Just copy the mod folders in the reverse order they were activated in. Your also free to combine the mod together yourself down to even 1 mod folder if you so desire. The only required mod folder is SotF Core R5 and atleast one race folder. My suggestion with R5 is unzip the archive and delete the directories you don't want (if any). If you remove the militia, planets and addons the mods sits at 8 directories which is not a lot given the utility of the implementation. This release was so much simpler to maintain and track than my previous Entrenchment/Diplomacy releases. On the directory stuff it's more of a balance between how many different things do I have to manage and how many different things do you have to manage. I'd rather have a more interesting AI at Hard or Unfair levels personally. Hopefully these changes will make the AI a bit more dynamic to play against versus the crazy resource cheats it gets with Cruel and Vicious settings.
Here's what the AI prioritizes (not necessarily in this order): If you ever have the opportunity to watch the AI in the developer.exe, switch to an AI player and watch it's research path. How the AI performs research (it's worse than you realize)
How the AI prioritizes ships based on damage percent bonuses (Part 1).So what is actually moddable that may improve the AI? This of course leaves us with very little tools at our disposal to impact how the AI plays both in the core game and with our mod extensions. That said after modding multiple races you begin to see things the AI does not do very well especially when it comes to using advanced features of mods.Unfortunately, as many of the regular's of Sins modding know, the AI is not very moddable. Sins of the Fallen: Improving the AI (Part 2)įirst I'd like to say I think the Sins AI is really good and can make for some fun games.