GidMod 0.321a |
The latest version of my mod has been released. This is my final update before I release a version that deals with Espionage.
I think you will find the AI to be a greater challenge. Check it out, and thanks for playing.
Oh, and I have an entry in the projects&downloads area here. Stop by and post any bugs or suggestions you may have.
Re: GidMod 0.321a
1.33 compatible mods should be compatible with 1.35 automatically; changes in this patch are bug fixes and such, not additions to the data files.

Re: GidMod 0.321a
Great mod Gideon, hope to see future versions!

Re: GidMod 0.321a
Playing my 322 game a bit further I noticed that enemy empires don't really make use of weapon platforms or satellites on any planet but their homeworld...They didn't even send any frigates out to defend their colonies.

Re: GidMod 0.321a
Man what's with the crazy numbering going on here with mods. Just keep the numbers going up, and keep it simple (no letters). Maybe like just to the hundreths place like v1.22, with major revisions going up to a whole new ones place like v1.22 to v2.0.
Oh, and by the way gideon, you got a problem with my hair?
just kidding, that's not me really.
SEV, more than a feeling.

Re: GidMod 0.321a
Empires are completely AI with their own designs.
It's also an early/no starting tech game, about 15 turns in.
I'm sure they were in fact in the 'fill' stage of production on all the colonies I met.
None of the problems seem buggy, but if I run into any ill follow through with the savegame/bug report. Mostly early-game strategy that concerns me.
The expand and colonize phase is probably the most important part of the game imho(as it's the most played part and people often quit or give up a game if this early part isn't challenging), so here's a few suggestions:
* A few satellites or a missile weapons platforms do wonders for keeping a far-flung colony safe until a spaceyard is built. In fact, I'd go further and maybe do twice as much, my reasoning: the 'fill' stage for new colonies can take QUITE a few turns.
* escorting colony ships with frigates(your missile frigates are good enough to at least disable most designs I could produce early game - good stuff
), or at least every OTHER colony ship.
* Another idea would be to send frigates AHEAD of the colony ships to scout and take out defensless colonies of enemies to slow them down(since that's exactly what a player will do to the AI) or maybe just attack planets that share their preferred planet type.
Basically, I'd like to see AI that is really tough to take out early-game. If I can defend my early colonies, so should the AI.

Re: GidMod 0.322
I played this mod all last weekend and did not see this problem. In fact, the whole weeekend I was dealing with the AI's stupid satellites. I swear to g*d I was punching the walls 'cause those frickin satellites were blowing up everything before I could get close enough to them.

Re: GidMod 0.322
35 turns in now to my game and I have yet to run into a defended enemy colony besides homeworlds, though the homeworlds are very well defended. I researched pd up to 8 and sent in 10 pd ships and 10 missile ships and though I cleared one side of the planet of satellites, I didn't kill a single platform or facility. Then I remembered planetary weapons, duh!
I'm also noticing a definite lack of actual ships. One empire endlessly throws colony ships at my satellite-defended warp-point and every TEN turns I run into a single frigate but yea. Thats it. No enemy fleets of any kind.
Well, they DID send a freighter with a single pd after my orbitting fleet, but that doesn't really count!
Could you tell me what kind of game your playing and how far along you are Schaeen? All techs researched?

Re: GidMod 0.322
I'm not very far in the game. I haven't even researched fighters yet. Only 2 or 3 techs are above level 1.
I can't think how many turns...but I can't be more than 3 years into the game. I had 2 frigates, he had 4 or 5. I had 1 freighter, he's had 4. He's built at least 2 sats on every colony (4) and a total of about 20 on his homeworld. He built a base above his homeworld. He's colonized my home system. This guy is really agressive!
Kind of game? I've only been playing for 10 days...I'm not sure how many "kinds" there are.... But there's some 16 races, highest difficulty level, ancient setting, some sectors are not connected...um...what else can I tell ya?
I've only encountered this one race so far.
I only played one game before this...stock version. Wow...what a world of difference in the AI!

Re: GidMod 0.321a
I play this game too much. Last night I had a dream that Gideon was saying something important (which I don't remember). He was a big Aryan-lookin' fella with a booming voice.

Re: GidMod 0.321a
Um...Ok...
*Calls the Insane Asylum*


Re: GidMod 0.321a
Makes me wonder if the races are different, some more docile and such?
I guess I'll keep at it and hope theres a worthy opponent somewhere out there...

Re: GidMod 0.321a
Gideon,
I've posted a couple of issues up for you to look at. Neither one is a game stopper for me. Just a little annoyance.
Directive 721: Cover your own a$$ first. Solo

Re: GidMod 0.321a
100 turns into my game now. I've examined my own empire, my planets and resource limits and realized that with 8 other empires on a small map, their really pushing their limits and there just isn't enough resources to go around for large amounts of ships. Though a few have around 30 now.
The enemy designs are still very competative too. Though espionage seems to be broken, but as I understand it your working on that.
I destroyed one races homeworld and have taken it over but having trouble rooting out the empires few remaining worlds and they steadfastly refuse to surrender, I'm wondering what it takes, or if it's even possible, for empires to surrender?

Re: GidMod 0.321a
Small issue, but the AI dumped a hoard of satellites out at one of my warp points(hurray for agressive AI!), only, they put hellbores on them with lots of ordnance but only 50 supply. Hellores take 10 supplies, 20 ordance, so they only got five shots.

Re: GidMod 0.321a
There's another bug about the satellites , The AI would put weapons on the satellites i had missiles) on the 2 or 3 new designs but after that the AI wouldn't add any weapons !!, Please fix that !

Re: GidMod 0.321a
Organic Tech




Re: GidMod 0.321a
*NOTE*
Update will be released this afternoon (May 15) to bring compatability up to SE5 v1.35 (I didn't even notice it had been released...doh!)
Version number of the mod will be 0.33a, and may include one or two last minute refinements to some obsolete unit elimination AI scripting.
I'm going to see if I can get the AI to self-destruct old satellites and mines in orbit (since this latest patch should fix that), so that it sees more room to build new ones.
Thanks.
GidMod