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October 25th, 2003, 05:53 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: AI Campaign v4.0 RELEASED
Quote:
Originally posted by clark:
Looking at how extensive, and detailed all of the modifications you have made, I felt bad for pointing this out. It is such a minor minor, meaningless detail!
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Thank you Clark
Please keep the suggestions coming, when it compares to meaningless details, there is no
Comparison to time meaninglessly invested
[ October 25, 2003, 16:56: Message edited by: JLS ]
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October 25th, 2003, 06:02 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign v4.0 RELEASED
Quote:
Originally posted by Grand Lord Vito:
I think JLS has already posted a few months ago to do what Pathfinder has done but did not get to it because we wanted 4.0 now
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FQM Quad menu options is on the task list but I have yet to start it, I suspect it will be in AIC v4.01 or v4.02
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October 26th, 2003, 11:44 AM
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Corporal
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Join Date: Feb 2003
Location: Pennsylvania
Posts: 181
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Re: AI Campaign v4.0 RELEASED
Quote:
Originally posted by JLS:
FQM Quad menu options is on the task list but I have yet to start it, I suspect it will be in AIC v4.01 or v4.02
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Thats ok JLS the time you put in the AIC Event file makes up for it.
We do expect FQM in the next Version
GLV says it all about your event files TREMENDOUS !!!
I like the way you set up the Medical Teams as an event that gives us a chance to answer a medical crisis before it gets out of control, nice touch.
Warping that now has a new meaning
RAIDERS: Playing against them is like a game with in a game (sweet)
Also to mention EVENTS that deliver new colonists by Star Liners and Refugee Families from other systems
[ October 26, 2003, 09:50: Message edited by: QBrigid ]
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October 27th, 2003, 05:23 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: AI Campaign v4.0 RELEASED
I haven't played this mod yet, although I do have v3.02 on my computer. Once I d/l this Version, is there any mod I can add to this without "breaking" it? Someone mentioned FQM? HOw can I adjust it so that it will work with this mod until the next Version comes out? Or exactly how does Pathfinder's method works?
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October 27th, 2003, 09:09 PM
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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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Re: AI Campaign v4.0 RELEASED
FQM has help files on combining it with other mods. Check them out. It would be best to use the No Ast Belt type of quadrants, so that you do not get 1000s of asteroids to mine and far-outpace the AI, which can not do remote mining. The large asteroid belts of FQM break Proportions/AIC mods.
[ October 27, 2003, 19:10: Message edited by: Imperator Fyron ]
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