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<title>Spaceempires.net Forums - Unnamed AI Mod</title>
<link>http://www.spaceempires.net/forum-94.html</link>
<description>Latest 25 posts on the SpaceEmpires.net forums.</description>
<language>en-us</language>
<managingEditor>admin@spaceempires.net</managingEditor>
<webMaster>admin@spaceempires.net</webMaster>

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<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[Does Unnamed Mod v1.10 work with SE5 v1.79?<br />
<br />
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?<br />
<br />
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).]]></description>
<pubDate>Sat, 16 Jan 2010 10:55:12 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-54543.html#54543</link>
<guid>http://www.spaceempires.net/ftopicp-54543.html#54543</guid>
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<title>where can I get the uncompiled files?</title>
<description><![CDATA[All auto complete does is call the main design function from Script_AI_DesignCreation.  It matches the selected design type that the player chooses to one in the script and makes that design.<br />
<br />
Your assumption about the two AI versions playing nice is ok, because both were compiled based on source scripts that were designed for the stock data set.<br />
<br />
If you try to mix up the source scripts then you might not be able to compile because there may be additional variables or functions referenced in one source's script that don't exist in the other etc.  It's likely some editing would have to be down to mesh elements of both into a 'hybrid' set.]]></description>
<pubDate>Fri, 01 May 2009 18:37:39 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-46502.html#46502</link>
<guid>http://www.spaceempires.net/ftopicp-46502.html#46502</guid>
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<item>
<title>where can I get the uncompiled files?</title>
<description><![CDATA[Ok, so let me see if I have this straight. I'm making guesses to fill in the blanks here, so please correct me if I get it wrong:<br />
<br />
The human player's "autocomplete" designs are based on the designs listed in DesignTypes.txt. These in turn reference Script_AI_DesignCreation.txt?<br />
<br />
AI designs are also based on Script_AI_DesignCreation.txt, probably referring to racename_main_script.txt to pick their preferred weapons.<br />
<br />
I've got my home-brewed AI's (variants of stock with minor changes) and Unnamed's AI's (which have completely different ship designs) in the same game. They should still play nice with each other however, because the compiled.csf files Unnamed has provided already have their own (different) Script_AI_DesignCreation.txt data built-in, and thus will not clash with my AI's stock ship designs.<br />
<br />
Following that train of thought further, if I were to attempt to combine a mix of my.txt files with his and then combine them in one compiled package, THAT could possibly break the AI's, because if some files referenced one design set and other files referenced the other, there would be conflicts.<br />
<br />
Am I close?]]></description>
<pubDate>Fri, 01 May 2009 16:07:33 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-46497.html#46497</link>
<guid>http://www.spaceempires.net/ftopicp-46497.html#46497</guid>
</item>

<item>
<title>where can I get the uncompiled files?</title>
<description><![CDATA[The ones available on the SE Wiki are the only ones I know are still available.  A search at SE5.com might net you earlier ones.<br />
<br />
The AI uses it's own internal design types defined in the AI scripts.  It never references DesignTypes.txt.  However, for players choosing to use auto complete, it's helpful if the design types in the file match those in the AI scripts.<br />
<br />
There's not really a problem mixing and matching AI files compiled with different source scripts assuming that they are designed for the same data set.]]></description>
<pubDate>Fri, 01 May 2009 14:09:08 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-46495.html#46495</link>
<guid>http://www.spaceempires.net/ftopicp-46495.html#46495</guid>
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<item>
<title>where can I get the uncompiled files?</title>
<description><![CDATA[Does anyone know where I can get the un-compiled (.txt) files for the Unnamed AI? I'd like to use the AI with my mod, but my mod uses all 3 resource types heavily, so without tweaking, I think the AI will starve itself?<br />
<br />
Also, I'll probably need the v1.08 files, since I think later versions changed the default ship designs? I'd like to mix some of the Unnamed AI empires with a few of my own, so I'm guessing that if I use the later versions one of the two won't work properly? (If not, I'd use the v1.10.txt files from the wiki.)<br />
<br />
As you might notice a lot my statements are guesswork, so if anyone can add clarity to this situation it would be much appreciated! :)]]></description>
<pubDate>Fri, 01 May 2009 13:43:14 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-46491.html#46491</link>
<guid>http://www.spaceempires.net/ftopicp-46491.html#46491</guid>
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<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[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. :)<br />
<br />
Thanks for the quick reply! You are totally the go-to guy for this stuff!]]></description>
<pubDate>Wed, 29 Apr 2009 11:43:53 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-46363.html#46363</link>
<guid>http://www.spaceempires.net/ftopicp-46363.html#46363</guid>
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<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[If the mod doesn't add its own versions of those two scripts, then I wouldn't anticipate any issues.]]></description>
<pubDate>Wed, 29 Apr 2009 11:39:27 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-46361.html#46361</link>
<guid>http://www.spaceempires.net/ftopicp-46361.html#46361</guid>
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<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[[quote:55b5bb8c08="CaptainKwok"]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.<br />
<br />
Are you referring to Script_Main_ExternalEvents.txt and Script_Main_Intelligence.txt?<br />
<br />
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?<br />
<br />
(For that matter, I'm considering using v1.08, which completely lacks a data folder, and thus has less chance of conflicts.)<br />
<br />
thanks!]]></description>
<pubDate>Wed, 29 Apr 2009 11:37:37 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-46360.html#46360</link>
<guid>http://www.spaceempires.net/ftopicp-46360.html#46360</guid>
</item>

<item>
<title>Mod Bug Reports</title>
<description><![CDATA[Heya,<br />
<br />
I don't know if this thread is still active but... I have been trying to get the comps to gang up on me, but the team play option does not seem to work.  I am using the newest version of SE5 w/the non-fqm version of Unnamed AI's mod.  The computer players act the same when the "Team Play" box is checked or not checked.<br />
<br />
-Dave<br />
<br />
Edit - I like the mod btw... it seems to help those poor AI sots considerably.]]></description>
<pubDate>Sat, 02 Aug 2008 23:22:02 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-36042.html#36042</link>
<guid>http://www.spaceempires.net/ftopicp-36042.html#36042</guid>
</item>

<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[I did not give it a try - look into the bug section and you will see, why.<br />
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.]]></description>
<pubDate>Mon, 14 Jul 2008 13:39:18 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-35499.html#35499</link>
<guid>http://www.spaceempires.net/ftopicp-35499.html#35499</guid>
</item>

<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[Doesn't it work with 1.74?]]></description>
<pubDate>Sun, 13 Jul 2008 19:00:35 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-35476.html#35476</link>
<guid>http://www.spaceempires.net/ftopicp-35476.html#35476</guid>
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<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[Oh, I highly doubt it - did not see nor read anything from Unnamed and Corellon since April/May...]]></description>
<pubDate>Sun, 13 Jul 2008 11:58:35 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-35468.html#35468</link>
<guid>http://www.spaceempires.net/ftopicp-35468.html#35468</guid>
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<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[Any ETA to work with patch 1.74?]]></description>
<pubDate>Sun, 13 Jul 2008 01:51:00 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-35459.html#35459</link>
<guid>http://www.spaceempires.net/ftopicp-35459.html#35459</guid>
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<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[Waiting patiently, watching intently...]]></description>
<pubDate>Tue, 06 May 2008 08:03:28 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32858.html#32858</link>
<guid>http://www.spaceempires.net/ftopicp-32858.html#32858</guid>
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<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[Just a update:<br />
<br />
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 <br />
<br />
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.]]></description>
<pubDate>Mon, 05 May 2008 18:53:44 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32843.html#32843</link>
<guid>http://www.spaceempires.net/ftopicp-32843.html#32843</guid>
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<item>
<title>The other bits N bops</title>
<description><![CDATA[I did not look much at the AI, but out of feeling, I would say it is not.<br />
Components, projects, ship sizes and the like apparently have to be declared explicitely for SE5-AI and thus, well, one had to do this.<br />
So, it is a work of not so very much difficulty but of a decently large scale.<br />
<br />
Without having had a single look onto this part, I also estimate that ship design, fleet composition, orders of planetary build and research had to be adjusted (which includes determining the most efficient proportions by testing).<br />
<br />
Just my guesses from experience with some other games (and from reading through the script updates sometimes contained in a patch). ^^]]></description>
<pubDate>Thu, 24 Apr 2008 10:49:41 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32348.html#32348</link>
<guid>http://www.spaceempires.net/ftopicp-32348.html#32348</guid>
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<item>
<title>The other bits N bops</title>
<description><![CDATA[LordZsar1,<br />
Thanks for the reply.<br />
<br />
I had/am playing the 'Proportions' mod which has really given the early game, once one uses the bonus points so that one can start with a basic spaceship, a real feel of having to crawl before you walk and will be interesting to see how it plays out.<br />
<br />
The research has a nice feel to it in that you tend to see a 5 year research for something as OK. I think that this is set up by the basic space flight where your ship cannot zoom around the galaxy like a race car.<br />
<br />
With my brief, very brief I will stress, look at the Unnamed AI Mod it is for me, missing this feel. No offence meant!<br />
<br />
I am certain that it is no easy task to combine the 2 elements of these mods?<br />
<br />
Cheers,<br />
<br />
Teddy Bär]]></description>
<pubDate>Thu, 24 Apr 2008 05:03:21 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32340.html#32340</link>
<guid>http://www.spaceempires.net/ftopicp-32340.html#32340</guid>
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<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[Please do so.<br />
<br />
Oh, and if you could show a more or less detailed list of changes, it will surely help a lot with the bug hunt.]]></description>
<pubDate>Mon, 21 Apr 2008 13:13:44 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32207.html#32207</link>
<guid>http://www.spaceempires.net/ftopicp-32207.html#32207</guid>
</item>

<item>
<title>The other bits N bops</title>
<description><![CDATA[Well, with version 1.10 of this "mod", you should get what you want.<br />
After an initial expansion phase, it becomes pretty troublesome to gain foothold in additional, computer dominated systems.<br />
With the following settings at startup, you may find it quite a challenge to win:<br />
- Technology Cost: High<br />
- Generate random computer controlled Empires: true<br />
- Generate random computer controlled neutral Empires: false<br />
- Computer Player Difficulty: High<br />
- Computer Player Bonus: Low (or Medium or High... None is indeed much enough for me)<br />
<br />
If defending yourself will be as much a challenge, I cannot say. Depends on your style of play. And on the AIs, that the computer chooses to put against you. Beware Norak and Drushocka.<br />
<br />
... Oh, in order to guard against disappointment, you should still look into the bug reports for 1.10, to get an impression about what not to await.]]></description>
<pubDate>Mon, 21 Apr 2008 13:07:31 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32206.html#32206</link>
<guid>http://www.spaceempires.net/ftopicp-32206.html#32206</guid>
</item>

<item>
<title>The other bits N bops</title>
<description><![CDATA[I am new to SE V and trying to get my teeth into a juicy game of expand and conquer. But to date the games have been shallow.<br />
<br />
From the little I know this mod, yet to play it, it seems to be the most comprehensive regarding making great AI.<br />
<br />
But how does the bigger game fit in? <br />
<br />
That is, things that would make for a good old fashioned 4x, where one's has to work for your expansion. No disrespect meant but so far with the other mod I am using I can spam the universe putting colonies any and everywhere with no regard for, well, anything.<br />
<br />
There is no strategy, no having to decide if I should colonise this planet or hold out for a better one.<br />
<br />
Cheers,<br />
<br />
Teddy Bär]]></description>
<pubDate>Mon, 21 Apr 2008 05:00:05 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32194.html#32194</link>
<guid>http://www.spaceempires.net/ftopicp-32194.html#32194</guid>
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<title>Corellon's Scripts, Suggestions and Bug Reports</title>
<description><![CDATA[LordZsar:<br />
<br />
That's something I've already implemented in my updated scripts, it is a annoyance, I've been trying to locate a way to get the units to ram targets but combat control is rather limited and strategies are limited as well, one thing that's been taking a while is trying to find a way to work withen the limits of the strategies.]]></description>
<pubDate>Sun, 20 Apr 2008 20:42:32 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32184.html#32184</link>
<guid>http://www.spaceempires.net/ftopicp-32184.html#32184</guid>
</item>

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<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[I'm working on making various improvements to my scripts but haven't heard from unnamed about a 1.11 release. <br />
<br />
I could make my own updated scripts available if your interested once I finish a few more tests and improvements.]]></description>
<pubDate>Sun, 20 Apr 2008 20:39:52 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32183.html#32183</link>
<guid>http://www.spaceempires.net/ftopicp-32183.html#32183</guid>
</item>

<item>
<title>Corellon's Scripts, Suggestions and Bug Reports</title>
<description><![CDATA[Please, change drone design in such a way, that the warhead is placed into inner hull.<br />
At the moment, one hit by a flak or bomblet missile destroys the warhead and the drone will break it's attack - as it will NOT retreat, but flee hunters, it forms a very troublesome annoyance that triggers combat every turn until finally hunted down. Due to it's superior speed, this hunting has to be done manually and requires at least two mobile hunters on top of that.<br />
<br />
(alternative solution: make drones ram their targets whether they do possess an intact warhead or not, though I doubt that is possible yet)<br />
<br />
By the way - do your races use the same ship/unit strategies for battle as Unnamed's ones do?]]></description>
<pubDate>Fri, 18 Apr 2008 13:18:29 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32070.html#32070</link>
<guid>http://www.spaceempires.net/ftopicp-32070.html#32070</guid>
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<item>
<title>Unnamed Mod Version 1.10 Released - Works with 1.71</title>
<description><![CDATA[Today exactly one month passed since the last progress update on SEWiki.<br />
May I request a kind of "status report"?]]></description>
<pubDate>Fri, 18 Apr 2008 12:14:15 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-32068.html#32068</link>
<guid>http://www.spaceempires.net/ftopicp-32068.html#32068</guid>
</item>

<item>
<title>Corellon's Scripts, Suggestions and Bug Reports</title>
<description><![CDATA[Well I'm still tuning the agressivness of the races while trying to keep their own "flavor" to them, I'm glad I was able to get the intel to be competitive as that was a short coming of the previous release.<br />
<br />
As for not conquering, I perfer to keep things played "safe" and make sure the AI has a good strong defence base before attempting conquest, however I'm still trying to create the right balance as sometimes it things "Can never be too safe" and rather just keeps making sure it has stronger and more current defences, not a bad thing since it can easily leave the weakened races to deal with themselves instead of wasting it's resources (Let your enemies kill each other sort of thing) while maintaining a higher position.<br />
<br />
A nice update thanks, for the next release I plan to rework ship design and tweak empire settings a bit more, still looking to get ship designs to be more competitive to a human level of play. Building priorities will be tweaked somewhat too to correct a few short comings.]]></description>
<pubDate>Fri, 11 Apr 2008 12:23:51 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-31722.html#31722</link>
<guid>http://www.spaceempires.net/ftopicp-31722.html#31722</guid>
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