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You are amazing, this MOD is useful! (GOOGLE translation)
(Google Translate)
我不確定我該如何解決這個問題。很抱歉,但我認為你不能對陣Tau。
(翻譯軟體)
It should be updated now. Sorry again for the delay!
Sorry, I haven't been on steam much!
If you want to make enemy end-game even better, dis-able low-tier 1-4 transport production off from AI. Like Chaos Rhino, SM Rhino?, Eldar tier 4, IG Chimera, Mechanicus tier 2 and some others. AI spams them even in end-game when they are obsolite. Or making this as own separate compatible mod.
I do miss the enemy attack planes. But this mod AI smartness boost is noticeable.
For me seeing flyers is always good thing because these are so fun units - especially for chaos, eldar, t'au, necrons... well - for everyone! ;)
If I may make a sugestion - can you do two versions of this mod? With default flyers and with any solution you can come up with? Of course if you want and have a time! ;)
Take care and I wish you a wonderful day!
Glad to hear you had fun with it! Fliers are disabled for almost every faction because it makes the AI significantly more effective since it simplifies their macro planning; there was some quirk with Ork production that made it easier with them, probably some consolidation in their production buildings. The Sisters not being able to use their Knights is a major disappointment that I missed though, so I'll go and swap that because I definitely want each faction to be able to build their keystone units.
You're not the first to request more unit diversity from the AI, so I might just sit down and cook up something over the weekend, though I'm not sure how practical it is so no promises. Most of my development time has been spent cooking up a game of my own recently so I haven't been on Gladius much.
Today I've completed 200+ game on Impossible against all races. I've defeated Necrons, Orcs, Sisters, Chaos and Astra Militarum and only Orcs built flyers. Sister's didn't had any super heavy Knight because it shares flyer production building. It's like no one apart from Orcs built and/or didn't research flyer production building.
I suspect that this mod might affected that. Can you check? Maybe it's a bug?
Apart from that, armies were huge, battles exciting, there were a lot of top tier units! Good job! :)
Thanks in advance!
Have a wonderful day!
o7
I think I fixed it, but I don't actually own the mod. Can you please double check that it works?
Thank you! Nope, I haven't tried it with any mods myself. I just know people have made a lot of mods like that so I wanted to maintain compatibility.
Yeah, most factions can't build their aircraft production buildings anymore. The base AI ends up spamming transports, and I wanted to retain compatibility with AI unit prioritisation mods so I couldn't change unit priorities. I ended up just disabling the whole building in a very hack-y solution.
Off the top of my head, a better approach than what I've got going now would be to allow airports, but ban transports, and then tell people to actually put AI ECO+ below other mods if they want some other behaviour. I'm not sure if there are some issues with that but I'll look into it.
So yes, this mod significantly improves the AI's reasoning and raises the difficulty without needing obscene bonuses.
In my last campaign, the AIs expand early and build later a lot of unit production-buildings. Comparing with the vanilla AI, this modded AI is much different and better.
The campaign feels smoother from early to endgame.
But could you check, Necrons never build the Aircraft-building.
I looked into the XML, this concerns also Sisters, Drukhari, CSM, SM, AM and Nids.
There is a 0.0 in increaseAircraftProductionScore?
Just fired up a game using the sisters and the city had no population added to it.