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  #1  
Old November 19th, 2003, 12:31 AM
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Fyron Fyron is offline
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Default Re: Ada-AIC MOD v1.01 - by GLV

Quote:
6- Adamants troops are more diverse then any-other, if you want grunts just add that.
You have obviously never played Pirates and Nomads (possibly the PBW-only Version, not sure... though the AI can use mounted troop weapons fine...). The Bio-Psych stuff was added with KnidVernicious' permission (probably botched that name...).

Quote:
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.
Or the B5 and ST mods either for components... Not sure how the Adamant facilities come out as more in-depth than Proportions or AIC ones.

[ November 18, 2003, 22:33: Message edited by: Imperator Fyron ]
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  #2  
Old November 19th, 2003, 12:39 AM

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Default Re: Ada-AIC MOD v1.01 - by GLV

Quote:
Originally posted by Imperator Fyron:
Not sure how the Adamant facilities come out as more in-depth than AIC ones.
Any-other mentioned here.

OK then, just more

[ November 18, 2003, 22:43: Message edited by: JLS ]
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Old November 19th, 2003, 12:45 AM
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Default Re: Ada-AIC MOD v1.01 - by GLV

Quote:
Originally posted by JLS:
OK then, just more
Well of course they will have numerical superiority... I had to triple the number for the 3 race types. But if you just look at physical race faclities, don't Proportions and AIC each end up with more facilities than Adamant?
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Old November 19th, 2003, 01:02 AM

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Default Re: Ada-AIC MOD v1.01 - by GLV

I am not going to count the individual Facilities

AIC = 356 kb
Adamant = 625 kb

However, this may not count, you and Pete would be much wordier then I am. But if we add my spelling errors, I can catch up

[ November 18, 2003, 23:36: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #5  
Old November 19th, 2003, 02:46 AM
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Default Re: Ada-AIC MOD v1.01 - by GLV

Now divide that by 3 to cut out the triplicates (and add a few for those that are not triplicated)...
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  #6  
Old July 5th, 2004, 03:00 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: Ada-AIC MOD v1.01 - by GLV

Quote:
Originally posted by Imperator Fyron:
You might want to wait until Adamant Mod is a bit more complete
I have came a long way with my AddAIC MOD I would like to release it if its ok with you guys?

[ July 05, 2004, 14:33: Message edited by: Grand Lord Vito ]
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Old July 5th, 2004, 04:13 PM

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Default Re: Ada-AIC MOD v1.01 - by GLV

GLV.

Space Empires v1.91 now allows the use of (ability tags) You should be able to get the AI to load anything, just keep at it - you will get the AI to “load and use” anything you want.
In regards to AI income se4 v1.78 thru v1.91 has done much to improve the AI Resource and Research Generation and its Planetary Construction rates.


Respect to AIC: However the property of Space Empires IV and those that wish to play AI Campaign and not actually mine - after all, it is only the application of Aaron Halls original se4 programming that he availed to us.


I would like to reqeust, as far as the use of AI Campaigns programming - I/we would like to finish the MOD and in the Last several weeks WE all have invested much time towards this goal: Please hold off until it is a little bit more completed - this would be appreciated

JLS

[ July 05, 2004, 16:49: Message edited by: JLS ]
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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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