Unnamed AI Mod version 1.07 Available |
Hey Everyone,
Version 1.07 is available here
It is 1.63 compatible and has a version available for FQM
Version History
Version 1.07
-Made Fighters join into fleets at warppoints (should improve fighters attacking enemies in system)
-Improved WP Defense Location selection criteria (another level of system checking)
-Some Improvements to fleet attack scripts
-Improved Fighter Designs
-Fleets guard warppoints when not doing anything else
-Added supply storage and ordinance to space stations
-Allowed AI to recognize when Intel is not allowed
-Preference for WP defenses towards WPs bordering enemy systems
-Identified launched units (fighters, mines, satellites) that should be recovered and moved to border locations
-Created Universal Unit Movers
-Had Universal Unit Movers move identified launched units from core systems to border systems
-Carriers pick up fighters from warppoints when not in Defensive Fleets
-Mine Sweepers join Fleets
-Ships join closest fleet (not smallest)
-Fixed Terrans not putting weapons on fighters and troops
-Improved Exploration Scripts
-Incorporated FQM as an optional version for download (I think this will break save games)
-Found and eliminated an infinite loop from old IRM code
As always comments and feedback on the mod are appreciated. Hope you enjoy.
-Unnamed
Re: Unnamed AI Mod version 1.07 Available
Is it compatible with BM 1.11? And if so how do I add it?

Re: Unnamed AI Mod version 1.07 Available
Wow! Too many improvements to pick just one I love. But this one is a real game changer! Does this mean the AI will know NOT to build Intel facilitys if the game excludes them? I wish I could play a game without Intel, but when you disallow it, the AI STILL builds the facilitys, further crippling itself! Did you fix that? You rock.

Re: Unnamed AI Mod version 1.07 Available
Glad to see you found time to update you mod. So far it's been my favorite, since I prefer the feel of stock over BM, and your AI has been the only AI that has ever given me a fight where I feared for my systems. Thank you.
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A project a day keeps the deadline away.

Re: Unnamed AI Mod version 1.07 Available
Thank you Unnamed!
Groovy Baby Yeah!
Re: Unnamed AI Mod version 1.07 Available
Thanks a lot indeed. Your mod is really nice, and having a version with FQM integrated is a nice bonus. Keep up the good work.
Re: Unnamed AI Mod version 1.07 Available
You wrote "Allowed AI to recognize when Intel is not allowed" - but how can I start a game without Intel?
I searched for a mark but can't find one in the menu for a new game. Perhaps one can tell me where it is?
Thanks.
Re: Unnamed AI Mod version 1.07 Available
I believe (though I can't check at the moment) that it's with the other game options like whether technologies can be traded, domed colonies can be built etc.
I'd taken a break from SE:V for a while and just this week come back to these forums to see what's new. Turns out I had great timing. Thank you Unnamed.
As I'd always merged FQM with your mod anyway, having them already together is a nice little bonus. Now, if only MM would ask you and Fyron to allow him to incorporate your mod into the stock game when he does his next patch...
Re: Unnamed AI Mod version 1.07 Available
how do you install this mod??
Yours In Despair
DESPAIR!!!
Re: Unnamed AI Mod version 1.07 Available
unzip the mod in the "gametypes" directory and start a new game and select unnamed ai mod.




Re: Unnamed AI Mod version 1.07 Available
very good work as always.
Does the AI build repair ships now??
Thanks for all your effort.