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

The future of IRM.

Soumis par Fallen Haven le Ven, 2007-05-11 09:02 SE:V MODs

Sorry for the lack of updates lately, but i haven't worked much on the mod in the last few weeks. One reason being that the game was so buggy it was painful to work on it. Tried the new patch and it seem to work better, did not have the time to fully test it though. Still, the damage is done, i'm starting to loose interest in the game and have a hard time getting myself to keep working on it. It seem to be the same for Bmaxa, i guess he got sick of all the game research issues (and all the arguing that came with it).

So what i want to propose is to let someone else take over the mod. I'm still willing to do a few things for the mod, just not be the one in charge of doing it all. If there are enough volunters, it could become a joint effort.

What is left to do :

-Balancing the research cost and level for each components and facilities.
-Improving the AI's awareness.
-Fixing the AI's research pathern.
-Polishing the balance of weapons.

So, if anyone is willing to work on IRM, post it there.

‹ Editing script files? Fleets register as Space_Object_Type_Ship ›
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Image de Psieye

Re: The future of IRM.

Soumis par Psieye le Ven, 2007-05-11 10:36

I've said it before: dump all the important text files on the Wiki - preferably dividing each text file into many pages so everyone can edit it at once. You also need to write a friendly guide on how you instructed the AI to follow the complex IRM research path.

Then we'd need a "brainstorming" page where people put up general suggestions of balance changes, and once enough people like an item, we move it onto a "to do" page for anyone to implement.

As for Diplomacy and Intel - how much can be recycle from BM? For that matter, how much of IRM AI code is compatible with BM do you think (of course, exclude Research and Ship Designs)?

Finally, this would be a good enough moment to start work on individualised, specialist AI Research paths.

---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 BlueTemplar

Re: The future of IRM.

Soumis par BlueTemplar le Ven, 2007-05-11 10:58

Could you please at least first update the mod so that it is compatible with 1.35?

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Image de Captain Kwok
Mod Designer

Re: The future of IRM.

Soumis par Captain Kwok le Ven, 2007-05-11 11:20

If IRM was compatible with v1.33, it will be with v1.35.

-----

Space Empires Depot | SE:V Balance Mod

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Re: The future of IRM.

Soumis par Fallen Haven le Ven, 2007-05-11 12:00

Psieye wrote:
I've said it before: dump all the important text files on the Wiki - preferably dividing each text file into many pages so everyone can edit it at once. You also need to write a friendly guide on how you instructed the AI to follow the complex IRM research path.

The problem is, the scripts are huge and a lot can be edited there. It's a lot of work and i may not have the time or the will to do it.

Quote:
Then we'd need a "brainstorming" page where people put up general suggestions of balance changes, and once enough people like an item, we move it onto a "to do" page for anyone to implement.

That would be good.

Quote:
As for Diplomacy and Intel - how much can be recycle from BM? For that matter, how much of IRM AI code is compatible with BM do you think (of course, exclude Research and Ship Designs)?

I tried to implement more memory elements in my diplomacy code and matched treaty names with the kind of elements they have in them. Bmaxa added the fear factor. Besides that i don't know.

Quote:
Finally, this would be a good enough moment to start work on individualised, specialist AI Research paths.

Before that, finishing the research cost and level balance must be done. No point in trying to implement a custom research script if the stuff to research isn't properly set first.

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Image de Psieye

Re: The future of IRM.

Soumis par Psieye le Ven, 2007-05-11 12:14

Ok, let's plan this a bit:

Upload Facilities, Tech Areas and Components (plus others such as Component Enhancements and Vehicle Sizes) up so we can ponder over the balance of the game.

Once we've sort-of 'finalised' that, we can toss up just the research scripts of the AI so we can ponder over that. Mind you, IMO we cannot get a single, generic, generalist AI research script that will meet human standards. Still, making it do something approaching what a human might do is our goal. Then we can min/max it to suit each empire. May as well accept that giving the AI a high research/production bonus might be necessary to have it give a good player a challenge (there seem to be a wide range of player adeptness).

That means, we won't have a new IRM version for a long time as we want to finalise the balance aspect first before proceeding. A key topic would be how to handle the Theory and Key technologies - reduce costs and/or split them up further? Either way a high cost tech area is going to trip the AI up if I understood you correctly.

Personally, I'm starting to view the humble DUC as a viable late-game option if only because it has the best Supply/Ordnance-to-damage ratio in the game (i.e. is ammo efficient). Maybe we can adjust numbers such that 'higher tier' weapons aren't all that advantageous to early-game ones (assuming everything's at Lv 1) - I'm inclined to say this is already the case.

---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: The future of IRM.

Soumis par Fallen Haven le Ven, 2007-05-11 13:09

Here the most up-to-date data files :

www.spaceempires.net/files/user/fh/Current_IRM.zip

This file include the last balance changes i did along the new tech tree in the works (still need to be finished). Once the data files are sorted, it would be easy to adjust the research script to it. Someone who has played the game extensively is more qualified to adjust the balance of the weapons or tech cost, the current ones are mostly arbitrary and need some fixing (especially for the more advanced stuff). I was planning on including a tech level cap that would be based on the current theorical level, easy to do, but quite long to implement since a few lines must be added in each entry of the data file, it's quite time consuming.

FH

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Image de Psieye

Re: The future of IRM.

Soumis par Psieye le Ven, 2007-05-11 13:32

Post what those "few lines in each entry" are here, then leave instructions of what Theory affects what. Well, the latter can be left to us, and I'm pretty sure I could figure out the former as well, but just put the example here and we'll sort out the manpower.

---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: The future of IRM.

Soumis par Fallen Haven le Ven, 2007-05-11 16:53

Psieye wrote:
Post what those "few lines in each entry" are here, then leave instructions of what Theory affects what. Well, the latter can be left to us, and I'm pretty sure I could figure out the former as well, but just put the example here and we'll sort out the manpower.

What i had in mind was to add an extra requirement that would use one or two theorical tech as cap.

Exemple : Requirement 3 Formula := Get_Empire_Tech_Level("Physics") >= ([%Level%] - 1) / 5

If that formula works, it would mean that for every level of Physics, you have an extra 5 levels for that component / facility. With the 20 levels, you should be able to reach level 100. Of course, this should be adjusted for the technologies that never reach level 100, like storage. So in practice this would force the player to spread his research over several tech instead of raising one 10+ level right away and gain a significant advantage.

Theorical tech only affect what you can research, but with the change i have in mind, they could be used to cap component / facility levels. I tried to use them to cap the technology themselves, but it doesn't work (made the game crash).

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Image de boromeo

Re: The future of IRM.

Soumis par boromeo le Ven, 2007-05-11 23:43

I am also in some kind of a state of shock , but i understand it's a lot of work to make a mod

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Re: The future of IRM.

Soumis par StellarRat le Sam, 2007-05-12 00:09

Fallen Haven,

Thanks for all your work on this mod. It is awesome and it's the only way I play the game now. I'm a little depressed that you have decided to stop working on it, however, I understand your feelings about this. I hope that someone will take up the standard and continue working on this great mod.

Thanks,
StellarRat

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Re: The future of IRM.

Soumis par evilginger le Sam, 2007-05-12 01:24

Quite frankly this came as a nasty shock as I was expecting v1.00 to follow the 1.35 patch.

FH sorry to hear that you have got fed up with it and I very much hope it can be kept going especialy as most of the work has already been done.

Its not unfortunatly somthing I can help all that much with as I am un able to run the game at the moment as I am in the process of moving and have all my computers in store. I would be quite prepared to go back to testing as soon as I can.

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Re: The future of IRM.

Soumis par Lord_Khyron le Sam, 2007-05-12 03:08

can't blame FH for gettin fed up with the game, it is buggier than Master of Orion 3....

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Mod Designer

Re: The future of IRM.

Soumis par Fyron le Sam, 2007-05-12 03:28

Psieye wrote:
I've said it before: dump all the important text files on the Wiki - preferably dividing each text file into many pages so everyone can edit it at once.
A wiki isn't a very good solution for such large blocks of text as SE5 data files, if you are talking about putting them in as actual articles. Attaching zipped files would be much better, generally. Mark a file as "checked out," download, make some changes, and upload a replacement.

Lord_Khyron wrote:
can't blame FH for gettin fed up with the game, it is buggier than Master of Orion 3....
It may (or may not) technically have more bugs, but at least the game design is not fundamentally broken. Crucial features weren't stripped out and irreparably mangled months before release and all that.


SpaceEmpires.net | Space Empires Wiki

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Image de TakAhLah
Mod Designer

Re: The future of IRM.

Soumis par TakAhLah le Sam, 2007-05-12 05:10

I am very sorry to hear the you can't continue with your mod FH. I don't play IRM, but I feel the loss of this mod would be a big loss for the SEV community.
I really do hope that some, as yet unknown modder or modders step up to take your place.

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Image de Psieye

Re: The future of IRM.

Soumis par Psieye le Sam, 2007-05-12 08:12

Fyron wrote:
Psieye wrote:
I've said it before: dump all the important text files on the Wiki - preferably dividing each text file into many pages so everyone can edit it at once.
A wiki isn't a very good solution for such large blocks of text as SE5 data files, if you are talking about putting them in as actual articles. Attaching zipped files would be much better, generally. Mark a file as "checked out," download, make some changes, and upload a replacement.
By any chance are you familiar with CVS repositories? That's what you seem to be describing (which would be most ideal, yes). I've no experience in setting up a proper CVS though, so emulating it on Wiki would be necessary I guess.

---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: The future of IRM.

Soumis par Fallen Haven le Sam, 2007-05-12 08:42

TakAhLah wrote:
I am very sorry to hear the you can't continue with your mod FH. I don't play IRM, but I feel the loss of this mod would be a big loss for the SEV community. I really do hope that some, as yet unknown modder or modders step up to take your place.

Well, i lost interest for now, but it's still possible i get it back. My mod just got too big and it's increasingly difficult to keep track of changes or make improvements to it. Also testing the game out is the biggest problem right now, it's just too time consuming (How the heck people can get 300+ turns down? It would take me a whole week!). I'm still willing to some work on the mod, just not do it all myself. I want to enjoy playing a game too, but ever since i started modding Se5, i started lots of games but never finished a single one...

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Re: The future of IRM.

Soumis par javaslinger le Sam, 2007-05-12 09:48

Sounds like you need a small group for core beta testers....

Javaslinger

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Image de Psieye

Re: The future of IRM.

Soumis par Psieye le Sam, 2007-05-12 10:09

He also needs people to do the grunt work of copy/pasting simple lines into fat text files. Hence why I suggest breaking the .txt files into pieces and uploading them for people to separately work on - after we plan ahead how we're to work on them.

---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 ColonialAdmiral
Mod Designer

Re: The future of IRM.

Soumis par ColonialAdmiral le Sam, 2007-05-12 10:31

It's ok. I get fed up with my games to. You'll find you're way back, I'm sure Laughing out loud

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Re: The future of IRM.

Soumis par Fallen Haven le Sam, 2007-05-12 11:17

Psieye wrote:
He also needs people to do the grunt work of copy/pasting simple lines into fat text files. Hence why I suggest breaking the .txt files into pieces and uploading them for people to separately work on - after we plan ahead how we're to work on them.

Yeah, IRM files have grown quite fat... Smiling

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Mod Designer

Re: The future of IRM.

Soumis par Fyron le Sam, 2007-05-12 17:11

You may be interested to know that IRM 0.99b has received 591 hits over the last month (note that is not the same as completed downloads).

If you want to talk about big mods, just look at Adamant (SE4). Big SE5 mods are much easier to manage, due to far more compact data files. AI is certainly a bit trickier, though.


SpaceEmpires.net | Space Empires Wiki

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Re: The future of IRM.

Soumis par WanderDaekar le Sam, 2007-05-12 22:21

The horror! The most facinating mod for SEV is hitting the stall wall!? Agony and despair! ::sob::

Ahem, anyway...once I get back from getting married and return with my wife, I could manage the time consuming copy/paste if given enough direction for anything beyond simple copy/paste matters, as I would imagine there is more to it than JUST copy/paste. Working on another mod team currently, but I suppose I could swing simple stuff like that for IRM too.

This could very easily become just what I was envisioning in my own head if we get a scaling script line hardcoded in. Don't give up! At least be the mastermind that guides the masses in development! Either that or a high-paid consultant (you will receive payment in bananas).

"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: The future of IRM.

Soumis par CheckinItOut le Lun, 2007-05-14 06:05

I'm a retired programmer with some time available. I would be glad to help out.

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Mod Designer

Re: The future of IRM.

Soumis par unnamed le Lun, 2007-05-14 13:01

I would be willing to take a specific race and mod it (research, strategy, etc). But I'm personally not as interested in deciding how the mod works, simply making a competitive AI based on it.

-unnamed

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Re: The future of IRM.

Soumis par Fallen Haven le Lun, 2007-05-14 16:24

unnamed wrote:
I would be willing to take a specific race and mod it (research, strategy, etc). But I'm personally not as interested in deciding how the mod works, simply making a competitive AI based on it.

-unnamed

The AI is one of the worst part for IRM. Despite all the great improvements Bmaxa made for it, we could never make the AI truly competitive. The problem was not the code, but more that we don't know what to do to make the AI more efficient against the player. Tech research is the first problem, IRM has too many techs and their cost/usefulness have not been fully balanced. Then you have the resource management, the AI has no clue of what it has or how much it need. Then you have diplomacy that is pretty useless because the AI has no long term planning, it just decide things playing dices.

The AI must be able to plan ahead and do things for a purpose, but that's a heck of a lot of work...

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Re: The future of IRM.

Soumis par Fallen Haven le Lun, 2007-05-14 16:32

Fyron wrote:
If you want to talk about big mods, just look at Adamant (SE4). Big SE5 mods are much easier to manage, due to far more compact data files. AI is certainly a bit trickier, though.

IRM has huge data files due to all the content added, and the improvement to the AI has inflated the scripts to huge proportions. But the hard part is keeping track of the changes from one version to the next, it's easy to make a minor change and forget about it... Another problem is that some files contain more than one aspect of the game while others are more specific, that complicate things when you end up merging the works of several people.

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Image de Psieye

Re: The future of IRM.

Soumis par Psieye le Mar, 2007-05-15 18:00

I would suggest getting Team Mode to work would be a big step forwards in making the AI competitive - then it can worry about attacking the humans as soon as possible instead of 4 other empires that it has to play dice with. BM figured this out, so you/we/someone have a working example to code this bit in. Beyond that, I think it's best to suck it up and accept that the AI Bonuses/cheats might be necessary to keep it competitive with a human's inherent ability to plan ahead.

You've been trying to make an AI be competitive when it's got no advantages over a human. That's too unrealistic I think.

Man... it's been 4 days and no Wiki action's happened. I'll upload tech tree-related data files tomorrow or so, then we can get organised...

---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: The future of IRM.

Soumis par evilginger le Mer, 2007-05-16 06:16

will be geting set up to be able to at least play test shortly so I will be able to contribute a bit

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Re: The future of IRM.

Soumis par Jaxem le Mer, 2007-05-16 07:49

I'm willing to play test, but thats about all i'm useful for. I can also make up ideas and edit components, if that helps. Let me know if you need me for anything.

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Mod Designer

Re: The future of IRM.

Soumis par pkoko le Mer, 2007-11-28 01:48

Does IRM work with 1.58 or 1.63??

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Image de Draco18s

Re: The future of IRM.

Soumis par Draco18s le Mer, 2007-11-28 03:35

As far as I have determined, anything 1.58 ready will work without error in 1.63
I've been using BM 1.11 which is only SEV 1.58 and seen no problems.

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Image de Psieye

Re: The future of IRM.

Soumis par Psieye le Mer, 2007-11-28 10:17

Haven't directly tested it, but IRM was last updated before v1.58 meaning all its AI scripts won't work. Therefore it likely won't work.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Mod Designer

Re: The future of IRM.

Soumis par unnamed le Lun, 2007-12-10 17:29

Hey Everyone,

I've updated IRM to work with version 1.63

Get it http://wiki.spaceempires.net/index.php/IRM/IRM

These are simply the old files made to work with 1.63. I dont know whether all of the concepts work correctly as intended but the AI does build an empire. Enjoy

-Unnamed

Unnamed Mod

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