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Spaceempires.net :: Unnamed Mod Version 1.10 Released - Works with 1.71 :: View topic
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Unnamed Mod Version 1.10 Released - Works with 1.71

 
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Unnamed
Moderator
Moderator


Joined: Dec 30, 2007

PostPosted: Tue Mar 18, 2008 1:55 am    Post subject: Unnamed Mod Version 1.10 Released - Works with 1.71 Reply with quote

Get it Here http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod


-Unnamed


Last edited by Unnamed on Wed Apr 02, 2008 3:37 pm; edited 1 time in total


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Corellon
Space Emperor


Joined: Jan 21, 2008

PostPosted: Tue Mar 18, 2008 5:31 pm    Post subject: Reply with quote

Were you able to include my updated construction script that I sent you?

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Unnamed
Moderator
Moderator


Joined: Dec 30, 2007

PostPosted: Tue Mar 18, 2008 6:16 pm    Post subject: Reply with quote

It used your updated construction script. Thanks

-Unnamed


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Fri Mar 28, 2008 1:04 am    Post subject: Reply with quote

I would like to request a quick update for Patch 1.71 compatibility (or a notification if that is not necessary).
My last two games were aborted by freeze at "end of turn" and, well, the patch claims to fix this.


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Unnamed
Moderator
Moderator


Joined: Dec 30, 2007

PostPosted: Wed Apr 02, 2008 4:47 pm    Post subject: Reply with quote

My tests show that version 1.10 works with 1.71. I know of no reason that they would not work together correctly.

-Unnamed


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Apr 02, 2008 6:10 pm    Post subject: Reply with quote

There is a potential issue with two script functions (Sys_Change_Planet_Conditions and Sys_Change_Planet_Value) that were modifier in v1.71. They are only used by the Event/Intel scripts and could potentially cause a lockup during end turn processing for scripts that were not updated for the changes.

Space Empires Depot | SE:V Balance Mod


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Wed Apr 02, 2008 6:17 pm    Post subject: Reply with quote

I did no scripting for this game so far, but the names tell me, that these functions are not used in any AI file... as long as it is no cheating AI. ^^

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Apr 02, 2008 7:13 pm    Post subject: Reply with quote

I believe Unnamed's mod does include the intel/event scripts in the data folder, so they should both be updated.

Space Empires Depot | SE:V Balance Mod


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Fri Apr 18, 2008 5:14 pm    Post subject: Reply with quote

Today exactly one month passed since the last progress update on SEWiki.
May I request a kind of "status report"?


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Corellon
Space Emperor


Joined: Jan 21, 2008

PostPosted: Mon Apr 21, 2008 1:39 am    Post subject: Reply with quote

I'm working on making various improvements to my scripts but haven't heard from unnamed about a 1.11 release.

I could make my own updated scripts available if your interested once I finish a few more tests and improvements.


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Mon Apr 21, 2008 6:13 pm    Post subject: Reply with quote

Please do so.

Oh, and if you could show a more or less detailed list of changes, it will surely help a lot with the bug hunt.


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Corellon
Space Emperor


Joined: Jan 21, 2008

PostPosted: Mon May 05, 2008 11:53 pm    Post subject: Reply with quote

Just a update:

Was planning to get my new scripts for release but there has been a issue of a save-game bug and I'm trying to figure out if it's withen SE5 itself, or mod related, so my scripts are on hold till I can try to figure it out :s

As for a list of changes I've tried to keep a list but I'm afraid I'm not very well organized as I do work on multiple computers I'm frequently copying files from one to the other and sometimes just make quick changes spur of the moment.


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Tue May 06, 2008 1:03 pm    Post subject: Reply with quote

Waiting patiently, watching intently...

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whitewolfmxc
Space Emperor


Joined: Jul 03, 2008

PostPosted: Sun Jul 13, 2008 6:51 am    Post subject: Reply with quote

Any ETA to work with patch 1.74?

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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Sun Jul 13, 2008 4:58 pm    Post subject: Reply with quote

Oh, I highly doubt it - did not see nor read anything from Unnamed and Corellon since April/May...

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BlueTemplar
Space Emperor


Joined: Mar 27, 2007

PostPosted: Mon Jul 14, 2008 12:00 am    Post subject: Reply with quote

Doesn't it work with 1.74?

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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Mon Jul 14, 2008 6:39 pm    Post subject: Reply with quote

I did not give it a try - look into the bug section and you will see, why.
Although this AI is still the best one I played with so far, it does have some serious flaws. Especially for those, who like to let the ministers do a lot of work.


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Radien
Space Emperor


Joined: Apr 25, 2009

PostPosted: Wed Apr 29, 2009 4:37 pm    Post subject: Reply with quote

CaptainKwok wrote:
There is a potential issue with two script functions (Sys_Change_Planet_Conditions and Sys_Change_Planet_Value) that were modifier in v1.71. They are only used by the Event/Intel scripts and could potentially cause a lockup during end turn processing for scripts that were not updated for the changes.


Are you referring to Script_Main_ExternalEvents.txt and Script_Main_Intelligence.txt?

If so, looking at Unnamed AI mod (without FQM), I don't see them (or the.csf versions) in the archive. Does that mean it's safe to use the mod with patch 1.77?

(For that matter, I'm considering using v1.08, which completely lacks a data folder, and thus has less chance of conflicts.)

thanks!


Last edited by Radien on Wed Apr 29, 2009 4:41 pm; edited 1 time in total


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Apr 29, 2009 4:39 pm    Post subject: Reply with quote

If the mod doesn't add its own versions of those two scripts, then I wouldn't anticipate any issues.

Space Empires Depot | SE:V Balance Mod


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Radien
Space Emperor


Joined: Apr 25, 2009

PostPosted: Wed Apr 29, 2009 4:43 pm    Post subject: Reply with quote

Good to hear! That should save me a lot of scripting, because it looks like Unnamed goes far beyond what my fledgling scripting skills are up to. Smile

Thanks for the quick reply! You are totally the go-to guy for this stuff!


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Atomizer
Space Emperor


Joined: Jan 16, 2010

PostPosted: Sat Jan 16, 2010 4:55 pm    Post subject: Reply with quote

Does Unnamed Mod v1.10 work with SE5 v1.79?

EDIT: Also, is there a way to install additional shipsets (specifically Vorox and Conflux) into the mod so that the Unnamed AI will use them instead of the default AI provided with the shipsets? Or if this is impossible, is there a way to disallow AI use of the shipsets?

EDIT#2: I've tried using the Unnamed Mod with FQM on SE5 v1.79, everything seems to be working fine, but for some reason the FQM portion is using the stock system pictures rather than the multimedia pack ones (i.e., I an expanse system has a system portrait with a star).


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Deer
Space Emperor


Joined: Apr 07, 2005
Location: Hungary

PostPosted: Tue Jan 31, 2012 6:54 am    Post subject: Reply with quote

Anybody has the Unamed mod 1.10 script files? I have the 1.09 only.

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Kasdar
Space Emperor


Joined: Oct 24, 2007

PostPosted: Wed Feb 08, 2012 11:39 pm    Post subject: Reply with quote

Deer wrote:
Anybody has the Unamed mod 1.10 script files? I have the 1.09 only.


I would also like to see these.

btw deer do you have the uncompiled versions of 1.09? as if nothing else those could be of some use to me.


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