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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

pathfinder August 31st, 2002 03:03 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by oleg:
SE population minister works this way :
-- It moves population only to "native" atmosphere planet. That is if you are oxygen, no methan planets will ever receive any transports http://forum.shrapnelgames.com/images/icons/icon9.gif
I do not know what will happen when you capture homeworld of another atmospher race. I suspect it will not move them though.

-- In every moment there is only one "target" planet to get population, all transports are always directed to one particular planet. According to my observations, it is the closest planet with native atmosphere to homeworld.

-- Sometimes AI turns transports back. Ships must have about 150% supplies to make round trip. Otherwise they will be caught in silly "resuply" loop without moving any population at all.

-- I still do not know when AI decides when one planet get enough people and switch to another planet. I suspect it is when "population bar" is filled up to 2/3

<font size="2" face="Verdana, Helvetica, sans-serif">1-yup...

2-yup...

3-doesn't apply to B5..or have nOT sen it in a LONG time anyways..

4-It usually stops at around 600-700 million regardless of how much population the planet can hold (unless of course that is less than 600-700 millions) then IIRC the 2/3 rule applies.

pathfinder August 31st, 2002 02:13 PM

Re: Babylon 5 Mod
 
Question on ship size: What determines what size ships to build. I (and others) have noted that the AI only build to the level of destroyer (me) or frigate (others). The vehiclesize.txt files for B5 seem to be ok, so what controls WHAT size is actually built? Only vehicles that are bigger are specialty ships such as mine layers, troop transports, etc.

oleg August 31st, 2002 02:32 PM

Re: Babylon 5 Mod
 
Does it design bigger ships ? If not, then problem is with designcreation.txt. If designs exist but AI does not build, problem is in vehicleconstruction.txt - check out out what names are used in that file and how do they corrspond to design names in designcreation.txt

pathfinder August 31st, 2002 02:36 PM

Re: Babylon 5 Mod
 
yeah designs made but not built...thanks!

only ship mentioned in vehicleconstruction.txt (default) is attack ship, which is NOT mentioned at all in designcreation...hmmmm..???

ugh..me gonna gets sick....guess this means race-specific vehicleconstruction.txt files need to be made....*whaaaa* http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Anyone with suggestions on how to make race-specific vehicleconstruction file? Remember most races have some unique race-only weapons so EA cruiser will be Much different from Narn (for example) so a "generic" attack ship won't do (if I understand this correctly).

In other words, what ship size do I put into that file...destroyer, cruiser, ?????? or do I actually make an attack ship in the design creation with that races "best" weapon? same with defense ship??

Confoosed: All the ships (scout to base ship) have listed "attack ship" as "type" ....so why aren't the light cruisers and above being built?

[ August 31, 2002, 14:04: Message edited by: pathfinder ]

oleg September 1st, 2002 05:40 AM

Re: Babylon 5 Mod
 
Using "attack ship" in construction file should work. Are you using 1.49 or Gold ? They treat construction.txt very differently. Also, check out AI_setting.txt file. First several lines set up maximum hull size to be used for how many turns from start. It is unlikely to be a problem, but check anyway.

To learn how to make race-specific construction files, check latest TDM. Most original races have truly unique files !

[ September 01, 2002, 04:42: Message edited by: oleg ]

pathfinder September 1st, 2002 06:05 AM

Re: Babylon 5 Mod
 
Oleg: I use both, though "officially" the MOD is only being tested atm for 1.49.

eeeewwww...some had no values there....

[ September 01, 2002, 05:26: Message edited by: pathfinder ]

pathfinder September 1st, 2002 06:32 AM

Re: Babylon 5 Mod
 
Next question: Would the Raiders be a B5 Nomadic race?

[ September 01, 2002, 05:32: Message edited by: pathfinder ]

Lighthorse September 1st, 2002 07:10 AM

Re: Babylon 5 Mod
 
Pathfinder

Next question: Would the Raiders be a B5 Nomadic race?
I would think so, I don't remember the raiders having a homeworld. Thus they would be nomadic, right.

Lighthorse

pathfinder September 1st, 2002 09:06 AM

Re: Babylon 5 Mod
 
Lighthorse: That was my line of thinking, just wanted to make sure it wasn't the beer thinking http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone September 1st, 2002 12:40 PM

Re: Babylon 5 Mod
 
Ehh... when does someone release a Version of the Raider shipset?


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