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Old April 28th, 2003, 11:35 PM

JLS JLS is offline
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Default Re: basic questions on armors

Quote:
Originally posted by Pocus:

I thought that AIC was made to increase AI compared to prop.
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 ]
__________________
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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