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Old January 17th, 2007   #1
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Default FoC AI Mod

FoC AI Mod
This is a mini Mod, which makes the Ai work more agressive and more tacticly.
This are only some changes I made for my Galaxy Mod.
But after a few requests a uploaded it.

Installation
Just but the datas into your Modfolder and start it with the "Bat" Data or with the Modluncher from the SMG.
There are also installation instructions in the readme.

Download
Till now I´ve only a Rapidshare mirror, but I´m going to sent it to Filefront.
Rapidshare Mirror

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Old January 17th, 2007   #2
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Default Re: FoC AI Mod

I'll have to look into it, and see what its like. I have been working on the AI scripts too - always good to see what people are coming up with.
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Old January 19th, 2007   #3
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Default Re: FoC AI Mod

EaW Filefront Mirror

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Old January 19th, 2007   #4
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Default Re: FoC AI Mod

Yes true.A better Ai is always welcome.I tested yours DL and must say that it's better than the stock one.
What I would like to see is an AI that doesn't cheat especially in the GC.

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Old January 19th, 2007   #5
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Default Re: FoC AI Mod

Quote:
Originally Posted by The_Sith_Lord View Post
What I would like to see is an AI that doesn't cheat especially in the GC.

There is probably no way to fix that because the computer sees everything at once, unlike a human who can only focus on a certain number of things at a time.
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Old January 20th, 2007   #6
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Default Re: FoC AI Mod

Dark Lord, Good Job, it is more effective!

I've got a question about the .lua files. It appeared to me as I was trying to learn the .lua scripting that unlike with EAW, they have to be recompiled. Is this not the case, your .lua file is not recompiled. I placed a working .lua script from EAW into the proper directories, and it did not work.

Any help with the .lua files would be great, any resources, or tutorials other than what has been posted.
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Old January 21st, 2007   #7
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Default Re: FoC AI Mod

Thx
Install the Map Editor and look in the MOds Folder. There is a Folder call "source" in this there are all recompiled Lua Scripts

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Old January 21st, 2007   #8
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Default Re: FoC AI Mod

Does this mean that there is a way to play the original campaign in FOC?

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Old January 21st, 2007   #9
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Default Re: FoC AI Mod

Ok, I was aware of the "decompiled" scripts in the source folder. My question was is FOC able to compile the scripts like EAW did, or do I have to compile them? What directory should they be placed in.

Now I took Empire Act I campaign files from EAW, and placed them in FOC. I was able to play the campaign, the LUA script fired from the .meg file. When I placed the decompiled script for the campaign in data\scripts\story, the LUA script did not run. So that is how I came up with this question.

EDIT: The_Sith_Lord, you just need to create a script that enables it. FOC will find the scripts in the old Meg files, and run them. I'm not sure how to put them on the Campaign menu, but putting them on the GC menu is easy.
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Old September 25th, 2009   #10
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Default Re: FoC AI Mod

Greetings Friends

The AI in FOC has many problems that must be solved to make the FOC the best strategy star wars game.

This is a list of key problems:

-When a planet is conquered by the AI, then it abandons its without units neither defenses, making that the game is easy and boring.

-The AI perceives Darth Team executor like Darth Team advanced Tie squadron.

-The rougue squadron never goes accompanied by the enough needed ships, and never plans attack death star.

-The death star is not used appropriately to conquer planets. It never attacks the capital ships neither to the planets. The emperor or darth vader is never present in the most important space battles. The millenium falcon never apears in space batles.

-The zann consortium is most efficient than the empire or the rebels and it subtracts the protagonism to the main conflict.

-The units used in the Earth battles are not the sufficiently diverse ones. The AI dont have when a unit is better to fight with others.

-They don't conform to important fleets of capital ships in the empire and the rebellion. The commandants are never present.

-The duels between heros not happen. The IA must select some heros to neutralise some others.

Please. Some one can help me to modify the LUA scripts or the IA XMLs to fix this terrible defects? I think that some of this problems has been solved yet, but i dont know where. the number of mods its each time bigger.
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