UAM/Version History

From SEWiki

Jump to: navigation, search

Contents

Version 1.10 - Released

-Adjusted Ship Type Build Percentages

-Adjusted the use of Intel (properly build based on defensive needs and the economies of scale)

-Taught AI to avoid certain systems (ally systems without appropriate peace treaty)

-Taught AI to use Solar Generators

-Adjusted Research for supply generating components

-Fixed AI's use of supply generating components

-Adjusted AI's building of Universal Transports

-Adjusted AI's use of Religious Components

-Adjusted Scout build priority based on number of unexplored systems and game date

-Fixed problem with multiply sensors on Recon Satellite

-Added Recon Satellite to design type for player

-Adjusted Scouting and Surveying procedures for ships

  -All combat ships scout their immediate surroundings only, scouts explore/survey everything near and far 
  -Ships dont explore/survey in allied territory without appropriate treaty   

-Adjusted AI's use of troops and troop transports

-Fixed AI's use of drones

-Fixed Error in AI exploring

-Fixed error in AI colonizing

-Taught AI to picket warppoints to allied space if dont have non aggression all systems or colonization in each other system treaty

-Improved AI Fleet Handling/Composition

  - Fix AI to not count support ships in determining fleet strength     
  - Fix AI to not conduct combat operations without appropriate combat ships  
  - Fix AI to have most repair and mine sweeper ships join fleets 

-Fixed AI not scrapping population when appropriate

-Fixed AI not scrapping obsolete weapon platforms and troops

-Fixed AI not retrofitting when appropriate

-Fixed AI putting mine sweepers on bases

-Fixed AI designing repair ships without repair bay

-Adjusted Research order

-Improved Racial Points selections for races



Version 1.09

- Updated to Balanced Mod 1.12 diplomacy as a base

- Taught AI to use a specific treaty when in Team Mode

- Retaught AI to automatically declare war when only two empires (There can be only ONE)

- Created Memory of treaty elements for AI's

- Fixed AI no longer gets mad for other empires in their territory if their is a Non-Aggression in All systems or allowing colonization in each other systems treaty

- Adjusted Higher threshold for empires to break treaties and declare wars the more wars the AI is currently in

- Fixed AI correctly colonizes based on all treaty types

- Adjusted AI's use of Intelligence to better handle small, medium or large number of other players

- Increased AI's building of troops (last version almost eliminated them, trying to find the right balance)

- Fixed EEE and Drushocka now have a built in dislike factor for each other in politics

- Taught AI to use Remote Miners

- Taught AI to design Remote Miners

- Taught AI to use space yard ships

- Fixed AI put pd on weapon platforms

- Reduced AI use of satellites

- Fixed Have AI put more emphasis on resources

- Fix AutoComplete Button

- Gave Players same design build presets as AI (will help with ministers; only works correctly for Default/Unnamed AIs)

- Included more name sets for players to use (thanks IRM)

- Fixed bug with AI not designing repair ships and space yard ships

- Fixed bug with AI not designing drones and not using warheads on them

- Gave Players same colony type choices as computer (will help with ministers; only works correctly for Default/Unnamed AIs)

- Adjusted fleet behavior so that fleets wont attack enemy systems without minimum fleet forces

- Fixed AI Retrofitting criteria so AI wont try to retrofit when beyond cost limit

- Fixed AI now uses multiple criteria for creating, accepting or declining treaties (including anger, current treaty status, individual treaty elements, fear, concession values)

- Fixed AI Ship designs to only put scanners on ships with greater than 300 tonnage (fixes scouts with no weapons)

- Fixed Patrol Ships no longer get scanners

- Fixed Update Strategies to automatically break formation and use predefined ship strategies

- Fixed AI will no longer try to retrofit colonizers

- Fixed AI not ever scrapping units and population

- Fixed AI wont scrap ships it can retrofit

- Fixed AI miscalculating resources used on new planet construction

- Adjusted criteria for AI proposing changes to a existing treaty

- Fixed Defense Fleets not properly releasing damaged ships to be repaired

- Adjusted AI's defensive building priorities


Version 1.08

-Fixed Error with not properly computing how much unit cargo at locations available to be picked up

-Teached AI to handle mine fields better (not simply avoid that sector)

-Balanced AI's use of fighters, mines, and satellites

-Made Quick tweak to AI politics (AI less likely to allow colonizing in each others space)

-Separated Unit and Ship Construction demand system

-Planets now make and launch recon satellites

-Incorporated pkoko's starting graphics

-Added extra supply and ordinance to carriers

-Taught AI to not build units in beginning to encourage exploration and colonization

-Fixed Recon Satellite Design to have sensors and scanners

-Designed Situations for the AI to build Units

-Identified Locations for Remote Mining

-Taught AI to use shield regenerators correctly

-Taught the AI to use Organic Armor and Crystal Armor properly

-Taught the AI to use more than one type of armor

-Taught the AI to use Master Computers on some ships

-Taught the AI to use more Quantum Reactors on ships

-Made Sure multiple fleets dont attack the same target

-Fixed Bug with AI not selecting any traits on game creation

-Removed unused extra devices from AI ships (cloaking, scanners, etc)

-Added Bigger ships get 'Mine Sweeper' component

-Adjusted AI Research Paths

-Created ship design for AI to use with black hole creators

-Created lists of targets for using offensive stellar manipulation

-Created Orders for black hole creating ships

-Taught the AI what Units and how many units to build in the given situations

-Made AI Colonizers load cargo from planet built on if pop available, before searching other planets

-Fixed bug with AI not loading population on Colonizers

-Fixed Planets building more units than they have room for

-Improved Exploration Scripts

-Improved Cargo Handling Scripts (Population, Units)

-Incorporated Corellon's Scripts

-Incorporated Corellon's Colony Site Selection system

-Changed Resupply Parameters for Fleets

-Scripted Optimization to hopefully speed up turns (to a limited extent)

-Improved target selection criteria for ships and fleets

-Made the AI instantly go to war when there is only one other empire (There can be only ONE!!!)

-Stopped fleets from wasting time on enemies such as colonizers

-Stopped fleets from wasting time on enemies such as fighters

-Fixed AI scrapping buildings (trying to make room for space port) when AI has natural merchant ability

-Adjusted perceived satellite cargo on planet to take into account launching satellites

-Tracked down infinite loop and fix (it popped back up, guess I didn't fix it last version after all)

-Made AI prefer non-aggression treaties in all systems instead of colonize in ally system

-Taught AI to handle non-aggression treaties without colonization in ally territory

-Fixed AI not putting warheads on mines



Version 1.07

-Made Fighters join into fleets at warppoints (should improve fighters attacking enemies in system)

-Improved WP Defense Location selection criteria (another level of system checking)

-Improved fleet attack scripts

-Improved Fighter Designs

-Fleets guard warppoints when not doing anything else

-Added supply storage and ordinance to space stations

-Allowed AI to recognize when Intel is not allowed

-Preference for WP defenses towards WPs bordering enemy systems

-Identified launched units (fighters, mines, satellites) that should be recovered and moved to border locations

-Created Universal Unit Movers

-Had Universal Unit Movers move identified launched units from core systems to border systems

-Carriers pick up fighters from warppoints when not in Defensive Fleets

-Mine Sweepers join Fleets

-Ships join closest fleet (not smallest)

-Fixed Terrans not putting weapons on fighters and troops

-Improved Exploration Scripts

-Incorporated FQM as an optional version for download (I think this will break save games)

-Found and eliminated an infinite loop from old IRM code


Version 1.06

-Fixed Mod to work with Version 1.58 (thanks Barnacle Bill & Pkoko & Kwok & everyone else)


Version 1.05

-Created a Primary Enemy Designation

-Improved Intelligence to use Primary Enemy Designation

-Improved Fleet Attack Scripts to use Primary Enemy Designation

-Improved the AI's handling of Intelligence Point Spending

-Gave AI basic memory of enemy colonies

-Adjusted for more emphasis on research and less on intel

-Allowed fighters to attack targets in system


Version 1.04

-Fixed Satellites not using armor

-Fixed Organic Races using Organic Weapons

-Increased Point Defense Use with Ship Designs

-Reduced Supply and Increase Armor for Ship Designs

-Adjusted Ship Strategies for Combat

-Increased Use of Fighters

-Fixed so Planets don't launch fighters if there is not a warppoint to defend in system

-Fixed so Carriers leave fleets to get more fighters if low on fighters instead of only when completely out (Thanks Kwok)

-Improved Facility Scrapper to scrap research facilities when there is no research left to do

-Improved Research Point Allocation and Selection

-Fixed it so empires with 'Natural Merchant' ability don't build space ports

-Improved Facility Scrapper to make space for Atmospheric Converters and Value Improvement Facilities when appropriate

-Increased priority for value improvement facility research in finite resource games


Version 1.03

-Improved Warp Point Defense Location Criteria

-Taught AI when to use facilities such as Mineral Scanners and System Robotoid Factories appropriately (one per planet or system, and when worthwhile)

-Taught AI to build one per system facilities properly

-Taught AI to build one per planet facilities properly

-Improved Facility Scrapper to scrap value improvement type facilities when optimal/best values are reached

-Improved Facility Scrapper to scrap Atmospheric Converters when the planet is non-domed



Version 1.02

-Fixed issue with AI not getting resource bonus when selecting a bonus for the AI on game creation

-Implemented a new Warp Point Defense Scheme

-Facility Scrapper, scraps farms and extractors when there are sufficient excess resources and monoliths are available

-Fixed issue with wrong ships getting combat sensors


Version 1.01

-Fixed standard empires use of weapons


Version 1.0

-Politics, and Intel adapted from Balanced Mod

-Ship Orders, Planet Orders, Ship/Unit Demand, and Design Creation adapted from IRM

-Construction, Colony Type created by Unnamed (AI will build research and intel if it does not need resources. AI works off a net resources system, and allows construction of resource facilities using treasury when net resources runs out. AI will check for full tech games, and act accordingly).

-Ship build amounts

-Research Order

-Weapon Selections on Designs

-Created Script for Medical ships (uses population transports as medical ships)

Personal tools