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

IRM 0.99b3

Soumis par Fallen Haven le Jeu, 2007-04-19 11:38 SE:V MODs

This fix the armor issues and the AI's supply issues. Also attempt to fix the AI's research priorities but don't hold your breath on that one. The new resource management system has not been included in this fix (still untested).

The mod :
---------
www.spaceempires.net/files/user/fh/IRM%200.99b3.zip

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

And the scripts :
-----------------
www.spaceempires.net/files/user/fh/IRM%20Scripts%200.99b3.zip

‹ Unnamed Version 1.10 Available Noobie question - mod idea ›
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Re: IRM 0.99b3

Soumis par Tilarium le Jeu, 2007-04-19 12:15

Woo-hoo! Thanks for the update Fallen Haven. One question, do we need to start a new game or will the changes work with a current game?

Kyle

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Re: IRM 0.99b3

Soumis par Janster le Jeu, 2007-04-19 12:31

Nice, I just upgraded my game, and continued my savegame..weeee lets hope it works

Janster

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Re: IRM 0.99b3

Soumis par Psieye le Jeu, 2007-04-19 12:41

Woo... time to see if I can find someone to PBEM with.

---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 0.99b3

Soumis par Fallen Haven le Jeu, 2007-04-19 15:26

Tilarium wrote:
Woo-hoo! Thanks for the update Fallen Haven. One question, do we need to start a new game or will the changes work with a current game?

Kyle

It's a small update, should not break savegames started with 0.99b (or the following fixes).

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Mod Designer

Re: IRM 0.99b3

Soumis par ColonialAdmiral le Jeu, 2007-04-19 16:36

Get to 1.0 already!!!! Laughing out loud

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Re: IRM 0.99b3

Soumis par Janster le Jeu, 2007-04-19 16:40

No, I want 0.99.99x first

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Mod Designer

Re: IRM 0.99b3

Soumis par Fyron le Jeu, 2007-04-19 16:47

This is why I usually just number things sequentially by hundredths: 0.01, 0.02, etc. No arbitrary need to start adding extra 9s and such at the end if you aren't ready for "1.0" (assuming you don't have 100+ releases prior to "1.0", anyways).


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.99b3

Soumis par Chen H le Jeu, 2007-04-19 19:48

Will the AI use larger ship sizes now?

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Re: IRM 0.99b3

Soumis par Khizlek le Jeu, 2007-04-19 19:50

Psieye wrote:
Woo... time to see if I can find someone to PBEM with.

I'd be quite happy to do a PBEM game, though I prefer PBW.

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Re: IRM 0.99b3

Soumis par Psieye le Jeu, 2007-04-19 21:25

I guess the extra effort to upload my Formations_TaskForces.txt (and a few other tweaks to Settings.txt) to the PBW server will be worth the time saved later. I could do with more FFA players though - anyone else?

Also, I read elsewhere that in BM, Team Mode works - in that the AI can make good treaties with each other and focus on the human player. Is this true in IRM 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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Re: IRM 0.99b3

Soumis par Fallen Haven le Ven, 2007-04-20 04:24

Chen H wrote:
Will the AI use larger ship sizes now?

The problem isn't that it don't use them, but that it takes a while to get there. The research problem isn't completly sorted yet. The script works, no doubt. The problem is it's not quite as efficient as i wish it to be. Also the AI need to improve it's colony management (the population bonus of IRM seem to hurt it a lot right now, i might have to drop that feature).

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Re: IRM 0.99b3

Soumis par Fallen Haven le Ven, 2007-04-20 04:28

Psieye wrote:
Also, I read elsewhere that in BM, Team Mode works - in that the AI can make good treaties with each other and focus on the human player. Is this true in IRM too?

I did not do anything in that regard yet. Bmaxa is busy right now and can't work on the diplomacy aspect of the game for now. Once he does, there might be huge improvement there. But there are still other issues with the AI to fix before it's challenging enough to be worthwhile.

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Re: IRM 0.99b3

Soumis par evilginger le Ven, 2007-04-20 07:59

Agreed I have been seeing light cruisers since about version 0.7 but given the expensive techs needed to reserch to get there dont be suprised if the AI takes time given that its not as good at it as a human player. Inspite of FH's best efforts.

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Re: IRM 0.99b3

Soumis par Tilarium le Ven, 2007-04-20 09:55

What about using the game option to give the computer players a bonus? I read somewhere that it effects their research and lets them research faster. Just a thought, if it takes them awhile to research larger ships give them an edge in research.

Kyle

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Re: IRM 0.99b3

Soumis par evilginger le Ven, 2007-04-20 10:06

generaly do and as a result I do see AI destroyers quite early sometimes before I get them but be warned giving the AI a significant bonus with the IRM can make it more of a chalenge than stock a lot more.

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Re: IRM 0.99b3

Soumis par Lord_Khyron le Ven, 2007-04-20 10:17

evilginger wrote:
Agreed I have been seeing light cruisers since about version 0.7 but given the expensive techs needed to reserch to get there dont be suprised if the AI takes time given that its not as good at it as a human player. Inspite of FH's best efforts.

Yeah, the requisites in theoretical construction to go up in hull size are too expensive, even for human players, I modify its cost to less than 1/4 the original, still the AI is still stuck at frigates.
The biggest AI size I ever saw was light cruisers in stock game, long time ago....

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Re: IRM 0.99b3

Soumis par Janster le Ven, 2007-04-20 10:32

Turntimes is just too great now, doing small 4 AI teamplay vs me, they are taking ages on combats that shouldn't be, in addition to taking ages to just think aswell.

1 round = 3-5 mins on AMD 4200X2 = sigh

so 10 rounds and I'm idling 30-50 mins for them, and I play about 1 min per turn for me, possibly less.

This is about 100 turns into the game.

I've decided to shelf the game again for now, just got Dark Avatar, so I guess I'll play that for now, even thought shipcombat sucks on it...and paint my wagon ships no tactics make.

janster

edit turns 1-50 are reasonably fast...clogs after about 50

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Re: IRM 0.99b3

Soumis par Psieye le Ven, 2007-04-20 10:57

Ah, that's proof enough that IRM doesn't have Team Mode code yet. The old bug of "every AI declares war on every other empire" is only gone in BM.

As for giving the AI a bonus, why not go to Settings.txt and tweak exactly how much of a bonus they get in Point production (resources/research/intel) and Construction? Maybe disable Intelligence so you don't auto-die from a flood of Intel attacks. That's pretty much what I'm going to do if I don't find more FFA players in the next half-day or so (engage in a 2-player Comp Stomp PBEM with custom AI bonus).

---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 0.99b3

Soumis par Janster le Ven, 2007-04-20 23:19

Without teamplay mode, IRM can't really offer a challenge as I need atleast 3-4 AI's to be able to have some fun Sad

Janster

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Re: IRM 0.99b3

Soumis par BlueTemplar le Sam, 2007-04-21 03:26

If you upload IRM on PBW, I will join your game with pleasure.

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Re: IRM 0.99b3

Soumis par Psieye le Sam, 2007-04-21 06:52

*Looks at PBW server* Hang on, it's Simultaneous-turn only? Er hmm...... must think about whether I want to play in that mode (will require some time to learn about it etc). What Simultaneous-turn bugs exist at present in 1.33 (that deters Captain Kwok from playing)?

---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 0.99b3

Soumis par BlueTemplar le Sam, 2007-04-21 09:36

In 1.25 you could not launch more than one unit per turn, but this bug is gone in 1.33. Otherwise, I don't see any really game-breaking bugs that aren't present in Turn-Based play.

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Mod Designer

Re: IRM 0.99b3

Soumis par ColonialAdmiral le Sam, 2007-04-21 10:44

Yeah I'd play you if you were on PBW. Laughing out loud

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I'm lost what's the newest version of irm?

Soumis par Rilo57 le Sam, 2007-04-21 14:43

I have to agree with previous postings, just make it 1.0 I understand you probably think that it's still in "beta" but please this is just to hard to keep track of (numbers and letters...).

SEV, more than a feeling.

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Re: IRM 0.99b3

Soumis par Rilo57 le Sam, 2007-04-21 14:48

Also, does IRM have a web site?

SEV, more than a feeling.

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Re: IRM 0.99b3

Soumis par Psieye le Sam, 2007-04-21 15:57

Ok, so there's enough demand for an IRM FFA PBW. I'll get round to uploading and asking for approval on IRM on the PBW server. Advance warning: I'll be uploading with these modifications unless someone explicitly wants something different:

Formations_TaskForces.txt:
+ Added "Dense Artillery" and "Inverse Mushroom" formations

Settings.txt:
+ Hex side Point Width returned to 20.0
+ System Point Radius From Center returned to 410.0
+ System numbers now are: 20~30/70~80/130~150
+ AI point generation bonus is now 5.0/10.0/20.0
+ AI construction speed bonus is now 1.5/2.5/4.0
+ "Near Misses" do 30% damage and proc 20% of the time
+ "Critical Hits" do x1.5 damage and proc 30% of the time
+ "Low/Med/High Computer Players" now means 2~3/4~6/7~10
+ "Low/Med/High Neutral Players" now means 1~3/5~7/8~10
+ Can see Warp Points at any distance

If you want a pure unedited IRM to play with, tell me but these changes shouldn't bring any significant changes to the gameplay (especially as we won't have any AI players in this FFA). I'll announce here when the game is set up, but I don't know how long it takes for a mod to be made available. Will probably start the game halfway through next week or so and let it have long turn time-limit (yes, I'm expecting it to be slow).

Oh, for those who don't know PBW: Play By Web server
Also, I'll upload the Formations.txt and Settings.txt that I use somewhere so you just have to copy the IRM0.99b3 folder over and just put these 2 text files in.

---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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For the next version...

Soumis par Fallen Haven le Sam, 2007-04-21 16:54

I believe i found why it's so hard for the AI to keep up with the player. One reason is that too many key technologies are found in "applied science". The second problem is the tech cost, i need to adjust cost so things that need to be researched at the same time don't bug down everything else. I also consider bringing down the cost of theorical techs, the cost seem too high...

I might also change the population production bonus since right now it hurt the AI too much.

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Re: IRM 0.99b3

Soumis par Lord_Khyron le Sam, 2007-04-21 18:21

I think the population bonus is ok, its realistic, but the costs of theoretical techs need to be lowered A LOT....

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Re: IRM 0.99b3

Soumis par Psieye le Dim, 2007-04-22 04:37

Very well, the population bonus is expendable for the sake of a better AI. Those who like it, don't understand how abusable it is - I only need to put 100M people to get a colony up to half-construction-speed of a Homeworld which hardly hurts my primary source of population (the Homeworld itself). With how cheap it is to set up a race with 30% Reproduction in the early game, I can have double the population of the AI by mid-game with some micro. By then, everything else will get boosted so much by the population bonus, my score rockets high and all the AI will be begging me to sign Migration treaties, which I know how to use better than them.

It's an unstoppable cycle that I need to forcefully kill by roleplaying an infertile, xenophobic, war-mongering race. Even then I'd have the advantage because I know to only shuttle 100M people to a new colony and then move onto the next, or bump up one Optimal Conditioned colony to 8000M so they can reproduce as much as possible.

As for Theoretical Techs, whatever is necessary to make the AI understand how to research. Moving all those key technologies to "Theoretical Science" wouldn't be a bad idea yes... Humans wouldn't care about the change but I'm sure the AI will understand more. Cost of those key technologies can be whatever the AI needs to be competent - I don't mind.

---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 0.99b3

Soumis par BlueTemplar le Dim, 2007-04-22 19:08

About the PBW game:
- That's great, I didn't like the system being bigger than screen size in IRM.
- Does FFA means there can be no traties nor trades of any kind, only war?
- Seeing how growth related bonuses/maluses are overpowered in IRM for their relatively small cost, what will be the house rules on that?
- Could you please post what were the default settings before you've changed them? (maybe also in BM and Stock so we can compare)
- How concretely the critical hits/misses changes make IRM different? (Ship combat, fleet formation...) Why did you made them?

No no no, don't change the population system, it's one of the important points in which IRM is so different from BM! It actually makes the game better, since you have to make more choices: do you want to have a lot of ineficient planets, or do you make pop freighters, medical labs, etc... and try to make better what you've already got, while in BM early game it's colony ships, colony ships, and even more colony ships, which is kind of boring...

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Re: IRM 0.99b3

Soumis par BlueTemplar le Dim, 2007-04-22 19:10

Double post...

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Re: IRM 0.99b3

Soumis par ColonialAdmiral le Dim, 2007-04-22 20:32

Hey, could we have random placement of warp-points for the PBW game?

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Mod Designer

Re: IRM 0.99b3

Soumis par Phoenix-D le Lun, 2007-04-23 02:42

If you upload a moded IRM to PBW, CHANGE THE FILENAME OF THE FOLDER. The way SEV works, you can only have one mod with a given filename per installation, so if you upload a modded IRM without changing the folder name, no one will be able to use regular IRM until another release comes out.

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Re: IRM 0.99b3

Soumis par Psieye le Lun, 2007-04-23 10:36

Folder is named "IRM 0.99b3 Psi" so don't worry about that.

Let FFA mean "no Non-Aggression clauses, but you're still allowed migration, trades, etc etc" - i.e. it should always be possible to attack someone.

Let's just say 3000 Racial Trait points and not restrict any particular choices. Reproduction traits aren't the only unbalanced thing right now but as we're all humans let us decide by our own judgement what is most worthy.

I don't see any reason not to do "random warp point placement" - any objections?

Crits/NearMisses I added for personal flavour. I've not tested how they interact with the IRM armour system but if you really don't want to take any risks then I can return them to normal.

For default values, the relevant lines of Settings.txt are as below. Search them yourself in stock/BM.

Minimum Number Of Systems Small Quadrant                              := 20
Maximum Number Of Systems Small Quadrant                              := 40
Minimum Number Of Systems Medium Quadrant                             := 50
Maximum Number Of Systems Medium Quadrant                             := 70
Minimum Number Of Systems Large Quadrant                              := 100
Maximum Number Of Systems Large Quadrant                              := 200

Computer Player Bonus Points Multiplier Low                           := 2.0
Computer Player Bonus Points Multiplier Medium                        := 3.0
Computer Player Bonus Points Multiplier High                          := 5.0

Computer Player Bonus Queue Rate Multiplier Low                       := 1.5
Computer Player Bonus Queue Rate Multiplier Medium                    := 2.0
Computer Player Bonus Queue Rate Multiplier High                      := 3.0

Number Of Rare Hit Types                                              := 2
Rare Hit Type 1 Name                                                  := Near Miss
Rare Hit Type 1 Percent Chance                                        := 7
Rare Hit Type 1 Damage Percent                                        := 50
Rare Hit Type 2 Name                                                  := Critical Hit
Rare Hit Type 2 Percent Chance                                        := 7
Rare Hit Type 2 Damage Percent                                        := 200

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

Can See Warp Point At Any Distance                                    := FALSE

I recommend WinMerge for comparing these long text files (e.g. between BM and IRM Settings.txt files).

Hmm... as for game setup, any complaints to a Medium Quadrant (what type?) with 3 Good-rank Homeworlds and no starting tech? 100k Starting Resources and standard tech costs. I'm thinking 1 Homeworld will be too slow given we're expecting many players of different timezones and thus, very slow turns (probably 1 a day, max 3 day time-limit per turn).

---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 0.99b3

Soumis par Psieye le Mar, 2007-04-24 10:24

Ok, uploaded to PBW server and awaiting Admins to install it.

Files that are different between regular IRM and my version. Just remember to overwrite these in a COPY of the IRM folder and name it "IRM 0.99b3 Psi".

---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 0.99b3

Soumis par Caius le Mar, 2007-04-24 12:44

Hi Guys. I’m playing IRM0.99b3 single player. When I look at the strategic map and click on Supply Depots it says I have 4 in home system. I only have on such facility. This number is growing. It was 2 when I first noticed this. Does this indicate something other then the number of Supply Depots in the system? Thanks

Caius

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Mod Designer

Re: IRM 0.99b3

Soumis par Fyron le Mar, 2007-04-24 14:12

Are there other facilities that provide (perhaps meager) amounts of supply abilities? Such as SYs? The system totals do not refer to specifically named facilities, but to any and all facilities with the appropriate ability.


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.99b3

Soumis par Caius le Mar, 2007-04-24 14:34

I thought the number only indicated actual Supply Depots Facilities. Me wrong I guess. I do have 3 Sip Yards plus 1 Supply Depot. That must be why it says 4 Supply Depots. Ship Yards produce 5000 Supplies. Thanks for your help Fyron.

Caius

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Re: IRM 0.99b3

Soumis par Nevyn le Mer, 2007-04-25 01:07

0.99b(and probably c) bug.

Organic, Crystaline * Temporal Point Defence weapons can not be placed on Weapons Platforms.
This includes.... Shard Twin-Cannon, Acid Globule, Electrical Discharge etc.

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Re: IRM 0.99b3

Soumis par Psieye le Mer, 2007-04-25 06:03

That's intentional. Weapon Platforms cannot have secondary fire weapons. "Point Defence" is separate from "Secondary Fire" (e.g. the Autocannon). The latter is capable of targetting ships as well as units.

---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 0.99b3

Soumis par ekolis le Mer, 2007-04-25 13:02

I'd be interested in the PBW game you're setting up, Psieye - I know PBW is down at the moment, but what's the game called so I can find it once it's back up?

~~~
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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Mod Designer

Re: IRM 0.99b3

Soumis par ColonialAdmiral le Mer, 2007-04-25 13:06

Yep I'll be joining. But are you sure about the non-aggression clauses?

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Re: IRM 0.99b3

Soumis par Psieye le Mer, 2007-04-25 13:25

Hmm, let's call it "IRMDebutFFA". After PBW is back up... we need to wait for IRM to be installed... Any clue how long that takes? The first impression I got was that the only active admin around didn't have enough authority to install mods 2 weeks or so ago.

As for the Non-Aggression clause - well if we allow them then wouldn't that just be a regular melee? It's meant to be a FFA where you kill everyone else eventually (Destroy Homeworlds victory condition, start with 3 Homeworlds). Or would you rather want to create situations where 2 sides are anxiously waiting when to backstab the other?

---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 0.99b3

Soumis par ColonialAdmiral le Mer, 2007-04-25 14:04

Hmmm...If its going to be a massive free for all, how about No treaties period. That would be neat!

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Re: IRM 0.99b3

Soumis par Psieye le Mer, 2007-04-25 14:22

We may as well iron these details out while waiting for IRM to be available on PBW. What do we do about treaties? 100% No Treaties/Trades; Trades/Gifts only; No Non-Aggression Clauses only; or no holds barred? Heck, we can even argue: do we want a FFA or an alliance fight?

I foresee some 5~8 players. No AI (not even Neutrals), as we can all fight AI on our own. I intend on a 70~80 system quadrant - but what type?

---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 0.99b3

Soumis par Nevyn le Jeu, 2007-04-26 09:31

Psieye wrote:
That's intentional. Weapon Platforms cannot have secondary fire weapons. "Point Defence" is separate from "Secondary Fire" (e.g. the Autocannon). The latter is capable of targetting ships as well as units.

---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.

All other Secondary Fire Weapons are enabled for the Weapons Platform, only those 3 types of secondary fire weapons aren't enabled. So it's a bug one way or the other.

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Re: IRM 0.99b3

Soumis par Psieye le Jeu, 2007-04-26 12:45

Fallen Haven: I just realised. Space Stations cannot use Heavy Base Mounts at present. A Lv 10 Space Station is 1450 kT, whereas a Heavy Bast Mount requires 1500 kT.

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Re: IRM 0.99b3

Soumis par Fallen Haven le Jeu, 2007-04-26 14:45

Psieye wrote:
Fallen Haven: I just realised. Space Stations cannot use Heavy Base Mounts at present. A Lv 10 Space Station is 1450 kT, whereas a Heavy Bast Mount requires 1500 kT.

I don't think it's a bad thing, that give you a good reason to use Starbases...

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Re: IRM 0.99b3

Soumis par Fallen Haven le Jeu, 2007-04-26 14:49

Nevyn wrote:
All other Secondary Fire Weapons are enabled for the Weapons Platform, only those 3 types of secondary fire weapons aren't enabled. So it's a bug one way or the other.

It's no bug, i don't see much use for small weapons on Weapon Platform. Usually you want them to have as much firepower as possible so they kill ships before they can do serious damage to the planet. Point defenses weapons do fine against missiles and Fighters are not a priority to kill since most of them can't shoot at the planet anyway.

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Re: IRM 0.99b3

Soumis par Phoenix-D le Jeu, 2007-04-26 15:16

"I don't see much use for them" is kind of a strange reason to limit weapons, IMO. Someone else might disagree. Smiling

(with obvious exceptions for, say, mounting anti-planet bombs on weapons platforms..)

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Re: IRM 0.99b3

Soumis par Psieye le Jeu, 2007-04-26 15:52

Fallen Haven wrote:
Nevyn wrote:
All other Secondary Fire Weapons are enabled for the Weapons Platform, only those 3 types of secondary fire weapons aren't enabled. So it's a bug one way or the other.

It's no bug, i don't see much use for small weapons on Weapon Platform. Usually you want them to have as much firepower as possible so they kill ships before they can do serious damage to the planet. Point defenses weapons do fine against missiles and Fighters are not a priority to kill since most of them can't shoot at the planet anyway.


Umm... there's an inconsistency here. Following your logic, then there'd be no point in letting the Autocannon or Railgun or other non-racial small weapons we put on Weapon Platforms. Right now though, the Autocannon can be put on Weapon Platforms (which I agree with you - isn't all that useful on a WP).

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Re: IRM 0.99b3

Soumis par ColonialAdmiral le Jeu, 2007-04-26 16:19

Phoenix-D wrote:
"I don't see much use for them" is kind of a strange reason to limit weapons, IMO. Someone else might disagree. Smiling

(with obvious exceptions for, say, mounting anti-planet bombs on weapons platforms..)

What if your race enjoys commiting suicide? or is really stupid?

By the way Pseyei:
PBW is back up, will you be posting the game soon?

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Re: IRM 0.99b3

Soumis par Psieye le Jeu, 2007-04-26 18:00

ColonialAdmiral wrote:
By the way Pseyei: PBW is back up, will you be posting the game soon?
Can't do anything until the PBW admins take heed of my message in the "Admin Request" forum and install IRM on the server. It's uploaded in the File Library but you can't create a game with it until it's installed. If my first impression is right, this could take days or weeks before it's prepared. But I hope I'm mistaken.

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Re: IRM 0.99b3

Soumis par Nevyn le Jeu, 2007-04-26 22:17

Fallen Haven wrote:
Nevyn wrote:
All other Secondary Fire Weapons are enabled for the Weapons Platform, only those 3 types of secondary fire weapons aren't enabled. So it's a bug one way or the other.

It's no bug, i don't see much use for small weapons on Weapon Platform. Usually you want them to have as much firepower as possible so they kill ships before they can do serious damage to the planet. Point defenses weapons do fine against missiles and Fighters are not a priority to kill since most of them can't shoot at the planet anyway.

Fighters/Drones would be my concern and want for a Secondary Weapon on a WP. They let you engage the fighters at longer range than most of the PD Weapons, Barring the flack cannon & bomblet missile, so you can keep the Fighters equiped with the Smart Bombs out of launch range.

Regardless of this fact that some can see a use for it though, Secondary Weapons should be consistant on if they can be placed on weapon platforms, currently some secondary weapons can and others can't be.
So either all should be, or all shouldn't be possible.

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Re: IRM 0.99b3

Soumis par Fallen Haven le Jeu, 2007-04-26 22:27

Psieye wrote:
Umm... there's an inconsistency here. Following your logic, then there'd be no point in letting the Autocannon or Railgun or other non-racial small weapons we put on Weapon Platforms. Right now though, the Autocannon can be put on Weapon Platforms (which I agree with you - isn't all that useful on a WP).

If i remember right, you cannot put them directly, but the autobuild can (when you don't have point defense). It's a quirk in the script, there is no check to see if the item added is valid on the given design.

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Re: IRM 0.99b3

Soumis par Nevyn le Jeu, 2007-04-26 23:48

The Autocannon/Other Secondary weapons can be added directly to WP's

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Re: IRM 0.99b3

Soumis par Psieye le Ven, 2007-04-27 01:27

Nevyn wrote:
Fallen Haven wrote:
Nevyn wrote:
All other Secondary Fire Weapons are enabled for the Weapons Platform, only those 3 types of secondary fire weapons aren't enabled. So it's a bug one way or the other.

It's no bug, i don't see much use for small weapons on Weapon Platform. Usually you want them to have as much firepower as possible so they kill ships before they can do serious damage to the planet. Point defenses weapons do fine against missiles and Fighters are not a priority to kill since most of them can't shoot at the planet anyway.

Fighters/Drones would be my concern and want for a Secondary Weapon on a WP. They let you engage the fighters at longer range than most of the PD Weapons, Barring the flack cannon & bomblet missile, so you can keep the Fighters equiped with the Smart Bombs out of launch range.

Regardless of this fact that some can see a use for it though, Secondary Weapons should be consistant on if they can be placed on weapon platforms, currently some secondary weapons can and others can't be.
So either all should be, or all shouldn't be possible.


Actually it's Satellites that have the longest PD - only satellite mounts can extend the range of PD and secondary weapons. Advanced satellites really are not easy to take down either so they're viable.

---Sig---
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Re: IRM 0.99b3

Soumis par Fallen Haven le Sam, 2007-04-28 08:27

Nevyn wrote:
The Autocannon/Other Secondary weapons can be added directly to WP's

I guess i changed it in an earlier version and did not remember it. Anyway, i plan on working on the mod this weekend, it's time to post all issues you have with the current version so i can fix them. Anything related to data files though, not the scripts.

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Re: IRM 0.99b3

Soumis par Psieye le Sam, 2007-04-28 09:30

Quick one then: are we supposed to get Plasma Weapons Tech at the same time as Anti-Matter Weapons Tech? Currently their tech pre-req's are exactly the same.

Longer balance thought: It may be just me, but by the time we get round to researching Physics and Force Field Containment, we're generating enough RP to just climb the tech tree even further to higher things. Granted if we're under pressure then we can't think to do this but in peacetime you can skip Physics Lv 2 weapons and go straight to Lv 3 weapons.

If it was possible, one solution to that is having a non-linear RP cost to the theoretical sciences - e.g. Physics Lv 2 is 200k, Lv 3 is 500k, Lv 4 is 1000k. Is it possible to apply 2 different Formulae in the same mod?

Oh and as you said, for the AI (and humans too), put all Key Techs in Theoretical Sciences. Things like "Nuclear Weapons Technology" can qualify as 'applied science' but can just as easily be called 'theoretical science' (the actual "Nuclear Weapons" is the application).

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Re: IRM 0.99b3

Soumis par Fallen Haven le Sam, 2007-04-28 15:56

Psieye wrote:
Quick one then: are we supposed to get Plasma Weapons Tech at the same time as Anti-Matter Weapons Tech? Currently their tech pre-req's are exactly the same.

Well, at the time i thought it did not matter much as One is the end tech of missiles while the other is for torpedoes. The problem might come with the bombs though as you can get both at the same time...

Quote:
Longer balance thought: It may be just me, but by the time we get round to researching Physics and Force Field Containment, we're generating enough RP to just climb the tech tree even further to higher things. Granted if we're under pressure then we can't think to do this but in peacetime you can skip Physics Lv 2 weapons and go straight to Lv 3 weapons.

Unfortunately, i never been far enough in any game to see that happening. You must be right though.

Quote:
If it was possible, one solution to that is having a non-linear RP cost to the theoretical sciences - e.g. Physics Lv 2 is 200k, Lv 3 is 500k, Lv 4 is 1000k. Is it possible to apply 2 different Formulae in the same mod?

I don't think i can. The only solution i can see is to increase the number of levels (reducing their cost of course) and spread the achievements over a large number of them. In fact, that might solve many problems for the AI. The only problem is to have enough technologies to spread so you don't get too many "empty level" to research...

Quote:
Oh and as you said, for the AI (and humans too), put all Key Techs in Theoretical Sciences. Things like "Nuclear Weapons Technology" can qualify as 'applied science' but can just as easily be called 'theoretical science' (the actual "Nuclear Weapons" is the application).

Hum... I am thinking of spreading all the 1 level applied tech to either thorical or weapons. The AI always invest in all the fields, it must have something worthwhile to research in each fields. The more i think of it, the more likely this will fix the AI's difficulties with research...

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Re: IRM 0.99b3

Soumis par Psieye le Dim, 2007-04-29 10:58

As I said, I don't know about others, but I prefer to focus 100% of my research on areas that I can get in a reasonable amount of time (4~5 turns). Thus I won't research Construction/Physics Lv 2 until I have about 40k RP per turn. From a military point of view, there's no point getting Physics without also getting Military Science and probably also Force-Field Containment. Therefore I'm looking at maybe 500k RP to reach "Tier 2" of Shields, Meson Blasters, Fusion Weapons - a further 240k if I want my Energy Stream weapons.

I don't mind the large RP requirement to reach this "Tier 2" status. But from there I only need 200k for Force-Field Lv 2 and 300k for Physics Lv 3 to hit "Tier 3" of Plasma/Anti-Matter Weapons and High-Energy Discharge. If I waited to be generating some 100k+ RP per turn before hitting "Tier 2", then Tier 3 is very easy to get to so I don't feel like investing my time in "Tier 2" weapons. When I'll reach that 100k RP/turn rate is dependant on starting conditions of course, but provided I don't die I will eventually reach it.

Mind you, having said that I'm finding (in my current 2-player Comp Stomp starting with 3 Homeworlds) I still have a use for Energy Stream weapons even though I'm using High-Energy weapons. So perhaps it's not all that bad given how "Tier 3" isn't too much of a jump from "Tier 2".

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Re: IRM 0.99b3

Soumis par Fallen Haven le Dim, 2007-04-29 13:41

Psieye wrote:
As I said, I don't know about others, but I prefer to focus 100% of my research on areas that I can get in a reasonable amount of time (4~5 turns). Thus I won't research Construction/Physics Lv 2 until I have about 40k RP per turn. From a military point of view, there's no point getting Physics without also getting Military Science and probably also Force-Field Containment. Therefore I'm looking at maybe 500k RP to reach "Tier 2" of Shields, Meson Blasters, Fusion Weapons - a further 240k if I want my Energy Stream weapons.

Well, the way i had set weapons, there is not a huge difference between what you call tier 2 and tier 3 weapons, it's more a question of personal taste (since you have to raise the weapon level to the previous weapon level, that's a lot of RPs). There is not much point in getting all the weapon types, pick a few favorite and raise them sky high.

Now, the cost scalling is a problem. Just like you, i intended the AI to build up it's research before tackling the high cost stuff. Unfortunatly, reaching "tier 2" is a high step, and a human player will reach it before the AI because a human will focus research on a few things. I can't set the AI to be like that unless i make an AI for each race so it research only what can boost it's strenght or reduce it's weaknesses.

So the solution i have in mind is to make theorical science like Stellar Manipulation, lot's of levels but few actual breakthrough (i'm not sure how many levels yet). I believe it would be better that way, i would not have to mess with the tech formula and the research script is more suited for smaller cost tech that are researched in a steady fashion. I could also re-use and old idea i had in earlier development that capped components levels to specific level of theorical techs, it gave a second reason to keep research them to unlock further levels. The level capping might solve a few balance problems...

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Re: IRM 0.99b3

Soumis par Psieye le Lun, 2007-04-30 05:03

Oh it never was hard for me to catch up to my previous weapon tech level - I only ever use DUC Lv 1 and don't bother going further. It is doubtful I would encounter super armour in the early game that can block a DUC fully, so I just build lots of DUCs to keep my damage up in the early-game.

But anyway, the new theoretical structure seems good yes. Smaller multiple levels, component level caps based on theory, etc

---Sig---
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Re: IRM 0.99b3

Soumis par Psieye le Lun, 2007-04-30 11:48

Mmm... PBW server sure is taking too long to install IRM... Proposal to just do a 1v1 (or 3-way FFA) PBEM?

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Re: IRM 0.99b3

Soumis par pujal le Lun, 2007-04-30 15:46

Great mod so far! The AI is killer. Only downside I've seen so far in my game is that even with all tech researched, they still only seem to build frigates.

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Re: IRM 0.99b3

Soumis par Fallen Haven le Lun, 2007-04-30 16:01

pujal wrote:
Great mod so far! The AI is killer. Only downside I've seen so far in my game is that even with all tech researched, they still only seem to build frigates.

Yeah, i know, it's a problem with my AI and the way i have set up technologies. I hope to eventually fix the darn problem and get the AI to build something else than darn frigates.

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Re: IRM 0.99b3

Soumis par ColonialAdmiral le Lun, 2007-04-30 16:32

I'd like to join the PBW game, and so does blue templar...It could be a 3-way...or more I Guess....

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Re: IRM 0.99b3

Soumis par BlueTemplar le Mar, 2007-05-01 05:33

I'd rather wait until it's on PBW.
BTW, could you please make a new thread in the multiplayer section instead of spamming this one?

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Re: IRM 0.99b3

Soumis par Psieye le Lun, 2007-05-07 12:18

Medium Freighter full of (Regular or Large) Supply Storage does not get rid of the "Freighters must have 40% of their hull dedicated to ..." warning. Check supply storage status for whether it counts as "Freighter component"?

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Re: IRM 0.99b3

Soumis par Fallen Haven le Lun, 2007-05-07 18:42

Psieye wrote:
Medium Freighter full of (Regular or Large) Supply Storage does not get rid of the "Freighters must have 40% of their hull dedicated to ..." warning. Check supply storage status for whether it counts as "Freighter component"?

The way i coded it, you need both supply and ordnance in the supply transport design for it to be valid. Just put as much of each (large ones) until the warning disapear.

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Re: IRM 0.99b3

Soumis par Nevyn le Dim, 2007-05-13 03:58

Null Space projecters have no vehicle types for them to go on? Is this intentional

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Re: IRM 0.99b3

Soumis par evilginger le Dim, 2007-05-13 04:52

Nevyn wrote:
Null Space projecters have no vehicle types for them to go on? Is this intentional

I think not its a typo null space projectors should be placeable on ships and bases

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Re: IRM 0.99b3

Soumis par evilginger le Dim, 2007-05-13 04:53

Sorry slow lap top double post

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Re: IRM 0.99b3

Soumis par acesman le Lun, 2007-05-14 00:40

I was playing IRM .99b3 multiplayer with a friend over Hamachi, and I had been researching and using drones. It seems that when I sent drones to a target, things were not as they should be. I tried in a simulator, and Anti-Planet drones refuse to hit a planet! And anti ship drones refuse to hit the nearest target, they fly through the formation multiple times to offer themselves up as targets. When drones attempt to engage a satellite, they fly around in circles occasionally ramming one. This is using the "Drone Attack" or "Kamikaze" ai's. If you us most others, they will run away. Any suggestions?

If you know your enemy and know yourself, your victory will not stand in doubt:
If you know the factors of heaven and earth, your victories will be without limit
Sun Tsu

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Re: IRM 0.99b3

Soumis par Fallen Haven le Lun, 2007-05-14 22:09

acesman wrote:
I was playing IRM .99b3 multiplayer with a friend over Hamachi, and I had been researching and using drones. It seems that when I sent drones to a target, things were not as they should be. I tried in a simulator, and Anti-Planet drones refuse to hit a planet! And anti ship drones refuse to hit the nearest target, they fly through the formation multiple times to offer themselves up as targets. When drones attempt to engage a satellite, they fly around in circles occasionally ramming one. This is using the "Drone Attack" or "Kamikaze" ai's. If you us most others, they will run away. Any suggestions?

Strange, drones used to work in previous versions. Argn, seem every new game version brings new headache...

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Re: IRM 0.99b3

Soumis par acesman le Mar, 2007-05-15 08:48

Let me clarify my comment on the drones flying through the formation and offering themselves up as targets. If there is a ship at the far edge of the formation, that is the one that the drones head for. When they hit that one/group that is far from the main formation, they will head to the opposite side of the formation, and engage the target furthest from their current position. It also seems that the drones are too easy to hit, since they often go down in droves to races with (at most) lvl 2 combat scanners.

One other observation, satellites used by the ai players get a mysterious "ignore damage less than 14.4" per satellite. If you have a group of 10 satellites, this becomes "ignore any damage less than 144" iirc. This benefit is not available for the human player, even with armor 8 levels higher. Was this intended?

If you know your enemy and know yourself, your victory will not stand in doubt:
If you know the factors of heaven and earth, your victories will be without limit
Sun Tsu

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Re: IRM 0.99b3

Soumis par Fallen Haven le Mar, 2007-05-15 09:55

acesman wrote:
Let me clarify my comment on the drones flying through the formation and offering themselves up as targets. If there is a ship at the far edge of the formation, that is the one that the drones head for. When they hit that one/group that is far from the main formation, they will head to the opposite side of the formation, and engage the target furthest from their current position. It also seems that the drones are too easy to hit, since they often go down in droves to races with (at most) lvl 2 combat scanners.

That might be related to the changes made to strategies in the mod. Most likely keeping them in formation was not a good idea... This is set up in the Default_AI_WarpTransitTypes in the default empire directory. Either edit the file to your liking or just paste the stock file over.

Quote:
One other observation, satellites used by the ai players get a mysterious "ignore damage less than 14.4" per satellite. If you have a group of 10 satellites, this becomes "ignore any damage less than 144" iirc. This benefit is not available for the human player, even with armor 8 levels higher. Was this intended?

No, the AI should not have any bonus the player can't have. This is a stock game bug as far as i can tell.

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Re: IRM 0.99b3

Soumis par Psieye le Mar, 2007-05-15 17:51

Quote:
One other observation, satellites used by the ai players get a mysterious "ignore damage less than 14.4" per satellite. If you have a group of 10 satellites, this becomes "ignore any damage less than 144" iirc. This benefit is not available for the human player, even with armor 8 levels higher. Was this intended?
Isn't that a misinterpretation? I see that as "Has enough armour to negate 14.4 damage per hit" for a satellite. Doesn't matter how many of those satellites there are, it's the same 14.4 damage mitigation. Have you actually gone into combat and taken a look at the tactical replay to judge hit-by-hit whether that's 14.4 or 144?

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Re: IRM 0.99b3

Soumis par acesman le Mar, 2007-05-15 20:38

Psieye wrote

"Isn't that a misinterpretation? I see that as "Has enough armour to negate 14.4 damage per hit" for a satellite. Doesn't matter how many of those satellites there are, it's the same 14.4 damage mitigation. Have you actually gone into combat and taken a look at the tactical replay to judge hit-by-hit whether that's 14.4 or 144?"

Hard to do, I tried the simulator on my game again, one friagte vs one satellite, and the ship would not approach the satellite. I will tinker with this.

I did not misinterpret, but perhaps I did slightly misquote. What the display on a single satellite says is 'Negates any damage of 14.4 or less'. What a stack of 10 satellites says is 'Negates any damage of 144 or less'. As I mentioned, I cannot verify so far. I am going to try the modification mentioned earlier in the post, and see what that does.

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Re: IRM 0.99b3

Soumis par acesman le Mar, 2007-05-15 21:22

My apologies all around. It seems that satellites throw drones into a tizzy in the standard game and the IRM. If there is even one satellite, a swarm of anti-planet (and often anti-ship) drones will circle about in in confusion.

If you know your enemy and know yourself, your victory will not stand in doubt:
If you know the factors of heaven and earth, your victories will be without limit
Sun Tsu

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Re: IRM 0.99b3

Soumis par Psieye le Mer, 2007-05-16 05:30

acesman wrote:
I did not misinterpret, but perhaps I did slightly misquote. What the display on a single satellite says is 'Negates any damage of 14.4 or less'. What a stack of 10 satellites says is 'Negates any damage of 144 or less'. As I mentioned, I cannot verify so far. I am going to try the modification mentioned earlier in the post, and see what that does.
Then I assume that the game puts up an incorrect and misleading text description. Otherwise I'd never have been able to kill the myriad of satellites I've shot down.

---Sig---
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Re: IRM 0.99b3

Soumis par Fyron le Jeu, 2007-05-17 02:05

0.99b3 with Psieye's modifications is ready for use on PBW (with SE5 1.35).


SpaceEmpires.net | Space Empires Wiki

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Re: IRM 0.99b3

Soumis par Duality le Jeu, 2007-05-17 11:37

Err... How do I integrate custom shipsets with this mod? I'm guessing the scripts for them aren't up to IRM's standards (which is probably why all they do is build satelites or nothing at all ingame).

Is it as simple as just copy over another races scripts and rename or something more indepth?

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Re: IRM 0.99b3

Soumis par Fyron le Jeu, 2007-05-17 12:21

Yes, it is that simple.


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Re: IRM 0.99b3

Soumis par Duality le Jeu, 2007-05-17 12:51

Cheers. All the scripts are the same for each race so it doesn't matter which I use I take it?

~~~~~~
The Zanshaa Docks

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Re: IRM 0.99b3

Soumis par Captain Kwok le Jeu, 2007-05-17 14:45

Not quite. It's best to use the default scripts from the default folder.

-----

Space Empires Depot | SE:V Balance Mod

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Re: IRM 0.99b3

Soumis par Duality le Jeu, 2007-05-17 15:32

Ah, ok. Thanks to both of you Smiling

~~~~~~
The Zanshaa Docks

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Re: IRM 0.99b3

Soumis par Strabo4 le Mar, 2007-06-05 18:48

Any updates on IRM? I'm anxiously waiting for a new version, I hope it hasn't been abandoned Sad

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Re: IRM 0.99b3

Soumis par homo ludens le Jeu, 2007-06-07 03:16

2Fallen Heaven or anybody else who has script files of IRM 0.99b3

can't download scripts from link on the top of this thread. Message "Document not found" occurs. if anybody has these files could you please mail it to me [boy187@mail.ru] or give a link.

thanx

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Re: IRM 0.99b3

Soumis par Fallen Haven le Jeu, 2007-06-07 22:26

homo ludens wrote:
2Fallen Heaven or anybody else who has script files of IRM 0.99b3

can't download scripts from link on the top of this thread. Message "Document not found" occurs. if anybody has these files could you please mail it to me [boy187@mail.ru] or give a link.

thanx

Just checked my FTP. There was a typo in the name of the file, that's why the link was not working. Sorry for everyone who had problems getting it. It's fixed now.

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