Originally posted by stuntman19
First off thanks and congratz on making such a nice mod. I really like alot of what you have done with techs and units.
First off thanks and congratz on making such a nice mod. I really like alot of what you have done with techs and units.
Morgan: that -2 support has him not doing much at all in games so far. In fact in current game he's trying to run uni police to compensate with not much success.
Drones: that -3 research and no research for first 5 yrs is a crippler. A nice challenge for a human player maybe, but in both games I have played they where eradicated early. Might just be bad luck with a hostile neighbor in each game(Hive and Spartans).
Perhaps I should create some special super-AI faction files for boosted AI performance, like Aldebaran did? I guess +3 Industry, +2 Growth, halved tech costs and the techsteal ability (to keep aggressive factions like the Conclave in the tech race) should do the trick.
To improve AI performance I've created two scenarios where all AI factions have been given some satellites. Perhaps you could try these out? In the Cult game Morgan is still behaving weak, but for the others they will at least stay competitive longer than normal.
The first scenario is with the Consciousness. You can find it here.
The Cult scenario I have attached to this post. I played it a while to see how the Cult turns out with their modified fungal boni. The Cult in SMAniaC is FUN! imho
The -1 planet for the Cyborg is a good penalty for them, although seems to be missing from info in selection screen of the game.
I'm not sure what you did with the world builder, but in my games so far the continents seem to be connected which is nice since AI has probs with sea invasion.
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