T
thunderfoot
Deleted Due to Inactivity
Former MSFC Member
As many of you know, I started a team of modders who did the Improved Single Player Campaign because of my dissatisfaction with how poorly the AI was programmed to perform. The SP Missions were either boring or laughably easy. The AI built things it did not use or worse, expended limited resources on things it could not use. It also would either spam certain types of ships or refuse to build another type at all. The Borg cruisers were declawed because they were allowed only one type of weapon by the dev team. I released the Federation Campaign and then the Klingon Campaign. These were successful but not as successful as I hoped. I was working on the Borg Campaign when other things drew my attention and the project was placed on hold. Recently, I told Majestic in confidence I had begun work again on the SP Campaign. I decided after the warm reception my other mods have received here, MSFC members deserved a little better from me than secretive silence about what I am doing next.
When the mod is completed, it will be released here at MSFC. I deleted nearly everything from the original project except for a few ideas. I went back and rethought exactly what I wanted to do on this project which is this: Offer the A2 player an AI controlled opponent which is implacable, unstoppable, and mean. The player can succeed in any SP mission, but the real possibility of defeat looms menacingly from the moment a player presses the Space Bar. ImpSPCam 2.0 is intended to be placed into a 1.1 patched A2 install which also has A2 PP X installed. It will use an Officer Limit of 750. I know some people dislike population caps in an RTS game. I tested some of the missions without this limit in place. The Borg AI built Tactical Cubes as soon as it could as fast as it could right up to the point where the game had a CTD event because there were too many ships for the engine to use. This will be released as a complete package. All of the maps and techtrees are complete and tested. Borg Missions 3 through 10 have yet to have their AIPs re written, but this will not take long. I will also try something I have not before. I am going to rewrite the Instant Action build lists and AIPs as well. The game engine selects one of each whenever an AI opponent is used in Instant Action. I would like the Borg in an Instant Action game to be as terrifying as I have made them for the Federation SP Campaign.
A player deserves to be challenged to the limits of his/her abilities, regardless of which type of game or opponent he/she selects.
This thread is mostly an announcement thread. I usually do not do these types of postings because I'd rather spend the time on modding than sending out news updates and progress reports. Also, there seems to me far too many mods announced this way which eventually are cancelled or put off until they are forgotten about. As a result, this may be updated irregularly and infrequently. Suggestions for things to be included are welcome and encouraged. Suggestions should be doable and practical within the limits the game and of my somewhat limited talents. Current projected release date is somewhere around mid December(Since I am breaking my own modding rules by posting this, I may as well break all of them at once, lol). This may be adjusted because of Real Life and unforeseen issues or problems. With something like this, playtesting is a must. Not just to see if everything works, either. Things which could be exploited or misused and which would remove the entertainment value of the mod must also be looked for. This is why the release date is so far off and may be adjusted further. Of course, if things go extremely well, the release will be sooner than announced.
That's all I have for now.
When the mod is completed, it will be released here at MSFC. I deleted nearly everything from the original project except for a few ideas. I went back and rethought exactly what I wanted to do on this project which is this: Offer the A2 player an AI controlled opponent which is implacable, unstoppable, and mean. The player can succeed in any SP mission, but the real possibility of defeat looms menacingly from the moment a player presses the Space Bar. ImpSPCam 2.0 is intended to be placed into a 1.1 patched A2 install which also has A2 PP X installed. It will use an Officer Limit of 750. I know some people dislike population caps in an RTS game. I tested some of the missions without this limit in place. The Borg AI built Tactical Cubes as soon as it could as fast as it could right up to the point where the game had a CTD event because there were too many ships for the engine to use. This will be released as a complete package. All of the maps and techtrees are complete and tested. Borg Missions 3 through 10 have yet to have their AIPs re written, but this will not take long. I will also try something I have not before. I am going to rewrite the Instant Action build lists and AIPs as well. The game engine selects one of each whenever an AI opponent is used in Instant Action. I would like the Borg in an Instant Action game to be as terrifying as I have made them for the Federation SP Campaign.
A player deserves to be challenged to the limits of his/her abilities, regardless of which type of game or opponent he/she selects.
This thread is mostly an announcement thread. I usually do not do these types of postings because I'd rather spend the time on modding than sending out news updates and progress reports. Also, there seems to me far too many mods announced this way which eventually are cancelled or put off until they are forgotten about. As a result, this may be updated irregularly and infrequently. Suggestions for things to be included are welcome and encouraged. Suggestions should be doable and practical within the limits the game and of my somewhat limited talents. Current projected release date is somewhere around mid December(Since I am breaking my own modding rules by posting this, I may as well break all of them at once, lol). This may be adjusted because of Real Life and unforeseen issues or problems. With something like this, playtesting is a must. Not just to see if everything works, either. Things which could be exploited or misused and which would remove the entertainment value of the mod must also be looked for. This is why the release date is so far off and may be adjusted further. Of course, if things go extremely well, the release will be sooner than announced.
That's all I have for now.