Players of Unnamed Mod |
Wondering how many people play unnamed's mod, My scripts control the Sergetti, Ukratal, Abbidon, Amon'krie, and the Norak and I was / am looking for after action reports, bug reports or suggestions for improvement. Even updates on how they fare during the course of the game would be appretiated.
Also looking for those who would be willing to test future versions of the scripts for me.
Corellon
Re: Players of Unnamed Mod
Hi Corellon,
Latest version as far as I know.
They seem to be doing ok so far.
Have a game halting bug at the moment (e-mail'd Aaron), but once it is fixed, I will add more info.
Brian.
Re: Players of Unnamed Mod
Your mod is really good : ) I prefer it to the balance mod, although I would like some features of the balance mod in yours, but I understand it's not your goal to do so. Roughly playing with the upgraded AI means one thing: you MUST build up intelligence early on. It's much more important than research or ships or anything, because if you don't have decent intelligence (4000-10000 pts), as soon as you meet your first empire you will be pulverized with intelligence attacks. It's strange how can an empire that the last turn had only 2000 pts suddenly have 20000, but it happened to me in my last game. I had enough points to defend from 2000 even 10000, but not 20000, or the 40000 it had three turns later : ) : ). It almost looks like cheating : ) : ). Otherwise I would really like if they had some better planetary defense and guarded their warpoints more seriously. After you have passed the warpoint at least once and if it's a border system they sometimes (not allways) will start amassing forces on the warpoint. Otherwise I have met only one race that did put defenses on their warpoints in advance, but it was a neutral. Anyway it was interesting when I crossed the warpoint with three explorer class cruisers and met ~350 fighters ~100 mines and several satellites : ) : ). I was a goner. Or another race I was fighting with reinforced one warpoint to their system while I went the other way to annex several other of their systems. Took a fleet of 10 ships: 4 dreadnaughts, 4 point defence cruisers and 2 carriers with full loadout of fighters. Didn't have any losses, but one dreadnaught was almost destroyed. Took a turn to repair. Another thing I miss is that the AI does not attack. Like amassing a big fleet and going to raze some of your planets. It's a big weakness. When I see the fleets they amass I'm surprised of this. I'm second on the comparison list only because of this. I do have something like 140 ships and bases and the number is growing, but a couple of the AI's have ~200 or more ships. Why do they not use those ships in several large fleets to attack? And they could have a better research approach. Currently I'm on turn 127 and I'm about 1.5M research, while the AI has about 60-150 K . Although my friend is not doing much better, only something like 300-400 k : )
the last time I had the opportunitty to look at his statistics.
Re: Players of Unnamed Mod
BTW it would be nice if fighters were made weaker. At least by half. I'm talking offensive capabilities here. It would be nice if someone changed the formula for the power increase of small weapons by level. I'm not suggesting a fighter weapon should be 1/10 the power of a ship weapon, but it should be no more than 1/2 of the equivalent shipboard weapon.
Re: Players of Unnamed Mod
Hi Corellon,
problems I am having may be related to unnamed mod.
Got an e-mail back from Aaron,
'Have you tried a game without the mod? We've only been getting the cannot save bug from players using the unnamed AI mod. '
Can you report it to unnamed, he may be able to fix it?
Thanks,
Brian.
Re: Players of Unnamed Mod
Corellon,
Well, glad to hear about those nasty surprises
. I'm playing the latest version 1.08a or something like that. About fighters, they are not really a problem for me, but they limit gamestyle a lot. You MUST use fighters (or drones), especially against a human enemy that may use them. That means that all the other categories of ships become almost useless. You can roleplay them like I do with the dreadnaughts but they are really a waste of resources. Well, if limiting the power of fighters is not possible, may be a certain maintenance bonus for ships is in order? In such a way, that a ship that may be able to hold it's way against a number of fighters equaling it's maintenance cost. It would still leave the fighters overpowered, but would be better. Or make fighters expensive to mantain. Or limit their number. If a heavy carrier could launch only 20-30 fighters instead of over a hundred, things would balance out. : )
About their defense. Well , I had to fight my way through the systems I was occupying, and it was nice that I had to do it, although it wasn't too difficult. The AI could reinforce it's defenses previously to being attacked. Some do, some do not. The terrans do try it against me, although mines only is not a serious defense. While the organic ones (those buglike ones with green ships) did only after being attacked. They still do not attack me unless I'm in their systems. Anyway a great work you are doing there. congratulations!
Re: Players of Unnamed Mod
BTW limiting the number of fighters would be good in another sense too. When you have over a hundred units on the battlemap moving all the time even my X2 4200+ Athlon with 4Gb memory cannot keep up well, the fight starts stammering.
Another small detail, but this is really a problem with the game itself is ship motion at the beggining of every turn. When you have over 30 ships moving to certain destinations every turn you have to wait for 10 minutes for them to do just that. The reason is not only because you have to watch them doing that, but more due to the fact that passing from ship to ship or moving through warpoints for some reason seems to be a really proccessor intensive task. Something like 5 seconds or more waiting each time the game moves on to move another ship, or the current ship warps, then wait another 5 s for the game to move to the other system, then another 3 for the game to start moving the ship in the other system, then 5 s more for the game to go to move the next ship and so on. You can imagine how much all those waiting times accumulate.
Re: Players of Unnamed Mod
Hi Guys,
I'm another Unnamed Mod player who has been having issues with saving/loading games. My issue was that saved games wouldn't load. I emailed Aaron and his prognosis was that there was a 'bad' satellite design used by one of the AI players.
Interested to hear if anyone else using the Unnamed Mod had the same problem. NB I haven't contacted Unnamed yet. On my 'To do' list.
Cheers
Cicero
Re: Players of Unnamed Mod
'That's interesting and I'm wondering which race is has the bad design, I frequently use my script as the default script for games I play (I setup custom empires to play against, so the default script is used) and haven't run into any saving issues. Perhaps it's in one of unnameds or he fixed it in 1.10 (The latest version released)
I get save errors, (but I get the cannot save game error) with unnamed mod, Aaron thinks it is something in unnamed mod.
From Aaron:
'Have you tried a game without the mod? We've only been getting the cannot save bug from players using the unnamed AI mod'
Re: Players of Unnamed Mod
horrified by the fact that I may have to start a new game using stock AI's 
The game I was playing with unnamed was brilliant: 180 turns in and I was 8th (1st had over 4000 ships).
Re: Players of Unnamed Mod
Hi Guys
Been having a look through the vehicle design script to try to work out why there was a 'bad' satellite design. I think I've found something, but not having done any scripting I'm not 100%. See the below extract from the AI Ship Design Script. It looks to me that it is scripted to put Small Shields on Drones & Sats which of course should have the standard components.
If I'm reading it right, deleting Satellite and Drone from the first part of the script will result in them defaulting to standard shields.
Cicero
if (continue_design) and (Sys_Get_Vehicle_Design_Remaining_Tonnage_Space(design_id) > 0) then
if (ai_design_vehicle = "Fighter") or (ai_design_vehicle = "Troop") or (ai_design_vehicle = "Satellite") or (ai_design_vehicle = "Drone") then
set comp_id := Get_Best_Component_Of_Type("Small Shields")
if (comp_id > 0) then
set comp_enh_id := Sys_Get_Best_Comp_Enh_For_Component(sys_long_Player_ID, design_id, comp_id)
call Add_Components_To_Vehicle_Design(design_id, comp_id, comp_enh_id, SHIP_SECTION_OUTER_HULL, 20, FALSE)
endif
else
set space_to_use := Sys_Get_Vehicle_Design_Remaining_Tonnage_Space(design_id)
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Shield Generator")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set comp_enh_id := Sys_Get_Best_Comp_Enh_For_Component(sys_long_Player_ID, design_id, comp_id)
set comp_tonnage := Sys_Get_Component_Tonnage_Space(sys_long_Player_ID, comp_id, comp_enh_id)
if (comp_tonnage
Re: Players of Unnamed Mod
Hi Corellon,
We have a long weekend starting soon (likely sooner than unnamed being able to update his scripts).
Is there a way I can change his script temporarily to try this out? If so, how, I cannot see how to edit his scripts?
I would probly be starting a new game with it and see how it goes.
Brian.
Re: Players of Unnamed Mod
That'd be great thanks 
Re: Players of Unnamed Mod
Hi Guys
While I haven't done any scripting I am experienced in using IF statements etc in Excel & the like. My first attempt at solving the problem seems to have improved the situation ie I got a few turns in before I got the old error. I'm going back through the design script again and I've spotted more small/standard component errors, mainly with satellites. I will make changes, then test it to see what happens. If it works I'll post the updated file.
Cicero
Re: Players of Unnamed Mod
cool
Re: Players of Unnamed Mod
hey, if I start a new game now, using 1.10 unnamed + my mods. And then when you are ready with the new changes, will I need to start again or should I just be able to plug in the new AI and it'll work?
Brian.
Re: Players of Unnamed Mod
I expect to become a new player, today maybe 
I am however making some base game changes that make the game start at a lower level so as to have the crawl before you walk feel.
Some of this involves starting with lower tech levels, how if at all will this affect the AI?
Cheers,
Teddy Bär
Re: Players of Unnamed Mod
k, will try it out and get back to you.
Thanks 
Re: Players of Unnamed Mod
Corellon,
Don't suppose you know of a way to analyse a saved game for errors?
I'm testing the script corrections I made and have come up with a Save Game error. However, I don't think it is a design script error. I have two saved games in the same turn, the first works (early in the turn), the second (late in the turn) doesn't.
I would have thought that an AI script error would only occur in endturn processing?
Cheers
Cicero
Re: Players of Unnamed Mod
going well so far, though I slowed everything down by making the high formula equal to * 5.
turn 2418.2, no crashes.
Re: Players of Unnamed Mod
hmmm, I speaked too soon, 2420.1 I got my first 'cannot save game...' error.
Re: Players of Unnamed Mod
Hi,
I always use autosave(1).
I can only assume it is unnamed, because Aaron thinks it is, personally, I think it is still a problem in SEV, not unnamed, because you never seem to see the problem until well into the game, but I didn't code it, so can only assume Aaron is correct - in saying that, I have never played stock till 2420+ for obvious reasons.
I have 19 enemy empires
The cannot save bug seems to happen every second reload now.
Eg,
load.
do my stuff.
end turn.
AI turns.
Processing after turns.
autosave.
do my stuff.
end turn.
AI turns.
Processing after turns.
'Cannot save game...'
I will e-mail Aaron, see if he will look into it.
Brian.
Re: Players of Unnamed Mod
Hey Guys
I emailed Aaron and I'm about to send him the relevant files to have a look at the problem I'm having. Don't think it is the same problem as yours Brian but it could be linked.
Will post the result if Aaron can identify the issue.
Cheers
Cicero
Re: Players of Unnamed Mod
sounds good, I will e-mail as well, I am starting to get the cannot save game error on every turn now...
Re: Players of Unnamed Mod
no news from Aaron yet 
Re: Players of Unnamed Mod
I saw a post with the details of patch 1.72 Beta which included a possible fix for save game corruption in large games. That could be the problem we've been having.
Re: Players of Unnamed Mod
yeah just saw it as well, hopefully 
Re: Players of Unnamed Mod
Might have been a seperate issue, Aaron just sent me an e-mail saying he thinks he may have solved it (some problem with simulated empires from sim combat).
So will wait and see 
Re: Players of Unnamed Mod
Hey Guys
Well after playing using the latest patch I still get the same Save Game errors that I'd been getting before. Whether it is exactly the same problem or several problems that have the same effect though I'm not sure.
I realise that this technically isn't an issue with the Unnamed Mod, rather it seems to be an issue on large games, which Unnameds Mod tends to deliver.
What are others experiences like?
Cicero
Re: Players of Unnamed Mod
havn't had a chance o test yet, starting a new game today, so should know in a week or two.
Brian.




Re: Players of Unnamed Mod
*your empires + some top/bottom score unnamed empires + mine empire
place - points - ships - tech - planets
1st(Xi'Chung) - 193,882,125 - 3633 - 1700 - 180
2nd(Eee) - 170,047,605 - 2828 - 1761 - 159
3rd(Sithrak) - 140,565,724 - 3196 - 1790 - 256
8th (My empire) - 18,886,564 - 81 - 424 - 213
*12th(Norak) - 6,156,439 - 28 - 307 - 38
*13th(Abbidon) - 5,572,147 - 45 - 267 - 20
*16th(Sergetti) - 3,670,508 - 32 - 186 - 17
*18th(Amon'Krie) - 613,344 - 0 - 318 - 1
20th(Cue Cappa) - 84,555 - 0 - 110 - 0
I have a war with Norak, wiping out perhaps 10-20 ships, they were the largest of the ones mentioned above.
Hope that helps,
Brian.