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RE: Extended AI Improvement Mod (Alpha Release)

 
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RE: Extended AI Improvement Mod (Alpha Release) - 8/6/2014 12:41:44 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
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Tcby was going to have a look at governments, note the mod you've linked to isn't balanced yet.

Personally I like the Wonders we currently have. If some AI Empires become stronger as a result it helps add challenge for human players. Play the AI Improvement Mod on Extreme (in particular) and you could be facing a few AI Empires with Wonders. In comparison with Vanilla on Extreme, I manage to get almost every Wonder. That said, some more Wonders would be good, but I'll leave that to lurchi.


(in reply to Tanaka)
Post #: 361
RE: AI Improvement Mod (1.0 Vanilla and Extended Alpha ... - 8/6/2014 10:07:35 PM   
Cmiller

 

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Joined: 8/6/2013
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Hi Icemania. I've finally gotten around to starting a game with your mod on Extreme difficulty. I loaded up a small map with 400 stars and few pirates. I've never played Extreme difficulty before, and so far it been well... quite a challenge. I already lost 2 mining stations to pirates because I couldn't afford their protection. I'm not sure if I can play in Extreme difficulty, I mean I'm in the red, and getting pulled by pirates. And I haven't even discovered warp drives yet. If you have any tips you can provide, that'd be wonderful though.

However, I will say one thing, the pirates' fleets are quite a bit stronger. They've ganged 6 frigates on my station. And these frigates are the size of destroyers if this were vanilla (size 300)! I really like the improved fleets.

Here's a screenshot to show what it looks like:




I will take a break from this game for now, but yeah Extreme difficulty is no joke, and the add your AI mod, it makes things ever tougher. I'll be back with another update once I've seen the real empires (if I make there lol).

Attachment (1)

< Message edited by Cmiller -- 8/6/2014 11:12:16 PM >

(in reply to Icemania)
Post #: 362
RE: AI Improvement Mod (1.0 Vanilla and Extended Alpha ... - 8/6/2014 10:19:16 PM   
ParagonExile

 

Posts: 210
Joined: 6/9/2014
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Icemania

YOU NEED TO MAKE IT MORE DIFFICULT

^Also, I'm so happy I have modded planets, the defaults are so meh.

< Message edited by ParagonExile -- 8/6/2014 11:20:03 PM >

(in reply to Cmiller)
Post #: 363
RE: AI Improvement Mod (1.0 Vanilla and Extended Alpha ... - 8/7/2014 1:17:18 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: Cmiller

Hi Icemania. I've finally gotten around to starting a game with your mod on Extreme difficulty. I loaded up a small map with 400 stars and few pirates. I've never played Extreme difficulty before, and so far it been well... quite a challenge. I already lost 2 mining stations to pirates because I couldn't afford their protection. I'm not sure if I can play in Extreme difficulty, I mean I'm in the red, and getting pulled by pirates. And I haven't even discovered warp drives yet. If you have any tips you can provide, that'd be wonderful though.

However, I will say one thing, the pirates' fleets are quite a bit stronger. They've ganged 6 frigates on my station. And these frigates are the size of destroyers if this were vanilla (size 300)! I really like the improved fleets.

I will take a break from this game for now, but yeah Extreme difficulty is no joke, and the add your AI mod, it makes things ever tougher. I'll be back with another update once I've seen the real empires (if I make there lol).

Hey Cmiller, glad it's making you sweat!


If you haven't played on Extreme before maybe consider restarting using the difficulty level that you normally play with. That way, it would be a challenge, but an achievable one, perhaps!

This Extreme Difficulty AAR may also help.


< Message edited by Icemania -- 8/7/2014 2:19:21 AM >

(in reply to Cmiller)
Post #: 364
RE: AI Improvement Mod (1.0 Vanilla and Extended Alpha ... - 8/7/2014 1:19:51 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: ParagonExile

Icemania

YOU NEED TO MAKE IT MORE DIFFICULT



Don't worry I have a "Rise of the Iceturi" scenario in the works, once I finish this Mod

(in reply to ParagonExile)
Post #: 365
RE: Extended AI Improvement Mod (Alpha Release) - 8/7/2014 3:36:21 AM   
Tanaka


Posts: 4378
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From: USA
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quote:

ORIGINAL: Icemania

Tcby was going to have a look at governments, note the mod you've linked to isn't balanced yet.

Personally I like the Wonders we currently have. If some AI Empires become stronger as a result it helps add challenge for human players. Play the AI Improvement Mod on Extreme (in particular) and you could be facing a few AI Empires with Wonders. In comparison with Vanilla on Extreme, I manage to get almost every Wonder. That said, some more Wonders would be good, but I'll leave that to lurchi.




Well thats a shame but I do understand it is your mod after all. I just wish it were possible to add the wonders balance mod to your mod on my own but unfortunately they both touch the research file which they should not because it makes it too hard to combine mods. I just want to change the effects not the research. :(

< Message edited by Tanaka -- 8/7/2014 4:43:58 AM >


_____________________________


(in reply to Icemania)
Post #: 366
RE: AI Improvement Mod (1.01 Release) - 8/7/2014 5:24:47 AM   
Icemania


Posts: 1847
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From: Australia
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The OP has been updated with the 1.01 release for both Vanilla and Extended (both versions now have the same features).

Changelog: 1.01 Release
1. Fixed some design templates with Gravitic Weapons races to ensure that there was a mix of Gravity Beams and Area Gravity Weapons. As it takes a little time to research Area Gravity Weapons, some designs in the previous releases had no weapons until Area Gravity Weapons had been researched, putting those AI's at a disadvantage.

2. Advanced Colonisation Research is now completed by the AI much earlier in the Build Order i.e. so the AI uses the largest colonisation module more quickly. Inserted Optimized Cargo Storage in High Tech Research Orders to ensure Advanced Colonisation is researched, this was an error in the previous release.

3. Reduced Gerax hyperdrive speeds and increased late-game hyperdrive speeds. This helps prevent the AI from sending ships and fleets unreasonable distances before they are ready to do so. Pirates will be a little less effective which helps the AI Empires. Late game mop-up operations can be done more quickly. It should also help the Shakturi if the human player has not given hyperdrive research sufficient focus.

4. Modified AI Energy Research Build Orders to more strongly reflect the styles of each race i.e. balanced / speed & agility / power / efficiency. In the previous release, while Special Technologies always had focus, the Energy Build Order was fairly generic since I always felt AI Empires that focused on speed/agility were at a disadvantage. However, now that the benefits of hyperdrive research are greater, there is more balance.


< Message edited by Icemania -- 8/7/2014 11:27:04 AM >

(in reply to Tanaka)
Post #: 367
RE: AI Improvement Mod (1.01 Release) - 8/7/2014 8:41:13 AM   
Blackstork


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Great changes, i will do reintegration again, now its easier and easier to track, your mod already will be merged at alpha stage with beyond in today's night alpha.4 release.

I will also upload table file to google drive for our use and fill it with updates done for beyond.

for large scale ships of Dlakar (130% size) it makes sence to add stuff to battle ships / bases only, fuel cells to explorers, and nothing to civil/contruction ships to prevent high maintenance (as far as i see they being updated by the game themselves anyways)?

Cheers :)

< Message edited by Blackstork -- 8/7/2014 9:49:39 AM >


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(in reply to Icemania)
Post #: 368
RE: AI Improvement Mod (1.01 Release) - 8/7/2014 9:41:47 AM   
Icemania


Posts: 1847
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From: Australia
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Sounds good Blackstork. Yes for races with larger sizes, add components to the ship designs to align with their bonuses. For civilian ships, maintenance doesn't seem to be much of a constraint, so you probably could add some more components (probably engines) if you wanted to.

(in reply to Blackstork)
Post #: 369
RE: AI Improvement Mod (1.01 Release) - 8/7/2014 12:26:25 PM   
spiralaxis

 

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Anyone have feedback on what happens when this is used with lower difficulties?

Is it possible to specify degrees and frequencies of randomness in the AI's research behaviour? That might be all you need to scale back difficulty.

(in reply to Icemania)
Post #: 370
RE: AI Improvement Mod (1.01 Release) - 8/7/2014 1:02:11 PM   
Icemania


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quote:

ORIGINAL: spiralaxis
Anyone have feedback on what happens when this is used with lower difficulties?

For most of my test games I've been watching the AI on Normal Difficulty i.e. the human players race on Full Auto. The Mod works well enough although it's a little easier for the AI's to struggle with cash hence the recommendation to use Hard and above. If you want to scale back the difficulty give Normal or preferably Hard a try.

Maybe do a Normal rather than Prewarp start to ensure the AI's have more cash as they do struggle on a tight budget.

quote:

ORIGINAL: spiralaxis
Is it possible to specify degrees and frequencies of randomness in the AI's research behaviour? That might be all you need to scale back difficulty.

The research orders are specific to each race.

If you want random Vanilla delivers that in spades.

(in reply to spiralaxis)
Post #: 371
RE: AI Improvement Mod (1.01 Release) - 8/8/2014 5:10:21 AM   
sayke

 

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Dude I love it - thank you!! =)

(in reply to Icemania)
Post #: 372
RE: AI Improvement Mod (1.01 Release) - 8/8/2014 7:15:25 AM   
Blackstork


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Mate, i really deapened in all your work and i (with alot of effort heh) completely made Beyond and Your 1.01 DWU-E version integrated. Completely. Awesome work, i tracking all changes, so perhaps as you almst finished base releases perhaps we could polish beyond/megamod project thingy, and at mirror any future releases on it? I will release integrated version in 2 hours from this post timestamp, and xlsx file is on google drive already .

Also i noted something important: for Enton designs who base on stealth technology none of designs use stealth. Is it your design because some problem with stealth i am unaware of, or you just didnt reached so deep into tweaking stealth?

This is also because of Dlakar also have some technologies which base on that tech tree.

(i also didnt adapted race biases but thats small thign to do)


< Message edited by Blackstork -- 8/8/2014 8:54:51 AM >


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Post #: 373
RE: AI Improvement Mod (1.01 Release) - 8/8/2014 9:52:24 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: Blackstork
Mate, i really deapened in all your work and i (with alot of effort heh) completely made Beyond and Your 1.01 DWU-E version integrated. Completely. Awesome work, i tracking all changes, so perhaps as you almst finished base releases perhaps we could polish beyond/megamod project thingy, and at mirror any future releases on it? I will release integrated version in 2 hours from this post timestamp, and xlsx file is on google drive already .

Very cool Blackstork. I'm looking forward to playing more than Modding for a while, so happy to share any updates I'm working on.

quote:

ORIGINAL: Blackstork
Also i noted something important: for Enton designs who base on stealth technology none of designs use stealth. Is it your design because some problem with stealth i am unaware of, or you just didnt reached so deep into tweaking stealth?

The Enton Designs for Cruisers, Capital Ships and Troop Transports, as well as every Enton Pirate Military Ship, use Stealth Cloaks. Stealth Cloaks require 35 space so I'm not convinced they add enough value on other ships where space is at a premium.



(in reply to Blackstork)
Post #: 374
RE: AI Improvement Mod (1.0 Release) - 8/8/2014 2:02:13 PM   
Icemania


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Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: Tanaka

quote:

ORIGINAL: Icemania

So when are you all going to start posting your own screenshots?

The only way this Mod becomes worth the effort is screenshots from you of crazy battles or getting destroyed by the AI ...




I think its safe to say you will see a lot more playing and testing from most people when the extended version is out.




(in reply to Tanaka)
Post #: 375
RE: AI Improvement Mod (1.0 Release) - 8/8/2014 3:24:19 PM   
Blackstork


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now also this mod completely integrated into Beyound (which extends even extended :V) ALPHA version
(sneaky promotion / add, isnt it? :P)


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Post #: 376
RE: AI Improvement Mod (1.0 Release) - 8/8/2014 3:50:04 PM   
PsyKoSnake


Posts: 111
Joined: 1/25/2012
Status: offline
When the patch 1.9.6 is released I will start a real game and see if for myself the improved difficulty.

(in reply to Blackstork)
Post #: 377
RE: AI Improvement Mod (1.0 Release) - 8/8/2014 6:59:04 PM   
Tanaka


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Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: Icemania

quote:

ORIGINAL: Tanaka

quote:

ORIGINAL: Icemania

So when are you all going to start posting your own screenshots?

The only way this Mod becomes worth the effort is screenshots from you of crazy battles or getting destroyed by the AI ...




I think its safe to say you will see a lot more playing and testing from most people when the extended version is out.






Ha don't worry man Ive been playing and observing and its great the AI is 100% better! Haven't found any problems yet but will let you know if I do! Ill be able to play more next week when the official patch is out!

_____________________________


(in reply to Icemania)
Post #: 378
RE: AI Improvement Mod (1.0 Release) - 8/8/2014 11:55:57 PM   
Icemania


Posts: 1847
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From: Australia
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For those waiting for the next patch, just keep in mind that as far as I can tell it's working fine now. While I expect the new patch will only make things better, particularly if more items on the developer support wishlist are addressed, there is also the possibility of surprises that I can't anticipate.

(in reply to Tanaka)
Post #: 379
RE: AI Improvement Mod (1.0 Release) - 8/9/2014 12:48:24 PM   
Ikke

 

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I keep getting this error after playing for a bit:


(in reply to Icemania)
Post #: 380
RE: AI Improvement Mod (1.0 Release) - 8/9/2014 1:07:58 PM   
Icemania


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From: Australia
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With 1.9.5.5 I had a similar crash which I reported in Tech Support. However, since using 1.9.5.6 Beta 2 I haven't had any trouble, as yet, with a lot of long test games. Which version are you playing Ikke?

Please note that from a Modding perspective we have no tools to diagnose these messages and determine if they are Mod related or not, or how to fix them. I've been careful to ensure the rules in the Modding Guide have been followed. There are some other undocumented rules I found out about the hard way, which involved crashes during galaxy generation, which required trial and error to find the root cause, and which were fixed before release. Galaxy generation crashes are most likely a mod related error. However, for crashes during the game, given the Modding Guide has been followed, as far as I can tell it's likely a developer responsibility to fix. That said, if it's my error, I'll be updating pronto.

So could you please report this in Tech Support with as much information as possible?

(in reply to Ikke)
Post #: 381
RE: AI Improvement Mod (1.0 Release) - 8/9/2014 2:09:22 PM   
Ikke

 

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Naw, my game said it was up to date, so I assumed it was. I got the game off steam, so I can't register the game on matrix's website (no key). Therefore, I cant access the beta updates which for some reason mandate registration.

Oh what would we do without the pirate bay to survive the customer hate of game publishers? I'll try updating it with the beta and get back to you.

(in reply to Icemania)
Post #: 382
RE: AI Improvement Mod (1.0 Release) - 8/9/2014 2:12:16 PM   
Icemania


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Thanks Ikke, let me know how you go.

(in reply to Ikke)
Post #: 383
RE: AI Improvement Mod (1.0 Release) - 8/9/2014 4:54:56 PM   
xepooqu80

 

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quote:

Naw, my game said it was up to date, so I assumed it was. I got the game off steam, so I can't register the game on matrix's website (no key). Therefore, I cant access the beta updates which for some reason mandate registration.


Hello Ikke!
Just for your informationi believe you can get beta patches directly from Steam without having to register to the matrix beta website.
In Steam there should be an option if you right click the game -> properties -> betas -> opt into beta
Let me know if this works for you

(in reply to Icemania)
Post #: 384
RE: AI Improvement Mod (1.0 Release) - 8/9/2014 5:05:25 PM   
Sithuk

 

Posts: 431
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The steam beta option will download the latest beta that has been uploaded to steam. It won't necessarily give you the latest beta version. The latest patch is 1.9.5.6.beta2. The latest beta patch on steam is the previous patch 1.9.5.6.beta.

quote:

ORIGINAL: acantoni

quote:

Naw, my game said it was up to date, so I assumed it was. I got the game off steam, so I can't register the game on matrix's website (no key). Therefore, I cant access the beta updates which for some reason mandate registration.


Hello Ikke!
Just for your informationi believe you can get beta patches directly from Steam without having to register to the matrix beta website.
In Steam there should be an option if you right click the game -> properties -> betas -> opt into beta
Let me know if this works for you


(in reply to xepooqu80)
Post #: 385
RE: AI Improvement Mod (1.01 Release) - 8/9/2014 9:22:19 PM   
Mortimer14

 

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When I click on the "Extended 1.01 Release: Thursday August 7th 2014" link on page 1, I get taken to a "Mediafire" site where I get hit with adware, malware and some stupid driver manager software download.

I cannot find a valid link on that page to get the extended 1.01 release.

/rant

(in reply to Icemania)
Post #: 386
RE: AI Improvement Mod (1.01 Release) - 8/9/2014 9:24:02 PM   
ParagonExile

 

Posts: 210
Joined: 6/9/2014
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quote:

ORIGINAL: Mortimer14

When I click on the "Extended 1.01 Release: Thursday August 7th 2014" link on page 1, I get taken to a "Mediafire" site where I get hit with adware, malware and some stupid driver manager software download.

I cannot find a valid link on that page to get the extended 1.01 release.

/rant



Cleanse yourself, my brother.

(in reply to Mortimer14)
Post #: 387
RE: AI Improvement Mod (1.01 Release) - 8/10/2014 12:49:19 AM   
CptDrake

 

Posts: 6
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Thoroughly enjoyed a long game of Extended AI Improvement 1.01 today. Setting on Normal difficulty.

A few things to report (from what I can recall):

1 Fleet AI (on auto) would suddenly decide to head back to main world even though enemy still present. They did not need fuel. It could have been for 'upgrade'.

2 Occasionally some Troop Ships would not fire at enemies. Just attempt to flee, or hang around twisting and turning. I was surprised some turned up at a planet without other stronger ships. They were clearly totally inadequate for dealing with the combat.

3 All set to auto-build - Capital ships built up in the recommended build list during the early game, but did not get built for a long time, possibly 12+ ships (and mid-game) before the system decided to build all of them. There was plenty of cash available(easily >200,000). It seemed like they were either 'stuck' or waiting for a 'threshold' to pass before releasing them.

Excellent mod, superb piece of work. Very impressive. Thanks for your time and effort, and a very enjoyable game.

(in reply to ParagonExile)
Post #: 388
RE: AI Improvement Mod (1.01 Release) - 8/10/2014 4:18:21 AM   
Icemania


Posts: 1847
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From: Australia
Status: offline
Thanks for the feedback CptDrake, some really good observations. Give higher difficulty a try next time

quote:

ORIGINAL: CptDrake
1 Fleet AI (on auto) would suddenly decide to head back to main world even though enemy still present. They did not need fuel. It could have been for 'upgrade'.

I've seen the same behaviour and fully agree any enemies should be clear first.

Unfortunately there is nothing I can do to Mod here, I'll add some worlds in the Developer Support Wishlist in the OP.

quote:

ORIGINAL: CptDrake
2 Occasionally some Troop Ships would not fire at enemies. Just attempt to flee, or hang around twisting and turning. I was surprised some turned up at a planet without other stronger ships. They were clearly totally inadequate for dealing with the combat.

I've seen the same behaviour. Unfortunately there is nothing I can do to Mod here, I'll add some worlds in the Developer Support Wishlist in the OP.

quote:

ORIGINAL: CptDrake
3 All set to auto-build - Capital ships built up in the recommended build list during the early game, but did not get built for a long time, possibly 12+ ships (and mid-game) before the system decided to build all of them. There was plenty of cash available(easily >200,000). It seemed like they were either 'stuck' or waiting for a 'threshold' to pass before releasing them.

Fully agree. I've been trying to figure out what the trigger is but no luck so far. If anybody out there has any answers here please let me know!


(in reply to CptDrake)
Post #: 389
RE: AI Improvement Mod (1.01 Release) - 8/10/2014 4:47:07 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: Mortimer14

When I click on the "Extended 1.01 Release: Thursday August 7th 2014" link on page 1, I get taken to a "Mediafire" site where I get hit with adware, malware and some stupid driver manager software download.

I cannot find a valid link on that page to get the extended 1.01 release.

/rant


For the Vanilla AI Improvement Mod I've used TinyUpload which seems very clean and easy. Unfortunately they have a 50MB limit, so I can't use it for Extended.

For the Extended AI Improvement Mod I've used Mediafire as it's been used by other long-term Modders such as Haree78 and it's free for what is needed here. I've used Mediafire to download various Mods without difficulty, just close pop-ups, sometimes play a video and enter a security code, and always had a valid download link to use. Then again as ParagonExile suggested I also use MalwareBytes. While it's not my area of speciality, as someone who has had Cybersecurity experts in my teams, trust me you really really really want to have a tool like MalwareBytes installed.

I recently downloaded the Warhammer 40k Mod which looked clean and easy to download with Dropbox, so let me have a look at that option.

Keep in mind this is a voluntary effort in my own spare time, so if you want to say nothing positive and just rant, don't expect me to be as helpful next time, expect Bad Icemania.


< Message edited by Icemania -- 8/10/2014 5:47:46 AM >

(in reply to Mortimer14)
Post #: 390
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