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

GidMod 0.321a

Soumis par Gideon le Lun, 2007-05-14 20:06 SE:V MODs

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.

GidMod

‹ Ground Combat Mod 2.08 Balance Mod v1.06 Available! ›
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Mod Designer

Re: GidMod 0.321a

Soumis par Gideon le Mar, 2007-05-15 15:31

*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

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Mod Designer

Re: GidMod 0.321a

Soumis par Fyron le Mer, 2007-05-16 03:50

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.


SpaceEmpires.net | Space Empires Wiki

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Image de pujal

Re: GidMod 0.321a

Soumis par pujal le Mer, 2007-05-16 06:14

Great mod Gideon, hope to see future versions!

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Mod Designer

GidMod 0.322a

Soumis par Gideon le Mer, 2007-05-16 11:48

Version 0.322a is up now. I didn't push to a full 0.33a because the AI does not have a script command to tell it to self-destruct anything. Therefore, I cannot update the AI to self-destruct satellites/mines/etc.

Small change was done to add the self-destruct command to Satellites and Mines.

Players can self-destruct them at any time now, but be careful. When you self-destruct a satellite or mine, you blow up the ENTIRE UnitGroup that the target satellite or mine is in.

Also, I am going to not be posting in the forums when there are minor updates to the mod.

Major updates will be announced in forum, but minor updates just clutter the forum post list up.

GidMod

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Image de pujal

Re: GidMod 0.321a

Soumis par pujal le Ven, 2007-05-18 17:55

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.

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Image de Rilo57

Re: GidMod 0.321a

Soumis par Rilo57 le Ven, 2007-05-18 19:12

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.

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Mod Designer

Re: GidMod 0.321a

Soumis par Gideon le Sam, 2007-05-19 12:19

Rilo57 wrote:
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.

My numbering convention:

0.322a

From left to right:

0.3 = Major feature release. Indicates the addition of a major area (such as adding espionage changes, or adding AI design creation changes).

2 = Minor feature release. Indicates the addition of a feature that is part of a larger feature (such as adding scout ships to design creation, AFTER already having added AI design creation in an earlier major release).

2 = Patch release. Indicates a release that addresses bugs or tweaks to current features, but does not add any new features.

a = alpha = Major aspects are still in early design. Implemented aspects should be expected to have a large number of bugs, ranging from minor to show-stopping. Approx. 20%-30% of planned features implemented.

b = beta = All major aspects have some rough design. Implemented aspects should be expected to have a moderate to low number of bugs, ranging from minor to moderate, with very rare major or show-stopping. Approx. 50%-75% of features implemented.

r = release = All major aspects are thuroughly designed. Implemented aspects should have no to a low number of bugs, ranging from minor to moderate, with no major or show-stopping. Approx. 80%-90% of features implemented (always room to add more at a later date).

You could also look at it like:

3.2.2.a

I might translate to this other version display if the one I currently use becomes too cumbersom or is too confusing.

GidMod

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Mod Designer

Re: GidMod 0.321a

Soumis par Gideon le Sam, 2007-05-19 12:19

pujal wrote:
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.

I'm going to ask for some details here, because I want to fix any bugs, not because I'm being a pain in the rear.

What phase of the game are you in?

Are these pure AI empires, or empires you are controlling with AI assistance?

Are these your designs being built by the AI (or not built, as the case may be), or designs generated by the AI?

Are these "breathable" planets? (The AI currently fills a planet with structures before building units. Breathable planets can have a lot of structures, so is the AI waiting to "fill" the observed planets first?)

What turn are you in? (The AI tends to go through a colonize and expand phase initially before it concentrates more on military ships.)

Perhaps attaching a save file to a bug report in the projects & downloads area, under GidMod, would help me pin this down as well.

Thanks for your help.

GidMod

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Image de pujal

Re: GidMod 0.321a

Soumis par pujal le Dim, 2007-05-20 16:38

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 Smiling), 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.

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Image de schaeen

Re: GidMod 0.322

Soumis par schaeen le Dim, 2007-05-20 20:13

pujal wrote:
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.

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.

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Image de pujal

Re: GidMod 0.322

Soumis par pujal le Dim, 2007-05-20 23:42

schaeen wrote:
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.

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?

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Image de schaeen

Re: GidMod 0.322

Soumis par schaeen le Lun, 2007-05-21 00:11

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!

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Image de schaeen

Re: GidMod 0.321a

Soumis par schaeen le Lun, 2007-05-21 00:15

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.

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Image de ColonialAdmiral
Mod Designer

Re: GidMod 0.321a

Soumis par ColonialAdmiral le Lun, 2007-05-21 00:43

Um...Ok...

*Calls the Insane Asylum*

Laughing out loud

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Image de pujal

Re: GidMod 0.321a

Soumis par pujal le Lun, 2007-05-21 01:01

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...

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Image de Unole

Re: GidMod 0.321a

Soumis par Unole le Ven, 2007-05-25 07:38

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

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Image de pujal

Re: GidMod 0.321a

Soumis par pujal le Ven, 2007-05-25 15:30

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?

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Mod Designer

Re: GidMod 0.321a

Soumis par Gideon le Ven, 2007-05-25 17:59

pujal wrote:
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?

Enemy empires will surrender. I've not modded this part of the game, so I think you need a huge number more points than the empire you want to surrender (like 5X or more).

GidMod

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Image de pujal

Re: GidMod 0.321a

Soumis par pujal le Sam, 2007-05-26 20:18

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.

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Image de boromeo

Re: GidMod 0.321a

Soumis par boromeo le Sam, 2007-05-26 22:07

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 !

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Mod Designer

Re: GidMod 0.321a

Soumis par Gideon le Dim, 2007-05-27 11:46

boromeo wrote:
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 !

Let me guess...

These satellites are on crystal or organic tech?

I've been fighting with this for a while. Every time it seems I've fixed it, it breaks again.

Grrrr....

GidMod

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Image de boromeo

Re: GidMod 0.321a

Soumis par boromeo le Dim, 2007-05-27 17:44

Organic Tech

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