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

DevnullMod 1.71.3 Released! AI is vastly improved

devnullicus's picture
Submitted by devnullicus on Wed, 2008-05-14 05:10. SE:V MODs

This version has been a long time coming, but I finally was able to do many of the things I've been wanting to in this mod. I skipped 1.73.2 and made it an internal release, so I'm now releasing 1.73.3. The changelists for both versions are below. As always, you can download the mod at http://www.devnullsoftware.com/se5.

================================================================
Version 1.71.3
================================================================

  • 1. Changed Upgraded to FQM 14 and bundled all necessary pieces with mod to avoid install hassles with the MultiMedia Pack that have kept many players from enjoying this mod. I will attempt to put out 2 versions of the mod, with and without the bundled Multimedia Pack files and users can download the mod version that they like.
  • 2. Changed Lowered costs of colonizers back slightly because I overcompensated and made them TOO expensive in the last version.
  • 3. Fixed Energy Refractor can only be placed in armor slots
  • 4. Changed Climate Control Facilities now work much faster (6-10%/year instead of 3-5%/year)
  • 5. Changed Climate Control Components now work much faster (3-5%/year instead of 1-3%/year)
  • 6. Changed Atmospheric Converter Facilities to work faster (5/4.5/4/3.5/3) instead of (10/8.75/7.5/6.25/5)
  • 7. Changed Atmospheric Converter Components to work faster (10/7.5/5 years instead of 20/15/10).
  • 8. Changed Changed supplies for engines. Ion Engines have about half of what they used to and a lower cap for how much extra they gain with tech levels in resupply. Quantum Engines now have more supplies than before and will gain extra supplies for each resupply level (no cap). Other engine types are in between these extremes.
  • 9. Changed Modified Starting Facilities so that no race has illegal starting facilities in all-tech game
  • 10. Changed Alloy Burner Missile changed to actually be a missile
  • 11. Changed Limit engineering bays to 1 per vehicle
  • 12. Changed Decreased production of solar generators - they are now more on par with monolith facilities. With one star in the system, they produce slightly less than a monolith (which produces about half of what a specialized facility does), but with 2 or 3 stars in the system, they produce more than monoliths.
  • 13. Changed Normal boarding parties disallowed on Drones (too easy to overwhelm normal (slower) ships with masses of troops since drones are so cheaply mass-produced)
  • 14. Changed Energy Dampener and Weapon Disrupter were badly balanced. Changed both to be balanced (tonnage, reload, damage amount, Tech Level availability, etc)
  • 15. Changed Slightly re-balanced range mods for base mounts
  • 16. Fixed AI will not build a temporal space yard unless the planet already has a space yard (in the queue or built) and is large enough to support it.
  • 17. Fixed AI base yards will now add orbital drydocks if possible
  • 18. Fixed AI temporal races will now add Temporal Spaceyard Enhancers to specific designs if possible
  • 19. Fixed AI races that used organic and crystalline armors will now use the appropriate armor
  • 20. Fixed AI will now use armor (as opposed to "Heavy Armor" from Balance Mod)
  • 21. Fixed Orbital Drydocks now only available for bases
  • 22. Changed Updated Government and Society Types to use Romulus Doctrines
  • 23. Added Resource generating facilities now have ability to store a small amount of the resources they produce.

================================================================
Version 1.71.2 (Unreleased)
================================================================

  • 1. Fixed Crystalline Torpedos could reach 0 tons. Ooops
  • 2. Changed Supply and Ordnance storage not needed on Weapon Platforms so I made it unavailable to them.
  • 3. Changed Stellar manipulation was too cheap
    -raised cost to 500000 base
    -more pre-requisites (Physics 5, Warp Point Manip 4, World Manip 4)
  • 4. Changed Warp Point Manipulation too cheap - raised cost to 60000 base
  • 5. Changed Warp Point Manipulation started at 50 ly + 20 ly per level (way too far). Changed to 10 ly base + 10 ly per level (matches BM 1.14)
  • 6. Changed Intel tech area too cheap for its effects - doubled cost to 20000 base
  • 7. Changed Adjusted costs of intel (higher) and research (lower) enhancer facilities + intel facilties (higher).
  • 8. Changed Increased cost of colonizer modules - colonization phase of game too easy and players growing too quickly. The colonization phase was taking over the game and made it less about strategy than about pumping out colony ships.
  • 9. Changed Rebalanced some small weapons to make things a little more balanced. Made sure that ground damage matched space damage in most cases.
    -small electric discharge
    -small acid globule
    -small shard cannon
    -small time distortion burst
    -small telekinetic projector
    -small depleted uranium cannon
    -small meson blaster
    -ground cannon
    -small phased polaron beam
    -small ripper beam
  • 10. Fixed medium carriers were too slow (should have had a base move of 10, not 8 )
  • 11. Fixed massive seeker ship and base mounts increased supply/ordnance by +1900%!!! (Changed to +300%)
  • 12. Fixed system radius setting in settings.txt was too large and it was making maps that had planets outside the hexes. Doh
  • 13. Fixed Fighter computers not working
  • 14. Changed Halved effect of temporal space yards and temporal space yard enhancer component. They were too high and it was making the temporal racial trait unbalancingly powerful.
  • 15. Changed Slightly Adjusted happiness modifier for Genetic Recoding Lab
  • 16. Changed Spaceports decrease happiness more - significantly more. Beware.
  • 17. Changed Overhauled the AI scripts for DevnullMod to make the AI not only research the new tech tree, but construct with it as well. The revamped AI is a vast improvement over the old one (mainly because the old AI scripts were from another mod and the changes in this mod were gimping them severely) and the AI can actually be a real challenge, at least in the game's expansion phase. The changes to the scripts are still not well-tested, however, so please, if you run into problems with the AI's research or construction strategies, let me know.
  • 18. Added Added stubs of selected non-stock shipsets with updated-for-DevnullMod AI scripts. These are all in the Empires\CustomEmpiresWithDevnullModAI folder. To use them, simply make sure that you have the base empire files in your SE5\Empires folder and then copy the folder from the DevnullMod\Empires\CustomEmpiresWithDevnullModAI to your DevnullMod\Empires folder. This will make sure that the custom race is not playing with a gimped AI that is not compatible with DevnullMod. Note that if you want to add another race that I did not include here, it's very simple to do so - just copy the default_main_script.csf and the default_setup_script.csf files from the "Default" empire directory into your new race's directory and rename them by replacing the "default" with your race's name.
    The empires that I've created AI files for are:
    • --Cardassian
    • --Colonial
    • --Dominion
    • --FedTNG
    • --Ferengi
    • --Hierarchy
    • --Hiigaran
    • --IA
    • --Imperial
    • --Klingon
    • --RDMCylon
    • --Romulan
    • --Shadows
    • --Tholian
  • 19. Changed Updated readme.txt, etc to better document mod installation procedures and gotchas

‹ Balance Mod v1.14a Patch for SE5 v1.71 Available! DevnullMod 1.71.3.1 Patch version released. Problems with happiness/rioting should be fixed now ›
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Myrath's picture

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Myrath on Wed, 2008-05-14 07:48.

Will this also work with our 1.71.1 game?
Especially the temporal spaceyard is causing havoc in our current session?
(Example: Ferengi & Dominion empires).

Although I think the damage has already been done.
After i saw your post on the shipyards I checked and it explains quite a lot about the ferengi expansion...

~Myrath

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Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Snike on Wed, 2008-05-14 10:47.

Have somebody noticed a bigger influence on the population happines? In previous version I almost _never_ have a riots on planets. When I started a new game with 1.71.3, after a few turns, the newly colonized planets become rioting (these planets was with unpleasant or mild conditions, and unsuitable atmosphere, but there was no other factors, as enemy ships in system and so on...). I tried to put 100 ground units to the planet, but this doesn't helped also...

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by devnullicus on Wed, 2008-05-14 14:13.

Yes, I definitely tried hard to have bigger influences on population happiness. I felt that was an underutilized and important part of the game. I tested most of the changes for this mod pretty thoroughly this time around (which is why it's taken so long to release this version)... however, I think I still fell victim to being in a hurry as I added new government and society types at the last minute without testing them and I think, combined with my other changes, that made the unhappiness mods too high. I'll be releasing a new version of the mod soon that corrects these problems as I see them (within a day or two). In the meantime, I'd recommend choosing govt/society types that don't affect happiness mods negatively. Natural merchant will also help with this as NM substantially reduces/eliminates the unhappiness penalty from space ports.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by devnullicus on Wed, 2008-05-14 14:24.

Quote:
Will this also work with our 1.71.1 game?
no, the new mod version is very incompatible with the 1.71.1 games. What I'm seeing in that game is a large motivation for some of the changes I made in 1.71.3, in fact. Smiling On a side note, however, I will say that the Ferengi and Dominion empires in our 1.71.1 game are not ALL due to temporal technology - I have temporal as well, and I'm not growing as fast as they are. I would definitely say a substantial part of their growth is simply skilled gameplay. Smiling

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Myrath's picture

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Myrath on Wed, 2008-05-14 16:15.

Offcourse! There's deffinitly skill involved in setting up such a large colonization Smiling Never intended to say that that isn't so! But it helps if you can build 2 colony ships a factory a turn Sticking out tongue

~Myrath

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Romulus68's picture
Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Romulus68 on Thu, 2008-05-15 09:36.

Snike wrote:
Have somebody noticed a bigger influence on the population happiness? In previous version I almost _never_ have a riots on planets. When I started a new game with 1.71.3, after a few turns, the newly colonized planets become rioting (these planets was with unpleasant or mild conditions, and unsuitable atmosphere, but there was no other factors, as enemy ships in system and so on...). I tried to put 100 ground units to the planet, but this doesn't helped also...

I'll speak on this part. You must pay careful attention to what race set up you choose. The happiness plays a critical role in your Empire. Many Empires rule by fear and intimidation. You need troops and Pacification centers to combat or in better words maintain your 'Iron grip' on the people. Factor in Spaceports reduce happiness in Devnullmod, etc. You must appease, dominate, influence, etc your people to maintain their loyalty.

What was your Race set up? Government and Society?

I forgot to email Dev to advise him to raise the percentage of bonus on het Pacification Centers.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Fyron on Fri, 2008-05-16 12:35.

Is the "CustomEmpiresWithDevnullModAI" folder under the Empires folder going to be used as an AI race? Even empty folders typically get used for random AI empire generation, though I'm not sure if SE5 is smart enough to check for the presence of an "AI_Main.txt" file. If not, this folder might need an "AI_Main.txt" file with everything set to FALSE.


SpaceEmpires.net | Space Empires Wiki

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Romulus68's picture
Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Romulus68 on Fri, 2008-05-16 14:05.

I saw that Dev wasn't using my Racial part of my Doctrines which would help offset the Happiness issues. I made a version to support Devnullmod and will help a lot.

See this post: http://www.spaceempires5.com/en-US/node/5669

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by mdd68 on Fri, 2008-05-16 23:12.

FYI, I have a problem. When starting a new game, everything seems fine (can end a turn and processing occurs) except, right-clicking on the colony/planet info panel at the bottom of the screen causes a crash to desktop. I can go to the colonies screen and see facilities, can add items to the build queue.

Violation at 0047AC01, read of address 00000028.

Using the full version.

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Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Randallw on Sat, 2008-05-17 03:44.

If you downloaded the basic version you may not have the pictures for planets so it crashes when you try to open a picture of it. I started with all the planets looking like red suns.

By the way Devnull, I don't know if you've fixed it but fast crystal missiles are still up to (down to?) -5 tons.

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by devnullicus on Sat, 2008-05-17 11:41.

%$#&%(*&(*@!#$ Figures I'd fix the regular crystalline missiles but forget the fast ones. *sigh*

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by devnullicus on Sat, 2008-05-17 11:45.

Quote:
Is the "CustomEmpiresWithDevnullModAI" folder under the Empires folder going to be used as an AI race? Even empty folders typically get used for random AI empire generation, though I'm not sure if SE5 is smart enough to check for the presence of an "AI_Main.txt" file. If not, this folder might need an "AI_Main.txt" file with everything set to FALSE.

I believe it is smart enough to check because I've not had any problems with it when I tested. Maybe I just got lucky, though?

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Fyron on Sat, 2008-05-17 11:47.

Randallw wrote:
If you downloaded the basic version you may not have the pictures for planets so it crashes when you try to open a picture of it. I started with all the planets looking like red suns.
That's why it mentions the multimedia pack right next to the link. Could stand to make that into a link itself, though. Eye-wink


SpaceEmpires.net | Space Empires Wiki

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Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by mdd68 on Sat, 2008-05-17 12:43.

I explicitly stated that I was using the full version, not the basic. (This is my first trial with DevnullMod).

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by devnullicus on Sun, 2008-05-18 01:47.

After some testing on my part, I think I'm going to severely tone down the happiness modifiers from govt/society types. They can be made to work fine with PBW, but honestly, it really makes the AI suffer and one of the major benefits of this version of DevnullMod was the enhanced AI. It's hard to tell that it's enhanced when they get hurt so badly by happiness mods.

Other than toning down the modifiers themselves, though, I like the rest of the doctrines. I also like the racial type mods in many cases, but as I realized a while back after I munged things, tweaking racial point costs has a definite affect on AI start scripts since the costs are all hardcoded there and thus changing the point costs requires me to go in a rebalance about 20 different races. So, I doubt I'm going to change the racial attribute costs any time soon.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by Pham Nuwen on Tue, 2008-06-10 13:36.

Does DevnullMod 1.71.3.1 support the new SE5 1.74 patch?

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3 Released! AI is vastly improved

Submitted by devnullicus on Tue, 2008-06-10 14:25.

No idea - I didn't even realize there WAS a 1.74 patch yet Smiling However, unless something changed in the parsing of the data files, it should work fine. I'll verify this, though, in the next few days when I get a chance.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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