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Ada-AIC MOD v1.01 - by GLV
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November 18th, 2003, 08:15 PM
Grand Lord Vito
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Re: Ada-AIC MOD v1.01 - by GLV
Quote:
Originally posted by gregebowman:
Sounds good. Can't wait until you complete it.
Not long to wait
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
and yet I still will have extra cargo for units to tag along
(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.
(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
(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
At All
Much more and a lot of new and never seen stuff to
[ November 18, 2003, 19:20: Message edited by: Grand Lord Vito ]
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