ARAI FINAL v3.1 (ANTITHESIS RISING AI), A mod by Voyager7456[MM] and Ermac
Post #21 bajadulce Aug 15 2008, 9:28 pm
|
UPDATE:
ARAI Final v3.1 Since a few ppl are disgusted with the nerfed Insane 3.0 Ai, I have restored it to more of it's original glory. Maybe not quite as furious as the previous 2.2 version, but still a mean little bitch with a quick temper. Many ppl complained that the old insane ARAI was just too difficult. I too felt it was a bit too stern for standard 1v1 play. However, Final v3.0 was missing that edge, and so it's fangs were restored once again. I have left the normal Ai alone and most will feel it is very very FAIR. If you're looking for something in between the Normal and Insane mode, simply play 1v2 Normal. ~ Enjoy. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #23 bajadulce Aug 17 2008, 1:50 am
Post #26
MC˛Voyager7456
May 18 2011, 6:58 pm
|
It's one of my mods, so... uh... game balance isn't managed at all.
I'll whip one up for you later though. ![]() ![]() ![]() ![]() ![]() ![]() Grayza: You are so self-righteous! I have used all my skills, all my resources, for one perfect chance at peace. And because of you, it is gone! And I am...
Crichton: Frelled? Screwed? Raped? Welcome to the universe, Commandant. |
Post #27 RadiganP May 19 2011, 5:53 pm
|
I'd like to say a few things about this mod. First, I applaud how well it is done. The AI was enjoyable, each unit is fun to play with, the graphics are smooth, etc.
Now for the criticism. First, I think this mod needs more micro-intensive units. Not micro-intensive as in High Templar and Science Vessels, but as in Vultures and Mutalisks. There seems to be very few units that rely on surprise and speed, and most battle micro involves attack-move and spellcasting. Second, I think units and upgrades should be separated into more production/tech buildings. At the moment, most upgrades are stuffed into two buildings per race and the tech tree is too linear. This effectively reduces the need for scouting, since it is usually obvious and irrelevant how far the opponent has advanced in tech. Unit-unlocking buildings, upgrades and technology researches create timing windows that function as risk-reward systems, creating explotiable timing windows. Finally, a well-designed tech tree makes it easier for newbies to understand the game design. I think this mod is already pretty great. If these problems are addressed, it would be even more awesome. P. S. Could you please give the healing station (drone?) a healing animation? Maybe it flashes while healing units nearby? It's difficult to see whether my units are being properly healed or not. ![]() ![]() ![]() ![]() ![]() ![]() |
0 members in this topic (italic members are currently writing a reply): None
+ guest(s)
+ guest(s)
[01:59 am]
[01:59 am]
[01:50 am]
[01:47 am]
[01:23 am]





But, my AI isn't supposed to be easily beatable so... I don't know. 
![[close]](/images/up.gif)