A good solution would be to make the AI scripts modable... they did it in kohan II and some player released extremely brutal Ai's.
Vinz75
I think you've played conquest frontier wars... it had this admiral thing A very good game.
The maps are large with multiple systems and the fact that ships last for a while allows you to get to the battle before it is lost.
Thanks you Foogsert :)
Hi, I'm no good player (you won't see me online), but when I look at the Damage/armor types I find some weird things that explains some of the imbalances. LRM can deal damage to anything and heavy cruisers too. Carriers cannot kill light frigates etc... So my idea is to change the units armor type and damage type to get a more varied strategies. Here's what I think that might work (will make a mod after 1.04 release to test): Ship type : armor type : damage type<BR
I was working when I checked the site and I was wrong: the site contains 1.03 info But how is armor and mitigation working ?
Thank you very much !!! It's much more than what I dreamed for :) Note: it seems not to be 1.03 info, but that doesn't matter I'll make the changes :)
Hello, I'm still learning the game but I have problems figuring out how combats are fought. How are damage vs armor working ? Is there armor type and damage type (From various post I think it is the case) ? That would help me understanding why this ship is good against this other. Thanks
I've also noticed that the AI 1.03 targets them with hight priority. More than once I've seen Ai light frigate going through my own's to get the carriers cruisers on the border of the gravity well Ai also likes to attack colony frigate ... It makes the user of carrier cruiser difficult.
Hello, I'm planning to make a mod for Sins making the factions more different ie: changing missile frigat to carrier one on one faction, raise or lower costs on some units, raise cost of carrier cruiser and add a secont fighter wing etc... Eventually modify a tech so that it impact strike craft instead, say missiles. My question is How will the AI react to these changes ? Will it use the newly created carrier frigates correctly ? Will it research the modi
Hello, The mod has to be copied in your mod subfolder in your galciv directory In Galciv go in options > Game > mod directory make sure "use mod" is ticked in the "current mod directory part click the change button and validate the Babylon5 mod (I had to select default and change again to have the Babylon5 mod in the list... don't know why) Good shadow hunting :)
Hello I just downloaded the mod and began a game with terran Alliance it is great !! Thank you very much Rav8, you added into the game exactly what what was mising: charisma. As information I have noticed two small problems (playing Dread Lords version) 1) tiny aurora and thunderbolt models have 4hp instead of 6 for other tiny ships. 2) terran freighter hull is not available in the ship editor when the default ship shows up. I see there's a heated debate over who should