Zarkis_AI_for_Phoenix_Rising___beta_0.6.zip 315.7KB 567 downloads
Zarkis AI mod for PR 1.0 (v.0.6)
WARNING: This mod will not work with any savegames. If you want to keep your ongoing games, apply this mod to a second installation of PR.
Installation:
Since there are extensive changes from the previous version, this mod should be installed over a fresh installation of PR 1.0. It will NOT work with any savegame due to the many changes. To do a second installation of the PR mod just rename your original installation with no spaces in the filename (for example to 'Phoenix_Rising_Space_Original' ) and do a second install. Then copy the contents of this zip file in your 'Phoenix Rising Space' directory (.../data/mod/Phoenix_Rising_Space) and overwrite the files when prompted.
Compatibility:
The mod is compatible with all versions of DalMP's aesthetics pack for PR 1.0.
Changes of v0.6:
- difficulty adjustments:
easy: same values for player and AI
normal: AI builds 15% quicker and gets 100% more money
hard: AI builds 30% quicker and gets 200% more money
- more improvements to upgrading and building behavior of the AI (for example Empire AI will build more stardestroyers instead of only preators)
- set building restrictions of barracks, factories, academies, and planetary guns back to the values of PR 1.0 (2 structures per planet)
- player and AI can only build up to 8 research facilities
- Rebel AI no longer uses Quasar fire-class bulk cruisers in attack missions
- some bugfixes
Changes of v0.5:
- all land heroes are now used by the AI in offensive missions (only the Emperor stays at Coruscant)
- all space heroes got a AI variant (usually the best upgrade for that hero) and are used in offensive missions by the AI
- neither the AI nor the player can rebuild named heroes now, so take care of your guys and better don't use Boba Fett, Mara or Kyle for assassinations or Han as smuggler, but use them as land heroes instead (you can't rebuild upgraded heroes in PR 1.0, so to make heroes more consistent I decided to implement this change until a better solution is found)
- you can only have 4 fleet and 4 field commanders at any time (good personel is hard to come by)
- several small fixes for heroes (which includes a fix for autocombat in space)
- On hard difficulty the AI units get a 10% bonus to shield, health and damage as well as more money (3x) and quicker building times (66% of player). Normal difficulty is basically the same as hard but without the 10% bonuses to units. On easy the AI gets 2x the money of the player, but otherwise no bonuses.
- tweaked all offensive scripts some more to get better force strength as well as force composition for the AI
- tweaked tactical space scripts to stimulate better attack behavior by the AI
- added Dalmp's retreat fix for space tugs, which prevents the AI from giving up level 5 stations without a fight
- no more doubled ground units in the campaigns
- fixed the problem with the AI attacking with too little forces
- removed the test galaxy from this mod
Features of previous versions:
- AI builds the most important land buildings and space structures
- Empire AI upgrades its space stations properly
- AI researches many upgrades over time
- AI builds up its planets quickly and efficiently (vehicles factories on planets with production bonuses for vehicles; barracks and academies on cloning worlds; XQ5 platforms on planets with high base income)
- damaged AI ships will seek out friendly repair ships
- scout fix: AI no longer sends fighters and corvettes on useless scouting missions
- on standard planets only one mining facility is buildable, while on mining planets you can build up to 4
- only one custom space station (XQ5 platform) can be build per system (this is more logical anyway)
Known bugs/glitches of this version:
- CSA AI does not work properly (looses autobattles even with favorable odds; seems to stall after some time; story xml files don't work). Therefore I disabled the AI for the CSA, so they act like Pirates now.
- didn't test the mod for skirmish
Have fun!
Edited by Zarkis, 19 April 2008 - 11:21 AM.