DevnullMod 1.71.1 Released! Now with updated AI! |

I finally got around to digging into the mysteries of the AI scripts and have updated the AI in DevnullMod to use it's tech tree. To give credit where credit is due, I started with the Balance Mod 1.14 AI scripts and simply changed the research and setup scripts to match the tech tree and racial pick costs for this mod - the rest of the AI is all Captain Kwok's.
With the new changes, however, the AI empires in DevnullMod are performing much more up to par. On high bonus settings, the current game I'm playing has the AI empires in some cases greatly outstripping me in research and in all cases at least keeping up, and they are now expanding somewhat better. Some of them have almost half the planets I do, which for an SE 5 AI is pretty good!
I'm going to continue tweaking the AI scripts and will be releasing more versions as I get to significant change points. I'm also looking forward to the BM 1.15 scripts, which Captain Kwok is saying are much improved. When he releases the source for those, I'll be hopefully converting to that version as well, depending on how big his changes are.
In any case, you can, as always, get the current version of DevnullMod at http://www.devnullsoftware.com/se5
Enjoy!

Re: DevnullMod 1.71.1 Released! Now with updated AI!
New Play-by-Web game starting with Devnull 1.71.1
Go to www.pbw.cc and join the carnage!

Re: DevnullMod 1.71.1 Released! Now with updated AI!
Hmm, I was trying it in single player and somewhere around 3.3 years in, the game started getting sluggish until it threw access violation errors and CTD'ed. There were 4 computer players and they never seemed to leave their home system, all of them only having colonized one other planet.
I've also noticed some facilities like resource storage being available to put on ships. Is there a place where you keep track of such feedback?
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: DevnullMod 1.71.1 Released! Now with updated AI!
Is AI fleeting ships?
There was a BalMod thread where players complained about the AIs not fleeting since 1.66 or something. Anyhow, it seemed to be present in my game, so I kind of lost interest for a month or two.
DevnullMod is pencilled in for the next game I start, but I don't want to get burnt, right?

Re: DevnullMod 1.71.1 Released! Now with updated AI!
There was a bug that affected mods and stock where AIs couldn't fleet in simultaneous games. This was because the empty first creates empty fleets that have ships sent to them. However, before any ships could be sent, the fleet was deleted because it had no ships. It was fixed in the v1.71 patch.

Re: DevnullMod 1.71.1 Released! Now with updated AI!
Ah, ok. Maybe some of the components will just need to be renamed then because it still says "facility" on them I think.
Liked your SEIV mod by the same name and the SEV version has some very interesting concepts.
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.

Re: DevnullMod 1.71.1 Released! Now with updated AI!
Had the access violation crash again when trying to continue an older savegame. A couple of turns in I go to the comparison screen to see how far ahead of the AIs I am and boom. I know the vanilla game used to cause such crashes a number of versions ago, but I haven't had any while playing BM (for instance) in a very long time. This bug feels a lot like an old one which did not allow to play beyond a certain point, no matter how often you reload and try again. It's a definite game breaker as it stands, so I hope your PBW game won't suffer the same fate (this might be an AI only thing).
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: DevnullMod 1.71.1 Released! Now with updated AI!
I keep getting the access violation error when i look at the comparison screens. Running v1.71 with BM1.14 and FQM14. reinstalled had the same thing so I deleted the 2 shipsets I was using (Star Trek Fed and Star Trek TMP shipsets) So far no problems yet, gonna try another 100 turns or so. Usually get the crash within 150 turns.
Re: DevnullMod 1.71.1 Released! Now with updated AI!
Shrike , Im getting the Access violation playing stock 1.71 when randomly from the comparison screen, started around turn 200 or So. I think it got reintroduced in the 1.71 build of SEV. Sent a Save game in to Aaron all ready. But you might want to send one in too.

Re: DevnullMod 1.71.1 Released! Now with updated AI!
Nope, only started this after 1.71 upgrade and never had other DN version installed than your latest one. Posts below may indicate this is not exclusive to your mod, but I am unable to judge such.
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.

Re: DevnullMod 1.71.1 Released! Now with updated AI!
Well, if he does look at savegames from mods then sure, but I don't know what e-mail to use. If someone knows, then they can grab the files from http://users.pandora.be/banzaiboy/se5/access_violation.rar.
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.





Re: DevnullMod 1.71.1 Released! Now with updated AI!
Sounds good, must say, really enjoying this mod
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