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Re: AI Campaign v4.0 RELEASED
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Please keep the suggestions coming, when it compares to meaningless details, there is no Comparison to time meaninglessly invested http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 25, 2003, 16:56: Message edited by: JLS ] |
Re: AI Campaign v4.0 RELEASED
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http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign v4.0 RELEASED
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We do expect FQM in the next Version http://forum.shrapnelgames.com/images/icons/icon10.gif GLV says it all about your event files TREMENDOUS !!! I like the way you set up the Medical Teams as an event that gives us a chance to answer a medical crisis before it gets out of control, nice touch. Warping that now has a new meaning RAIDERS: Playing against them is like a game with in a game (sweet) Also to mention EVENTS that deliver new colonists by Star Liners and Refugee Families from other systems [ October 26, 2003, 09:50: Message edited by: QBrigid ] |
Re: AI Campaign v4.0 RELEASED
I haven't played this mod yet, although I do have v3.02 on my computer. Once I d/l this Version, is there any mod I can add to this without "breaking" it? Someone mentioned FQM? HOw can I adjust it so that it will work with this mod until the next Version comes out? Or exactly how does Pathfinder's method works?
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Re: AI Campaign v4.0 RELEASED
FQM has help files on combining it with other mods. Check them out. http://forum.shrapnelgames.com/images/icons/icon7.gif It would be best to use the No Ast Belt type of quadrants, so that you do not get 1000s of asteroids to mine and far-outpace the AI, which can not do remote mining. The large asteroid belts of FQM break Proportions/AIC mods. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ October 27, 2003, 19:10: Message edited by: Imperator Fyron ] |
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