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April 28th, 2003, 04:32 AM
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Second Lieutenant
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Join Date: Sep 2001
Location: Vancouver WA
Posts: 407
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Re: basic questions on armors
I have never used it. The Last I heard it was still broken.
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April 28th, 2003, 04:53 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: basic questions on armors
Emissive armor is not broken. It was fixed a few patches ago. I use emissive armor from time to time. It can be very effective in certain circumstances.
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April 28th, 2003, 05:16 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: basic questions on armors
Quote:
Originally posted by Pocus:
...weak AI, and as of now I only play solo. (you will head me toward AIC mod I suppose?)
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What make you think so ? It was weak in the first Proportions, but is quite reasonable in 2.5.3 !
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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April 28th, 2003, 09:43 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
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Re: basic questions on armors
Oleg :
So I must have read an old readme. What should I play between AIC and prop? I thought that AIC was made to increase AI compared to prop.
JLS : Actually I play with max bonuses and advantages for the AI all the time. I find them anyway far too shy even if they have the power to bLast me too dust if they used their uber techs fleets properly. The problem which is found in many other games is : lack of focus and inability to concentrate forces adequately.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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April 28th, 2003, 10:04 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: basic questions on armors
Pocus.
I think AIC may frustrate you.
The mod is just over a month old, and I would value your input, if you want to give her a try.
Proportions or TDM may be your best bet.
For a smoother game.
Besides AICs next upgrade is out in a few days.
John
[ April 29, 2003, 02:33: Message edited by: JLS ]
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April 28th, 2003, 10:17 PM
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Sergeant
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Join Date: Feb 2003
Location: USA
Posts: 258
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Re: basic questions on armors
You may not want to play AI Campaign with max bonuses and advantages for the AI this time
JLS I don't think AIC is all that slow, after all it is a Campaign 
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April 28th, 2003, 11:35 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: basic questions on armors
Quote:
Originally posted by Pocus:
I thought that AIC was made to increase AI compared to prop.
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AI Campaign has similarities with Proportions and base se4, but there also may be more differences.
Some new Components and concepts that you may like or dislike.
The next upgrade will add several new Components specifically for the Human Player, and speed up play a little in non Finite Games.
AI Campaigns incorporates:
AI BALANCE MOD : Created specifically for a more challenging AI. AI balance allows the AI and Human Players to have some specific Components, Vehicles, and Abilities. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues to name a few.
TACTICAL FIGHTER MOD : Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. I plan on additions and revisions to this module different Shields, stellar harnessing and finely will add armor for fighters and more with this coming upgrade.
FINITE ECONOMICS MOD : This MOD helps the AI better handle finite play and will enhance greatly the value of building Towns and Cities in AI Campaign. Finite economics mod Introduces Imperial Trade, trade center Facility and Asteroid Resource Habitat Domes and Mining OutPosts.
[ April 29, 2003, 02:35: Message edited by: JLS ]
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