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Ada-AIC MOD v1.01 - by GLV
I am starting a new mod. I will combine Adamant with AIC so the AI will be more like AIC in.
By adding JLS's AI Campaigns AI Traits and tie-in Construction and other AIC stuff so the AI will actually load and use all my Components and Facilities when I use the AIC moduals: AIC Racial Trait tie-ins for AI and Human Player Construction of huge Facilities and Components. AIC AI Balance AIC Tactical Fighters and Strategic Fighters AIC Finite Economics AIC Multi-player handicapping AIC Improved EVENT frequency (both good and bad) AIC Diplomacy AIC Multiplayer options (2000 MP* Minerals) and Higher research and construction) http://forum.shrapnelgames.com/images/icons/icon12.gif With this the AI will better handle: Plagues Economics Planetary Bombardment Planet Capture Planet defense Minefields Neat Fighter Combat http://forum.shrapnelgames.com/images/icons/icon6.gif Just added the AIC Resupply and Resource station Hull http://forum.shrapnelgames.com/images/icons/icon6.gif I plan on some of Adamants items collection of Facilities and Components or however really desiged them so guess I also will also need their permission - but a lot of the stuff from Adamant will be tweaked so the AI will load and use them http://forum.shrapnelgames.com/images/icons/icon12.gif = So this should be as sweet as adding Chocolate and Peanut Butter http://forum.shrapnelgames.com/images/icons/icon6.gif [ July 05, 2004, 14:43: Message edited by: Grand Lord Vito ] |
Re: Ada-AIC MOD v1.01 - by GLV
Sounds good. Can't wait until you complete it.
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Re: Ada-AIC MOD v1.01 - by GLV
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There are many things that I have done. (1) I have lowered the Adamant Colonizer to 400 so the AI will not think it is a Base Ship http://forum.shrapnelgames.com/image...s/rolleyes.gif and yet I still will have extra cargo for units to tag along http://forum.shrapnelgames.com/images/icons/icon12.gif (2) The AIC AI System Facility will prevent Adamants Event File from destroying the the AI Colonies with Plagues. http://forum.shrapnelgames.com/images/icons/icon12.gif I am going to adopt a lot of AICs events. For example the Human Player will have time to respond to level 4 and 5 Adamant Plagues like in AIC. This if I even keep the Adamant event file. http://forum.shrapnelgames.com/image...s/rolleyes.gif (3) I am going to keep most Adamants Magical and other neat traits, Components and Facilities, along with all the AIC Human Player option traits. (4) I am going to keep most of AIC Facilities and some components. Definitely all the AIC Cultural Cities and Population Centers because you cant get any more Cultural then them. (5) Tweak Adamants vehicals more like Proportions and AIC for combat maneuverability. (6) Units and Fighters base more like AIC but with a little Adamant stuff. Yes there will be PvKs infantry http://forum.shrapnelgames.com/images/icons/icon7.gif (7) I will use AIC Finite Economics mod so the AI will not crash and burn when playing finite resource mode. (8) I have added enhanced compenhancements. (9) I used AIC v3.02 Cultures (10) Settings is more like se4 defaults but with a few tweaks. Sorry NO STAR LINERS http://forum.shrapnelgames.com/images/icons/shock.gif At All Much more and a lot of new and never seen stuff to http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 18, 2003, 19:20: Message edited by: Grand Lord Vito ] |
Re: Ada-AIC MOD v1.01 - by GLV
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[ November 18, 2003, 20:37: Message edited by: JLS ] |
Re: Ada-AIC MOD v1.01 - by GLV
You might want to wait until Adamant Mod is a bit more complete, as you will have a lot of manual updating to do in the near future. http://forum.shrapnelgames.com/images/icons/icon12.gif
"1) I have lowered the Adamant Colonizer to 400 so the AI will not think it is a Base Ship and yet I still will have extra cargo for units to tag along" Have you gotten the latest Version of Adamant? The colony ships are no longer 3300 kT... "(2) The AIC AI System Facility will prevent Adamants Event File from destroying the the AI Colonies with Plagues. I am going to adopt a lot of AICs events. For example the Human Player will have time to respond to level 4 and 5 Adamant Plagues like in AIC. This if I even keep the Adamant event file." System Hospitals can help protect the AI from plague events. Level 4-5 plagues are high severity, so they won't appear unless you select high or catastrophic event severity. In that case, the AI has a lot more to destroy it than just plagues. http://forum.shrapnelgames.com/images/icons/icon12.gif "(5) Tweak Adamants vehicals more like Proportions and AIC for combat maneuverability." How so? Adamant's vehicles already have built-in ECM bonuses or penalties based on maneuverability. "(6) Units and Fighters base more like AIC but with a little Adamant stuff. Yes there will be PvKs infantry" They are not really PvK's infantry, as 1 kT infantry appeared in many mods before Proportions ever came out. http://forum.shrapnelgames.com/images/icons/icon12.gif But either way, Adamant already has Infantry, which are 5 kT so they can have varying designs. Careful how you do this. http://forum.shrapnelgames.com/images/icons/icon12.gif "(10) Settings is more like se4 defaults but with a few tweaks." Which settings? [ November 18, 2003, 20:54: Message edited by: Imperator Fyron ] |
Re: Ada-AIC MOD v1.01 - by GLV
4- Adamant facilities and Components are by far more in-depth then any-other, it would be wise to stay with that, actually you should grab one of Fyron’s suggested Adamant AIs and try your hand at setting a few up.
5- Adamants vehicles are near perfect. Overall, AIC vehicles are set up much different then Proportions or any-other. You would be wiser to go with Adamant or Proportions. 6- Adamants troops are more diverse then any-other, if you want grunts just add that. Quote:
[ November 18, 2003, 22:26: Message edited by: JLS ] |
Re: Ada-AIC MOD v1.01 - by GLV
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[ November 18, 2003, 22:33: Message edited by: Imperator Fyron ] |
Re: Ada-AIC MOD v1.01 - by GLV
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OK then, just more http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 18, 2003, 22:43: Message edited by: JLS ] |
Re: Ada-AIC MOD v1.01 - by GLV
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Re: Ada-AIC MOD v1.01 - by GLV
I am not going to count the individual Facilities http://forum.shrapnelgames.com/images/icons/icon12.gif
AIC = 356 kb Adamant = 625 kb However, this may not count, you and Pete would be much wordier then I am. http://forum.shrapnelgames.com/images/icons/tongue.gif But if we add my spelling errors, I can catch up http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 18, 2003, 23:36: Message edited by: JLS ] |
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