I'm in the process of CMNing my second game. Can anyone point me to a scenario that contains a modified alphax.txt that contains additional units that help the AI? (Of course, I could just look at the latest Darsnan scenario.)
If I include the speeder CP or the speeder former in the basic units, does that mean the speeder chassis no longer needs to be prototyped?
This time I plan to give each faction a tech that allows a SE, check to see that the SE switching cost is right and take away the tech.
Are there any other pitfalls I should be aware of?
Yup. I always build the AI's bases for them. Typically when I'm building the map I place a sensor at each location I want to place an AI city - just makes it easier for meI found out in my first game that although I placed all the AI factions on ideal base sites, all three of them moved from those base sites to less ideal squares to establish their HQ base. Really stupid.
That and giving your more powerful AIs Tree Farms (or Hybrid Forests) in their first cities: really gives them a good boost. btw I assume you have my document on "How to Build Ghost Secret Projects"?I think I read a post by you that placing AI bases on energy is the best thing you can do for AI.
The number 23 below #UNITS, refers to the total number of units in the list, i.e. if you add a unit increase this number by one.
#UNITS
23
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 00000000000000000000000000
Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 00000000000000000000000000
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000