Pylons affecting gameplay, energy use weapons, etc - Page 2

Pylons affecting gameplay, energy use weapons, etc

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Pylons affecting gameplay, energy use weapons, etc

Post by CarRepairer »

Netherwolf wrote:Well, silly question: which AI's do and don't work with the pylons? I tried the RAI, my usual favorite and got no love. Just lots and lots of mexes and solars.
Using latest stable CA 7602 and latest stable Spring.

(Side note: MERL-made water wells on Delta Siege Dry maps is slightly hilarious but definitely a feature worth keeping)
There are no 3rd party AIs that work well with CA.
There are no 3rd party AIs that work well with CA.
and
There are no 3rd party AIs that work well with CA.
Use the packaged chickendefense AIs only, please. If it doesn't say chicken on it, it's not recommended.

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