The future of IRM. |
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.

Re: The future of IRM.
Could you please at least first update the mod so that it is compatible with 1.35?

Re: The future of IRM.
If IRM was compatible with v1.33, it will be with v1.35.
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Re: The future of IRM.
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.

Re: The future of IRM.
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.

Re: The future of IRM.
I am also in some kind of a state of shock , but i understand it's a lot of work to make a mod
Re: The future of IRM.
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
Re: The future of IRM.
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.
Re: The future of IRM.
can't blame FH for gettin fed up with the game, it is buggier than Master of Orion 3....
Re: The future of IRM.

Re: The future of IRM.
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.

Re: The future of IRM.
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: The future of IRM.
Sounds like you need a small group for core beta testers....
Javaslinger

Re: The future of IRM.
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.

Re: The future of IRM.
It's ok. I get fed up with my games to. You'll find you're way back, I'm sure 
Re: The future of IRM.
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.
Re: The future of IRM.
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
Re: The future of IRM.
I'm a retired programmer with some time available. I would be glad to help out.
Re: The future of IRM.
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

Re: The future of IRM.
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.
Re: The future of IRM.
will be geting set up to be able to at least play test shortly so I will be able to contribute a bit
Re: The future of IRM.
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.
Re: The future of IRM.
Does IRM work with 1.58 or 1.63??

Re: The future of IRM.
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.

Re: The future of IRM.
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
Re: The future of IRM.
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





Re: The future of IRM.
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.