Am looking forward to compare it. Ai will build more radar and will tech up to omni-sensor. The cheating variant is almost impossible to defeat. After installing your mod all of my replays desynch, why? Edited February 21, 2014 by Robalo Is this addon working out-of-the box so to speak? It will also be in the drop-down menu in the game lobby. I had to move it around to get it into the right folder. Ok well i think i installed it correctly.
Fixed bug where Ai would only build 1 air factory. See the following post for information on how to do that. It will not get caught with it pants down teching up without any units out. A: For this mod to work 100% as designed since v1. For best experience, install the mod on server and all clients connecting to it, headless or not. The skills are randomized but given in between a minimum and a maximum value based on the skill level each unit is assigned in.
Strikeforces should go after targets. From a mission standpoint, will it work ok just to copy and paste the whole works into Description. As of this readme the newest version is 3254. Please NoteSince this mod cannot yet be made Mod Manager compatible it will always be on. Improved econ and build orders. Isn't this for a small area though, so FocusTargetThreat might be low because it found an isolated fabber even if a large army is coming towards its base? When you start your next game the new Ai's will be available from the dropdown list. You will need to enable Community Mods.
Now though when i go to skirmish or a game in matchmaking it says connecting and won't go. You would really have to see for yourself. That was a totally new faction, but unfortunately it never got beyond beta status. With added fun when you were in a high tower before switching to another unit? I still haven't tried it yet but it is apparently quite good. Is it based on map choice? Units will respond to other units in distress from further away. Its stats and do-not-play flags are useful, but the rating is all but worthless.
Land unit attack priorities changed. Still a bunch of other mods well worth a mention. A: There are 2 types of settings: 1. Raevn slinki Yeah that's what I thought. All these files are required for servers and single player games.
Some defenses moved from base to perimeter. A quick run down on each ai and what it does. Good for small maps like 5x5 or 10x10. This mod wont show up in the mods menu. I could add a FocusTargetThreatRatio maybe, if that would help. I recommend the Sorian C for most maps and Jaws C for water maps. Or could someone provide me some guidance on how best to utilize this from a mission making standpoint? Ai will now build torpedo bombers.
See change notes for 0. Ai will build Amphibious Tanks on maps with 30% or more water. Units will still get stuck along walls. Fix for stuck units hopefully. They've done this several times. This version has a fix for that need more testing to confirm it's 100% gone.
If you use the Zip file Simply download the zip file and extract the included. It is not available for classic owing to differing units and balance. Optimized build priorities and platoon templates. I have played both campaign episodes with zero issues having this mod enabled in fact, I probably would not have played them at all otherwise. Greater teleport, and anti-teleport ranges, no-cost upgrades, tweaked resource-generation.
Help me out, thx, veqryn reserved. Has anyone managed to defeat the Aix Sorian for Forged Alliance yet? Strike Forces including T4 units will no longer patrol. Why would it need connecting in skirmish? Commander will find an active shield to hide under. Some other minor balance changes. This will quickly get a lock. Remember that the number of players actually relates to the number of armies. Stuck units at rally point fixed.