For fighting against brutal AI, they now gain 4x normal income. AI adjusted to make use of the extra cash in their openings. Good luck!
This mod makes a the current AI more challenging with making no other changes to the game you know.
The list of what is currently improved is actually way too massive to thoroughly explain it all. There's both major and minor improvements, but the AI you once knew is no longer here, the AI are full of adjusted tactics, and build orders, better protocol uses and some better micromanagement.
Don't fret though, they maintain their preferred styles that you've come to know them to use.
The brutal difficulty AI, all have their own special builds to use to make use of their economic advantage.
The AI have diversity, especially on brutal where they have the money to use multiple structures to produce an army. The choices they make will not be as predictable as they used to be.
At one moment you'll be fighting off a horde of Hammer tanks, and then suddenly your opponent has kirovs coming from the back of your base and at your front!
Or perhaps he is an Japan opponent, attacking your water expansion with some tsunami tanks while he begins to push at your front lines.
But you can't forget the allied tricks, they may have some cryocopters freezing your collectors when you're not looking, and suddenly you'll find yourself racing the clock of their chronosphere, can you kill it in time before your army is sent to their graves?
Through additional updates new personalities will be added.
They will feature special tactics and build orders the other AI do not use.
There are currently 66 total Personalities to play against!
These new personalities will not be simple typical improved AI, they will feel different from the other AI I promise.
The time has come for another update, and it features support for infinite money and power!
You'll need to download one, it's pretty beta stage really, and the AI never stop building even if their factories are completely blocked and
super traffic jams are in the base.
So, there doesn't seem to be anything I can do about that, could probably add some unit caps just so the ai doesn't build 1000's of VX doing nothing but lagging the game.
Also, most of you supported the increased income for hard AI's, it is now implemented and the hard ai should feel more competitive.
So, in case you want to know.
1.04 will feature more personality for well... all the personalities, it'll feature unique attacks and more focus on those personalities style of play. 1.03 already has implemented some of these ideas.
Of course 1.04 will as usual have more AI's to play with!
Yeah that's right, during the release of 1.03 I'm talking about 1.04!
That's because this project can always be worked on, always something to add.
Whether it's a new AI, fix, build order, or tactic there's always something more.
I've got some other ideas that have been sitting in the back of my head that I have yet to try, which I'll be testing during the future update of 1.04.
So sit tight, there's more to come believe me, like some special versions of Superior AI...
But I can't make promises on that cause I'm not even sure of the possibilities myself!
Another BIG thanks to my friend and assistant Greg, thanks for all your help.
Also a thank you to all who helped me decide to change the hard AI income a bit, I really needed that opinion.
So, now go off to play 1.03, destroy some bridges and watch the AI repair it ;D
Should make bridge maps more playable, probably easier to kill their land armies while they keep relentlessly trying to cross it. Maybe in 1.04 I'll make the AI more intelligent about that.