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Re: AI Campaign => For a Challenging AI opponent
Grand Deceiver
What race had frigates that moved only 2 and about what turn was it? Was it the AI or a ship that you made? If they are moving normal but not glassing the planet then it may be this you are seeing. I think JLS has some of his AI to have CAPTURE PLANETS as opposed to optimal range as a main fleet strategy, with some of the small fleeted AIs just block-aiding the planet until the main assault force arives with the troops. This may explain why his AI does Capture a lot of planets, I also hate when my home world gets block aided by the AI and just knowing that its main assault forces in only turns away. http://forum.shrapnelgames.com/images/icons/shock.gif [ October 18, 2003, 11:46: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
IMHO, AIC and Proportions give the most variety in ship/unit designs than any other SE mod. You can win with a horde of small ships or few large ships or even better of, a right mixture. There is no simple "new ship hull -> better ship hull" relation embedded in stock SE. The AIC' tactical variety is very interesting.
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Re: AI Campaign => For a Challenging AI opponent
BTW, JLS, any provisional date for 4.0+ ?
I'm bored playing 3.2 no-warp points games http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
What Version of Proportions is AIC based on?
And... what is there in Proportions not present in AIC? Also, do Proportions and AIC both include the racial points balance change? If not, how do you combine 2 mods? -Cherry |
Re: AI Campaign => For a Challenging AI opponent
I think that JLS either already has his own balance changes to the traits and such in AIC, or is going to incorporate PvK's trait balances in the next Version of AIC (which should be out soon).
AIC has quite a bit of stuff that is not in Proportions. You'd have to get the mod yourself though, as there are so many it would take a while to find them all and list them. |
Re: AI Campaign => For a Challenging AI opponent
AIC has only 19 shipsets/races. Is it possible to add more (for example, from the TDM pack), or will that break the game? Or should I add new races for the pictures, but then copy the AI text files from existing AIC races? I'm a little confused.
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Re: AI Campaign => For a Challenging AI opponent
You shold copy the AI files from an existing race in AIC, renaming them appropriately. Make sure to use the name and description stuff from the AI_General.txt that came with the new race so that it will be named differently in-game http://forum.shrapnelgames.com/images/icons/icon12.gif (though use the trait calls used by the AIC race you copied).
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Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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Most AIC BEAM TYPE weapons require Combat Sensors when that BEAM weapon is still at low level or proto-typed. Most Temporal Weapons, Crystalline Shard, Phasers, Helborer and Null Space Weapons also need at least level 3 if not better Combat Sensors. Remeber to set your figters to go after the AI Fighters first the Ships and bases in the Empires Stragy setup. (use the Armed Cockpit) Also make "pure" Fighter Intercepters with just cannons and the armed Cockpit. (that just attack fighters, Seekers on others, Drones and Satillites.) Have a few Anti-Ship types with just Torpedos and the un-armed Cockpit and set them not to attack fighters, Sats drones (Just Ships and Bases) Also have Bombers that attack planets with good sheilding to attack JUST planets and NEVER put the Armed Cock pit on a bomber or a Torbedo Bomber. |
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