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Old November 18th, 2003, 07:39 PM

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

I am starting a new mod. I will combine Adamant with AIC so the AI will be more like AIC in.
By adding JLS's AI Campaigns AI Traits and tie-in Construction and other AIC stuff so the AI will actually load and use all my Components and Facilities when I use the AIC moduals:
AIC Racial Trait tie-ins for AI and Human Player Construction of huge Facilities and Components.
AIC AI Balance
AIC Tactical Fighters and Strategic Fighters
AIC Finite Economics
AIC Multi-player handicapping
AIC Improved EVENT frequency (both good and bad)
AIC Diplomacy
AIC Multiplayer options (2000 MP* Minerals) and Higher research and construction)

With this the AI will better handle:
Plagues
Economics
Planetary Bombardment
Planet Capture
Planet defense
Minefields
Neat Fighter Combat

Just added the AIC Resupply and Resource station Hull

I plan on some of Adamants items collection of Facilities and Components or however really desiged them so guess I also will also need their permission - but a lot of the stuff from Adamant will be tweaked so the AI will load and use them = So this should be as sweet as adding Chocolate and Peanut Butter

[ July 05, 2004, 14:43: Message edited by: Grand Lord Vito ]
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  #2  
Old November 18th, 2003, 08:03 PM
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gregebowman gregebowman is offline
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Default Re: Ada-AIC MOD v1.01 - by GLV

Sounds good. Can't wait until you complete it.
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Old November 18th, 2003, 08:15 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 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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Old November 18th, 2003, 10:36 PM

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

Quote:
Originally posted by Grand Lord Vito:
(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.
2- AIC does not have level 4 or 5 plagues events.

[ November 18, 2003, 20:37: Message edited by: JLS ]
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Old November 18th, 2003, 10:49 PM
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Default Re: Ada-AIC MOD v1.01 - by GLV

You might want to wait until Adamant Mod is a bit more complete, as you will have a lot of manual updating to do in the near future.

"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"

Have you gotten the latest Version of Adamant? The colony ships are no longer 3300 kT...

"(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."

System Hospitals can help protect the AI from plague events. Level 4-5 plagues are high severity, so they won't appear unless you select high or catastrophic event severity. In that case, the AI has a lot more to destroy it than just plagues.

"(5) Tweak Adamants vehicals more like Proportions and AIC for combat maneuverability."

How so? Adamant's vehicles already have built-in ECM bonuses or penalties based on maneuverability.

"(6) Units and Fighters base more like AIC but with a little Adamant stuff. Yes there will be PvKs infantry"

They are not really PvK's infantry, as 1 kT infantry appeared in many mods before Proportions ever came out. But either way, Adamant already has Infantry, which are 5 kT so they can have varying designs. Careful how you do this.

"(10) Settings is more like se4 defaults but with a few tweaks."

Which settings?

[ November 18, 2003, 20:54: Message edited by: Imperator Fyron ]
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  #6  
Old November 19th, 2003, 12:16 AM

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

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.

5- Adamants vehicles are near perfect. Overall, AIC vehicles are set up much different then Proportions or any-other. You would be wiser to go with Adamant or Proportions.

6- Adamants troops are more diverse then any-other, if you want grunts just add that.

Quote:
Sorry NO STAR LINERS At All
Thats it, I won't play this mod

[ November 18, 2003, 22:26: Message edited by: JLS ]
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Old November 19th, 2003, 12:31 AM
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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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Old November 19th, 2003, 12:39 AM

JLS JLS is offline
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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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  #9  
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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  #10  
Old November 19th, 2003, 01:02 AM

JLS JLS is offline
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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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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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