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Re: IRM 0.99b is out.

Soumis par javaslinger le Sam, 2007-04-07 11:01

So the mod files do not contain the changes? We need to recompile the scrips?

Can't you just update the mod files and save us lacking tech skills the trouble and confusion?

Thanks,

Javaslinger

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Re: IRM 0.99b is out.

Soumis par bmaxa le Sam, 2007-04-07 11:29

javaslinger wrote:
So the mod files do not contain the changes? We need to recompile the scrips?

Can't you just update the mod files and save us lacking tech skills the trouble and confusion?

Thanks,

Javaslinger

Alright, updated mod at:
http://rapidshare.com/files/24800126/Inter-Related_Conversion.zip

Fallen will update official link later.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par bmaxa le Sam, 2007-04-07 14:18

Supply generation is in my opinion wrong now.
Planets should be able to generate supply for at least
several frigates each turn and ones with sy or resupply
depot whole fleets in one turn.
It is not realistic that homeworld with resupply depot
needs 3 years (or 30 turns) to resupply fleet of 30 frigates.
As it is now this cripples ai too much.
Fallen has earlier increased supply usage of ships
rendering ai unable to survey or explore or even
transport population, but I have convinced him
too return back earlier usage. In order to pull out
limited supplies Ai must be able to build resupply network
and plan resupply points on route to target.
Until this is programmed, ai should have plenty of supplies.
I have found in facilities.txt in data folder
space yard and resupply depot,
values for resource generation should be much higher,
but can't find where to set natural supply generation
of planets? or planets without sy or resupply depot
don;t generate supplies? they should naturally generate
sup. at least for two frigates per turn.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par Psieye le Sam, 2007-04-07 16:58

Planets are unable to naturally generate supplies innately. Multiple Resupply Depots on one planet and scrapping Supply Ships was what I had in mind for a human to deal with the supplies issue, but as the AI cannot deal with that, I guess we'll have to settle for boosted resupply depots for now.

Supply Ship = ship/base with nothing but bare minimum vehicle controls + engines and the rest being filled up with Supply Storage. This builds a lot of supplies that are then scrapped immediately - doing so will keep the supplies that came with the ship.

---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 0.99b is out.

Soumis par bmaxa le Sam, 2007-04-07 18:02

Psieye wrote:
Planets are unable to naturally generate supplies innately. Multiple Resupply Depots on one planet and scrapping Supply Ships was what I had in mind for a human to deal with the supplies issue, but as the AI cannot deal with that, I guess we'll have to settle for boosted resupply depots for now.

Supply Ship = ship/base with nothing but bare minimum vehicle controls + engines and the rest being filled up with Supply Storage. This builds a lot of supplies that are then scrapped immediately - doing so will keep the supplies that came with the ship.

As I see it this low supply generation thing is completely
unrealistical. Planets are able to build fully
supplied fleets, but 4 billion people planet can't
resupply single frigate in one month Eye-wink
Generating supplies by scrapping ships? That is not realistic, too. I think that there are rather more
important things to do with ai,then to cripple it with
limited supply system forcing it to waste space on planets
with supply depots and to build useless ships, which
will be scrapped for supplies, as somehow they are
magically fully supplied when built.
That's my opinion.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par cubanresourceful le Sam, 2007-04-07 18:39

bmaxa wrote:
Psieye wrote:
Planets are unable to naturally generate supplies innately. Multiple Resupply Depots on one planet and scrapping Supply Ships was what I had in mind for a human to deal with the supplies issue, but as the AI cannot deal with that, I guess we'll have to settle for boosted resupply depots for now.

Supply Ship = ship/base with nothing but bare minimum vehicle controls + engines and the rest being filled up with Supply Storage. This builds a lot of supplies that are then scrapped immediately - doing so will keep the supplies that came with the ship.

As I see it this low supply generation thing is completely
unrealistical. Planets are able to build fully
supplied fleets, but 4 billion people planet can't
resupply single frigate in one month Eye-wink
Generating supplies by scrapping ships? That is not realistic, too. I think that there are rather more
important things to do with ai,then to cripple it with
limited supply system forcing it to waste space on planets
with supply depots and to build useless ships, which
will be scrapped for supplies, as somehow they are
magically fully supplied when built.
That's my opinion.

Greetings, Branimir.


I totally agree. Like Tiny planets, due to their small size, can only resupply one or two frigates per month, and should increase exponentially with size of planets to how many frigates (as a base unit) can be supplied. And also, taking in account domed planets, and maybe the conditions of a planet. A planet with optimal conditions should be able to resupply more, because not as much supplies are needed because conditions are swell. But planets with mild or unpleasant or even dangerious should supply less, being that since conditions are harder, more supplies are needed. You understand? Does it make sense, and able for implentation or no?

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Re: IRM 0.99b is out.

Soumis par Psieye le Sam, 2007-04-07 18:44

Mmm very well, given that Supply/Ordnance storage prices on ships were brought back to something reasonably costly, it's not a big issue that planets would have a vast amount of supplies at hand. Still... don't forget the other side of the Realistic picture: a newly built colony should not be able to fully supply entire fleets by itself almost as soon as the resupply depot is built. A few frigates yes, but not 50 ships.

But yes, there are more important things to do with the AI than fiddle around with the logistics of supply generation. Resupply routes is one, as you pointed out.

---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 0.99b is out.

Soumis par bmaxa le Sam, 2007-04-07 19:25

Psieye wrote:
Still... don't forget the other side of the Realistic picture: a newly built colony should not be able to fully supply entire fleets by itself almost as soon as the resupply depot is built. A few frigates yes, but not 50 ships.

Agreed. Supply generation should be tied to pop number
on planet not to some building.
This gave me idea to try something for next version.
Instead of using just supply depots, to program in
resource generation by planets.
How much supplies will be generated per
turn, should depend on planet population number.
In this way we could make supply depots generate some
low number of supplies, but large pop planets will
generate them in much bigger number. So supply depots
will be needed only on newly colonized planets as
low pop will generate almost non of supplies.
This will bring realistic supply generation system.

What do you think?

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par cubanresourceful le Sam, 2007-04-07 19:51

I agree. Sounds like a swell idea. It possible, or no?

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Re: IRM 0.99b is out.

Soumis par bmaxa le Sam, 2007-04-07 20:04

cubanresourceful wrote:
I agree. Sounds like a swell idea. It possible, or no?

It is easy. There are sys functions that set supply and ordnance of any space objects (ships,planets, etc).
I have to add supp. generation minister, so human players can check in that feature and then code will be called
for them, too.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par cubanresourceful le Sam, 2007-04-07 20:15

Greatness to hear! Glad you make SEV much better game. Thanks you very much.

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Image de Psieye

Re: IRM 0.99b is out.

Soumis par Psieye le Dim, 2007-04-08 05:08

Hmm... that means the function of Resupply Depots would change to the transport of supplies (getting supplies to planets in same system) instead of the generation of supplies. That's fine too.

---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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Image de Psieye

Re: IRM 0.99b is out.

Soumis par Psieye le Lun, 2007-04-09 04:17

Hmm... Ok so I had an armed scout find some hostile territory (read: I decided to have no treaties at all this game) and it got into a couple of fights. I then parked this damaged, low-supply ship on top of an enemy planet to blockade them. A reasonable amount of time later, the enemy brought in a fleet to dislodge it.

So far, so good. Except... it was a troop fleet. Judging from their formation, the troop transport was the leader. This early-game troop transport then ran away and the other 3 perfectly-capable frigates with it also followed suit. This continued for a few turns. Then it sent a real Attack fleet to do the job and got it done immediately.

Hmm... a human would temporarily remove that troop transport from the fleet and then re-join it after the 3 frigates had gone to combat. A tactical human would break formation and tell that transport to sit still so it doesn't leave the sector. The AI is certainly looking good in that it knows it needs to kill my blockade, but it needs to avoid this "everybody retreat even though we can easily win" situation.

---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 0.99b is out.

Soumis par bmaxa le Lun, 2007-04-09 06:33

Psieye wrote:
Hmm... Ok so I had an armed scout find some hostile territory (read: I decided to have no treaties at all this game) and it got into a couple of fights. I then parked this damaged, low-supply ship on top of an enemy planet to blockade them. A reasonable amount of time later, the enemy brought in a fleet to dislodge it.

So far, so good. Except... it was a troop fleet. Judging from their formation, the troop transport was the leader. This early-game troop transport then ran away and the other 3 perfectly-capable frigates with it also followed suit. This continued for a few turns. Then it sent a real Attack fleet to do the job and got it done immediately.

Hmm... a human would temporarily remove that troop transport from the fleet and then re-join it after the 3 frigates had gone to combat. A tactical human would break formation and tell that transport to sit still so it doesn't leave the sector. The AI is certainly looking good in that it knows it needs to kill my blockade, but it needs to avoid this "everybody retreat even though we can easily win" situation.

Which version do you play? Troop transports are escorts
in latest version, fleet shouldn't follow them?
Also, good treaties should be much more difficult to get
on first meeting.

Greetings, Branimir.

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Image de Psieye

Re: IRM 0.99b is out.

Soumis par Psieye le Lun, 2007-04-09 08:01

0.99b2 (well, 0.99b with your scripts compiled and cut/pasted along with the new component/facilities.txt files from b2 copied over)

Actually to my recollection, the game doesn't care whether the first ship is Core/Escort/Picket regardless of what the Formations.txt say. It just looks at the first ship and deems that as the leader. This is why I had to make a mirror image of my custom formation to factor in my lack of control over who the fleet leader is. In short: it's a core bug.

As for the treaties thing, it's just a personal handicap I'm applying to myself. I'm using a race that has -Population penalties that are slowing me down and declaring war on everyone at first sight. I'm still winning (same population, more resource generation, more research generation than AIs). This could be because of more efficient population management but I can't be sure. Starting positions I'm sure had an effect - some AIs started closer together and are squabbling whereas I'm in a peaceful corner, free to expand unhindered.

Actually, 2 of the 3 races I've met so far offered me migration treaties as soon as we came into contact with each other. The score-based Fear factor in action perhaps? My total score is more than double the best AI empire.

---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 0.99b is out.

Soumis par bmaxa le Lun, 2007-04-09 15:12

Psieye wrote:

Actually to my recollection, the game doesn't care whether the first ship is Core/Escort/Picket regardless of what the Formations.txt say. It just looks at the first ship and deems that as the leader. This is why I had to make a mirror image of my custom formation to factor in my lack of control over who the fleet leader is. In short: it's a core bug.

I think that this is the case when there aren't core
ships in task force. Fallen has put gunships
and missile ships in core, but it seems what happened
to you, is that no one of those were in core so game
picked up transport as leader and fleet
runned away. I've also noticed that fleets retreat
all the time if planet is defenseless (if there are
troop tr. they attack, but rest retreat) preventing ai blockades in such cases.
Since this is really difficult to test, it will
be very helpful if you could suggest fleet compositions
that work.

Edit: Confirmed that fleets that have *any* of unarmed
ships always retreat no matter if unarmed ships are
in core or escort position.
Exception is troop transport that attacks planets.
I'll have to put unarmed ships in separate fleets
and make them follow armed ones. This will complicate
things, but is workable.

Psieye wrote:
As for the treaties thing, it's just a personal handicap I'm applying to myself. I'm using a race that has -Population penalties that are slowing me down and declaring war on everyone at first sight. I'm still winning (same population, more resource generation, more research generation than AIs). This could be because of more efficient population management but I can't be sure. Starting positions I'm sure had an effect - some AIs started closer together and are squabbling whereas I'm in a peaceful corner, free to expand unhindered.

Yes, we are working on more efficient facility management
of ai currently. In 0.99b2 it will do ok for average
player, but nowhere near good one like you
(I heard that about you from Fallen).

Edit: you are right, with lot's of ai's close to each
other, and you in peaceful corner they will be handicapped.
Try a game with medium size quadrant
and no more then 4-6 of them including neutrals.
Or large with 6-10 ai's.

Psieye wrote:
Actually, 2 of the 3 races I've met so far offered me migration treaties as soon as we came into contact with each other. The score-based Fear factor in action perhaps? My total score is more than double the best AI empire.

Yes, that's that. I have set up for them to offer
migration treaties as well, so code for converting
domed into non domed should kick in.
But that should happen only if they are in good
relations between each other.
If they offer you treaties on first contact, that means
that you are really stronger then them. In that
case no point for ai's to be warmongers.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par BlueTemplar le Lun, 2007-04-09 15:34

Well, some tests I've made in 1.25 also showed that the task force order depended on what order the ships were built, and there was no way to change that order unless you manually changed the formation order in the .txt file. (I wonder if that works for multiplayer?)
Also, IIRC (but I might be wrong) there is always at least 1 core, 1 escort and 1 picket in the task force, regardless of roles assigned to your ships.

What would be an ideal game setup to exploit the strenghts of the AI in the current state of the mod? Specific "rules" for the player? (For instance don't be tempted to befriend everyone in the galaxy, or you're into a long and boring game.)

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Re: IRM 0.99b is out.

Soumis par bmaxa le Lun, 2007-04-09 16:10

BlueTemplar wrote:
Well, some tests I've made in 1.25 also showed that the task force order depended on what order the ships were built, and there was no way to change that order unless you manually changed the formation order in the .txt file. (I wonder if that works for multiplayer?) Also, IIRC (but I might be wrong) there is always at least 1 core, 1 escort and 1 picket in the task force, regardless of roles assigned to your ships.

Task force order seems not influence what ships will do
regarding retreating.
Not completely sure but I set up 2 ships fleet, one
unarmed and one armed, and also added one unarmed
opponent to be sure. They always retreat.
Task force roles work ok (ships are in roles that are set
up no ghost pickets or escorts), but seems not influence whether ships will retreat.
One unarmed ship is enough for fleet to retreat.
Don;t know, perhaps this could be solved by placing
unarmed ships in different task force, but can't do
that with ai, since task force creation function
is broken currently.

BlueTemplar wrote:
What would be an ideal game setup to exploit the strenghts of the AI in the current state of the mod? Specific "rules" for the player? (For instance don't be tempted to befriend everyone in the galaxy, or you're into a long and boring game.)
I already told that. Medium 4-6 ai's , large 6-10 including neutrals. Ai is not very efficient in managing facilities currently, so it needs lot of planets to provide challenge. I have played quick start game and I'm in war with two ai's from turn 20, I have 9 planets and stronger ai has 26 and I'm loosing Eye-wink but I'm not good player, since I play only for test Eye-wink Though I didn;t had luck because I am at corner of quadrant without room to expand. I think that no game plays the same. It really depends on what kind of ai players will be there, on position and so on.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par BlueTemplar le Lun, 2007-04-09 16:41

Sorry for making you repeating yourself. I didn't remember if it applied both to BM or also IRM...

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Re: IRM 0.99b is out.

Soumis par Fallen Haven le Lun, 2007-04-09 18:10

Can anyone confirm if the retreat problem is only found in IRM or it's also in Stock or other mods? I believe it could also be because of a change i made in "Default_AI_WarpTransitType" where i allowed the AI to pick enemies according to a priority list. I would not be surprised if that list is broken and cause ships to retreat.

Here the change :
Use Type Priority First := True

It's normally False.

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Re: IRM 0.99b is out.

Soumis par Khizlek le Mar, 2007-04-10 12:29

NOTE: THIS WAS MADE USING AN UPDATED 0.99b GAME AT BELOW 100 TURNS AND WITH NO STARTING TECH.

As it stands now the AI does not seem to be able to design ships properly. I have a game giving the AI max bonuses and mid cost tech. Even though it had lvl frigate with 8 armour and lvl 7 DU weapons (compared to 4 of each on my part) I could still beat it with aabout 60% the amount of ships because my frigate size (tech lvl lvl 5) was larger and I placed a full amount of armour and shields, compared to their 50% amount. By the time I reached tech 9 on all and they had the same I could get a 20:60 ship attack and kill off 48 ships.

I think there is some code which stops the AI from checking the new sizes of ships and they end up just copying old designs (as it stated the size was 250kt on all models) whilst not using up the extra space for armour (as they had the same amount and type of equipment and had 6 armour whilst I could fit in 11 with an extra gun or 12 with just the three).

The AI also seems to ignore the prescence of other planets of mine in the same system and there is no attempt to invade those planets even though they are within their guarded areas.

Could a rioting planet have penalisd combat abilities (like population happiness giving certain percentage boosts or penalties to accuracy) to simulate how hard it would be to defend a rioting planet?

I still think that fighters are a bit too powerful without some more restrictions to stop a 50+ group from being parked at the end of a wormhole and wiping out ships (even though the most the AI has sent was 3 unit hunters so it may just be a question of time until it sends out a proper fleet).

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Re: IRM 0.99b is out.

Soumis par Henk Brouwer le Mar, 2007-04-10 14:05

A small bug report:
In my current game I have just encountered two alien empires, the Terrans and a neutral. In both cases first contact was a warp point battle. Both empires were quite displeased with this and immediately demanded a subjugation treaty, all treaty elements seem to be missing the name of my empire though, there's just a blank space. for example:

Share repair:
The shares repair with the Samod tribes.

From what I understand from other threads on the forum the treaty will not work as intended if I sign it.

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Re: IRM 0.99b is out.

Soumis par Fallen Haven le Mar, 2007-04-10 14:43

Henk Brouwer wrote:
Share repair: The shares repair with the Samod tribes.

From what I understand from other threads on the forum the treaty will not work as intended if I sign it.

Unfortunatly, it's not something we can fix in the scripts. It's an hardcoded bug.

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Re: IRM 0.99b is out.

Soumis par Fallen Haven le Mar, 2007-04-10 14:54

Khizlek wrote:
As it stands now the AI does not seem to be able to design ships properly.

The AI uses what it has, if they are behind in construction tech, there is nothing it can do about it. I did my best when i coded ship design, but i can't make the AI min-max designs as a player would, the script is not that flexible. But i might try to recode it to ensure the AI add enough armor plating before juggling with the rest of the ship design.

The only thing the AI can do, and it likely to do well is having a larger fleet to throw around. But it seem i again crippled the AI by changing supply capacity, usage and production. In all likelyness i will have to return it to previous version values because the AI has troubles keeping it's ships supplied.

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Re: IRM 0.99b is out.

Soumis par BlueTemplar le Mar, 2007-04-10 16:01

Typo?
Race Loyalty Change Per Turn Mood Riot := -0.4
Race Loyalty Change Per Turn Mood Angry := 0.2
Race Loyalty Change Per Turn Mood Unhappy := -0.1
Race Loyalty Change Per Turn Mood Indifferent := 0.0
Race Loyalty Change Per Turn Mood Happy := 0.1
Race Loyalty Change Per Turn Mood Jubilant := 0.2

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Re: IRM 0.99b is out.

Soumis par Fallen Haven le Mar, 2007-04-10 16:10

BlueTemplar wrote:
Typo? Race Loyalty Change Per Turn Mood Riot := -0.4 Race Loyalty Change Per Turn Mood Angry := 0.2 Race Loyalty Change Per Turn Mood Unhappy := -0.1 Race Loyalty Change Per Turn Mood Indifferent := 0.0 Race Loyalty Change Per Turn Mood Happy := 0.1 Race Loyalty Change Per Turn Mood Jubilant := 0.2

Obviously a typo...

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Re: IRM 0.99b is out.

Soumis par BlueTemplar le Mar, 2007-04-10 16:11

bmaxa wrote:
I already told that. Medium 4-6 ai's , large 6-10 including neutrals. Ai is not very efficient in managing facilities currently, so it needs lot of planets to provide challenge.

Ok, I have changed the Settings.txt accordingly.
(Default for IRM is:)
Minimum Computer Player Low Setting := 1
Maximum Computer Player Low Setting := 3
Minimum Computer Player Medium Setting := 3
Maximum Computer Player Medium Setting := 7
Minimum Computer Player High Setting := 6
Maximum Computer Player High Setting := 10
Minimum Neutral Player Low Setting := 1
Maximum Neutral Player Low Setting := 3
Minimum Neutral Player Medium Setting := 3
Maximum Neutral Player Medium Setting := 7
Minimum Neutral Player High Setting := 6
Maximum Neutral Player High Setting := 10

So it would now be something like (neutrals being 1/4):
Minimum Computer Player Low Setting := 2
Maximum Computer Player Low Setting := 3
Minimum Computer Player Medium Setting := 3
Maximum Computer Player Medium Setting := 4
Minimum Computer Player High Setting := 4
Maximum Computer Player High Setting := 7
Minimum Neutral Player Low Setting := 0
Maximum Neutral Player Low Setting := 1
Minimum Neutral Player Medium Setting := 1
Maximum Neutral Player Medium Setting := 2
Minimum Neutral Player High Setting := 2
Maximum Neutral Player High Setting := 3

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Re: IRM 0.99b is out.

Soumis par bmaxa le Mar, 2007-04-10 17:46

Khizlek wrote:

The AI also seems to ignore the prescence of other planets of mine in the same system and there is no attempt to invade those planets even though they are within their guarded areas.

It could be three reasons for that:
1.ai has enemies elsewhere so you are not on priority list
2. ai has problems supplying it's fleets
3. you are not using 0.99b2 (or updated ships orders script) which corrects troop fleet bug, that prevents them to attack planets in shared systems.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par bmaxa le Mar, 2007-04-10 17:53

BlueTemplar wrote:
So it would now be something like (neutrals being 1/4): Minimum Computer Player Low Setting := 2 Maximum Computer Player Low Setting := 3 Minimum Computer Player Medium Setting := 3 Maximum Computer Player Medium Setting := 4 Minimum Computer Player High Setting := 4 Maximum Computer Player High Setting := 7 Minimum Neutral Player Low Setting := 0 Maximum Neutral Player Low Setting := 1 Minimum Neutral Player Medium Setting := 1 Maximum Neutral Player Medium Setting := 2 Minimum Neutral Player High Setting := 2 Maximum Neutral Player High Setting := 3

Yes, that would be right for 0.99b2 and earlier versions.
But I'm playing quickstart with default settings,
and all ai's are better then me except neutral
ones;), but I had real bad luck in starting position.
Only thing that spoils game now is 1.33 bug with
retreating fleets (ones with unarmed support ships)
and perhaps ai supply problem.

Greetings, Branimir.

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Re: IRM 0.99b is out.

Soumis par Khizlek le Mar, 2007-04-10 18:20

bmaxa wrote:
Khizlek wrote:

The AI also seems to ignore the prescence of other planets of mine in the same system and there is no attempt to invade those planets even though they are within their guarded areas.

It could be three reasons for that: 1.ai has enemies elsewhere so you are not on priority list

Ahh, then it would be that.

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Re: IRM 0.99b is out.

Soumis par Chen H le Mar, 2007-04-10 19:40

I really like how turn processing is like super fast now, keep up the great work guys!

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Re: IRM 0.99b is out.

Soumis par Psieye le Mer, 2007-04-11 12:18

Quote:
Try a game with medium size quadrant and no more then 4-6 of them including neutrals. Or large with 6-10 ai's.
Actually, that's what I'm doing, it just so happens that by freak accident I'm in a peaceful corner and 2 AIs started in neighbouring systems (not to mention other AIs being clustered on the other half of the quadrant). Means I need to specify well-spaced Starting Positions when I next start a new game (not sure when that will be).

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