Epic Immersion v.5 - updated
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Epic Immersion v.5 - updated

Updated Feb 19, 2008 by QuantumSawdust

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Comment #1 Tuesday, February 19, 2008 11:20 PM
From the readme - " I would like the starting resources to be higher, maybe 3-4 times what it currently is. I couldn't find this in the game constants or galaxy file. " The starting resources (credits/metal/crystal) are in the .galaxy files, the map files, and can be changed there. So to do this, you'd have to go in and change every map to fit your wishes. If you're talking asteroids, I think it's in the galaxy file.
Comment #2 Wednesday, February 20, 2008 8:17 AM
Just a quick question.. could it be that the AI doesn't quite know what to do with your mod? After 1 hour of playing it 'should' have build more than just one structure. Though, I only tested the easy AI, 'cause I'm quite the noob. Any intel would be appreciated! And by the way, keep up the work, it's great!
Comment #3 Wednesday, February 20, 2008 10:51 AM
Yeah, something is messed up with the AI, it's one of the things I'm working on for the next version along with a few other things. When I play, the AI does do several things correctly - it researched, built ships and capital ships, took over worlds, built structures. However, it certainly did these worse than it should have (the were Normal diff. computers), so something is screwing them up pretty bad. Hard computers might work out better. Also, thanks CrimDS, I'll see what I can do with that.
Comment #4 Wednesday, February 20, 2008 11:55 AM
Let's see what 7 Hard AIs are gonna pull.. I'm feeling adventurous
Comment #5 Friday, February 22, 2008 10:51 AM
*edit* readme cleared it up. I'm gonna try it and report back. /e: After some 20, or 40.. erm.. minutes of playing, my AI allie still hasn't build any ore mines.. curious. Though he is throwing out Scout Frigates.. perhaps that kills his budget, and the desire to scout could be limited to some degree.
Comment #6 Friday, February 22, 2008 9:14 PM
I like the sound of this mod a lot so I'm still eagerly waiting for your report before I download it Flexomatic
Comment #7 Friday, February 22, 2008 10:23 PM
If you're worried, I'd wait until the next version (.6), when I'll focus on getting the few kinks worked out. There are 3 or 4 balancing changes I want to make first (the game as it is actually a bit too slow as is in my opinion). The AI is certainly better than in the last version, but it needs a bit more work. From what I've seen, the AIs do all the basics on hard difficulty (they explore, build and conquer, build frigates, cruisers, and capital ships, build base defenses, etc.) However, something is causing the AIs to save up large amounts of resources instead of spending them to build bigger fleets. In the games I've played (after the first couple hours), I've ranked close to dead last in credits, metal, and crystal, as well as mediocre in research, colonization, and culture. So the AI does that great - however I'm almost always first in military, which means the AI is glitching somewhere. I'm going to try beefing up the AIs tendency to build military way above what it was, and hopefully that'll even things out. If anyone else has any ideas, I'd be happy to hear them
Comment #8 Friday, February 22, 2008 11:59 PM
Love this Mod! I have to say, this Mod is the only thing saving this game for me. I'm usually not a RTS player, preferring turn-based (love Gal Civ II, etc.) When I tried to play this game the first week, it was sooo frustrating... Fighting other empires' ships was like herding cats- chase them here, chase them there and on and on... Thanks for all the hard work on this QuantumSawdust.
Comment #9 Saturday, February 23, 2008 4:00 AM
Quantum, in your experience, after what time did the AI start building their ore mines? I let it run for about a couple of hours yesterday, but then I couldn't go on because I was expecting someone. Anyways, by that time my ally stopped exploring but hadn't yet started building anything. .. Shireknight, I suggest you go ahead and play it, so you can also write down things you notice so that Quantum can make it all better
Comment #10 Saturday, February 23, 2008 2:08 PM
Cheers QuantumSawdust Ill wait for your next version and then download it, yeah your right Flexomatic I should have thought about that yesterday and just downloaded it anyway and then posted what I thought of the game myself gah!. Oh well my loss I guess, unfortunately because of my work pattern I only get to relax on the PC Fridays and Saturdays so Ill have to wait until next Friday before I play any more now anyhow
Comment #11 Saturday, February 23, 2008 8:57 PM
Flexomatic, I haven't had any computers as allies yet, so I don't know exactly when they build up. In the last game I played, I made first contact after about 4 hours of game play (map may have been a bit to large), and by then they had fully established bases and were in the process of building their first (I assume) capital ship. After 8 or 9 hours, the computer players had built quite sizable fleets, though they really were too cowardly. Speaking of which, if anyone knows how to reduce AI cowardice, I would love to know. So Flexomatic, if you notice the AI working differently in your games, let me know. Thanks for your input by the way, as well as everyone else. This mod still has a lot of kinks to work out, so the input I get is quite helpful. Criticism and suggestions are both welcome.
Comment #12 Sunday, February 24, 2008 12:43 PM
Great Mod!! Just got the game and only tried a few regular games before using this mod..I will Always use this mod!! One thing I noticed (with v0.4) had to unselect mod in game and reselect or game would not look right (would show nothing to zoom into..would not zoom into worlds ect..)Not sure with v0.5 yet. As far as AI, played on a very large custom map, each starting race pretty much had their own system to start in without interference until they could travel wormholes or stars. After having my system 99% set up (about 20 planets), Race1 pokes head in and starts doing some hit/run stuff into my system. I chase him down eventualy into his system.. he has like 4 capital ships and a fairly large support fleet. While I'm fighting him another race shows up with an even larger fleet (3 capital ships, 50 support cruisers..tons of others)...but they only keep sending 'scout' ships in to watch my space, so far. When I switched to v0.5, the saved game played just fine..I only noticed being set back in some of my reseach. I look forward to your new versions...keep up the great work!!!
Jaga Telesin
Comment #13 Thursday, February 28, 2008 2:55 PM
Looking forward to your next update. I tried the game both vanilla and with other enhancement mods, and neither was very enjoyable as I always felt like I was in some sort of development race. With the speed adjustments your mod makes it completely changes the game, and makes it a really enjoyable experience again.
Comment #14 Saturday, March 1, 2008 2:30 AM
Hi there, really interesting mod. Just started playing it and can confirm that unless you set the comp on hard it doesn't do anything that I could see during the auto record. It's first move when placed on hard is to build a colony frigate, not sure what it does after that. When I check the replay next I'll probably come post again. Also just a heads up, the computer is buying a lot off of the black market, the changed values on everything might be triggering this.
Comment #15 Saturday, March 1, 2008 7:36 PM
Hmm, I just downloaded and installed this mod, but when I start a game (under any speed setting) the pirates are constantly being sent out and all I hear is "Intel reports imminent pirate raids" and "Pirate raiders have left their base" This a fault of mine, or the mod? Just caught another bug, at least for me. On the black market selling Metal and Crystal is -29874563748 (those are random numbers... but the length of the number is close enough) and buying costs 0.
Comment #16 Sunday, March 2, 2008 4:44 AM
It's taken me a bit longer than I first intended to come out with the next update, but it should be submitted within the next two days, so expect it up me Wednesday-ish most likely. The computer does indeed buy a lot, generally crystal and metal are harder to come buy. I would have liked to increase the maximum market cost of resources, and also decrease the speed at which market prices change, but I haven't been able to pull that off. Bakohryu, I haven't experienced those two problems myself - perhaps another mod is conflicting with mine? The pirates should have been slowed down as opposed to sped up, and the metal and crystal remains at the default amounts for me. If anyone else is experiencing these problems, let me know for sure so I know to make it a top priority. I'll still look at it though, thanks for bringing it up. Cheers
Comment #17 Sunday, March 2, 2008 9:44 AM
I'm working on a private mod that incorporates a lot of the cool things I've seen floating around, so I shameless dumped your GameInfo folder into mine, nothing else in the mod currently affects the GameInfo folder... and I got the exact same thing with the continuous pirate raids... I'm going to take a look at your files and see if I see anything, I'll post again if I find it.

I fixed the continuous pirate raids.
In the file Gameplay.constants:
Under the entry for pirateRaidDef
raidStrengthThreshold:0 0
raidStrengthThreshold:1 .75
raidStrengthTrheshold:2 .95
raidStrengthThreshold:4 .2
raidStrengthThreshold:5 .8

should be:

raidStrengthThreshold:0 0
raidStrengthThreshold:1 .2
raidStrengthThreshold:2 .75
raidStrengthThreshold:3 .8
raidStrengthThreshold:4 .95

Evidently the game engine needs the thresholds in increasing values.
Also, as a side note, I believe (could be wrong) that the 'randomShipCount' value indicates how many 'randomShip' entries there are for that Composition, so they should be 4, 5, 5, 4, 4.

Anyway, awesome work... love to see the balances you have in store.

Comment #18 Sunday, March 2, 2008 2:23 PM
Hah, you are totally right on both accounts. That's what I get for quickly changing values without looking at them closely. It's been fixed for the next update, thanks for the input.
Comment #19 Sunday, March 2, 2008 2:51 PM
I think I figured out the market thing in the beginning. I created a random map through galaxy forge (just open a random map and it generates something you can play around with), and in that map I added my own template for everyones home worlds. I made it so that we all started with capital ship factories and our resource nodes already built. This fixed the AI's start, as all it was trying to do was follow its "script?" I don't think it can take any other action, including building its metal and crystal extractors, until it begins that capital factory, and since it is so expensive it tries to buy the needed resources through the market. Anyways, start it out with a capital factory and it plays more like it normally does right from the start. Alright, next thing I noticed. My first game was using the Advent, my favorite race:) Everything costs intense amounts of crystal. I started another game with the TEC and the costs for items weren't as bad, little more balanced between crystal and metal. I have not started a game with the Vasari yet. And finally the last thing I've experienced. I finally got a capital out! And they are frighteningly powerful.. I have not yet engaged in battle between them, but I have the feeling that normal ships not backed up by a capital will not stand a chance. Not sure if you intended it to be like this, but I don't feel that I could build a fleet of non-cap's which could actually take one of the non-support cap's down.
Comment #20 Sunday, March 2, 2008 4:07 PM
Good points. I'm not sure how to make the game automatically give capital ship factories on any starting planet, if anyone knows what file this is in I'd appreciate knowing. Or, if anyone knows how to change the starting resources for any map. As for the resources per races - I did intend for the Advent to be more crystal oriented, the TEC to be more balanced (but overall more costly), and the Vasari to be more metal oriented. Things will be evened out a bit more in the next update (if I have the time), but expect the same idea. Capital ships are indeed supposed to be as powerful as they are, and single handedly they can take on most neutral colonies. However, two things counter this - first, they, like any ship, have slow regeneration and unless you invest heavily in repair techs, having a weakened capital ship is very risky. Secondly, since hangers and carriers can carry more fighters and bombers - and also since gravity well radius size is increased, if they try to attack a fortified planet by themselves they will be eaten alive. As far as I've experienced, the capital ships do quite will against small groups of enemies, but against larger ones (even without capital ships), the odds even out surprisingly fast. As another fault, they do build very slowly. So if you have multiple frigate factories (much more advantageous in this mod), you can rebuild a fleet far quicker than a capital ship can be rebuilt. So ideally (this may not be balanced perfectly yet), players will need both capital ships, and fleets to support them, in order to have the strongest force. Either by themselves will hopefully be too weak.

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