UAM/Version History
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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)
