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Old May 28th, 2001, 03:18 PM
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Default Re: Best Mods To Get?

quote:
At the moment, this concerns are the main reason for me not to use any MOD which do changes to the original data, or do you change the AIs every time?
quote:
The difficulties that I think of with MODs is the AI and related to that: the patches of SEIV which come out almost monthly. If you do any changes to components, add new things, scanning and obscuration, pirate/nomad stuff etc. pp then you always have to change EVERY AI (research strategy, use of new components and so on), right ?


My Pirates & Nomads mod changes the components and facilities and tech areas, but I've tried to arrange my changes so that they don't screw up the AI.
All the amazing new components that AIs don't use come with some fairly big limitations; so they fit in more of a roleplaying style, and aren't so effective in a down and dirty war

EG. ablative armor: amazing amount of hitpoints, but costs a fortune and takes years to repair.
-hardened bulkheads: unlimited hitpoints, but costs even more, and also "leaks damage" into the internals.

I don't change the AI, I just worked my components around them.
And with any new patches, I just use the list of changes to add the new bits to my mod, rather than starting over from the patched files.

[This message has been edited by suicide_junkie (edited 28 May 2001).]
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