Ground combat too easy
...
I think some of the mods address this. But as I am a plain vanilla guy I can’t really answer.
For this I would recommend Proportions. Ground combat is everything in Proportions because (a) troops are really hard to wipe out from orbit (b) developped planets are far too valuable to glass and (c) there are loads more troop options - infantry units are available from the start and things like troop shields and weapon choices make a real difference to the outcome of combat. The variety of pricings for these choices mean that you will find yourself designing and building a whole array of different types of troop to be deployed together.
Originally posted by Ran-Taro: Ok new question though - do AI empires need modification to play AIC / proportions?
Yes, the AI do need their design files altered because of quasi-neutonian propulsion.
The mods include altered design files for the AI's.
Suicide Junkie's Pirates and Nomads mod also uses QNP and he has an AI patching program that alters standard AI files to work with his mod.
I don't know if the same program makes the AI compatable with AIC, Proportions, and Devnull. You'll need to make those changes somehow if you want a standard AI to work with AIC.
[ September 23, 2003, 14:01: Message edited by: Arkcon ]
AIs tend to be able to build much bigger fleets if you use maps from FQM in your games. You can use maps made with FQM Standard in nearly all mods (generally, they work with non-quadrant type mods ).
[ September 23, 2003, 22:00: Message edited by: Imperator Fyron ]