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

killer September 23rd, 2002 06:29 AM

Re: Babylon 5 Mod
 
Woo-Hoo!!!!!!!.

It WORKS!!!!!!!

Ahem, parden my moment of joy, thank you Pathfinder.

killer out

pathfinder September 23rd, 2002 06:54 AM

Re: Babylon 5 Mod
 
Minbari are consistently building cruisers, with a few light cruisers thrown in. The reversal of the attack ships in AI_designcreation seems to have worked. I'll convert the rest thru the week.

AGoetz September 23rd, 2002 07:22 AM

Re: Babylon 5 Mod
 
So in the *_DesignCreation.txt files reverse the order of all entries with
Design Type := Attack Ship?
I'll give it a try when I get some time. Wondering if I'd like it if 20+ Dreadnoughts come through a jump point ...

As a bonus, if the AI crashes are from too many ships in one area it would slow down that process as those larger hulls can take quite a while to build (which is the reason why I currently have 10 ship and 16 base mounted ship yards in addition to my planetary yards - it would take the planets too long to build replacement fleets if they were doing it by themselves)

[ September 23, 2002, 06:25: Message edited by: AGoetz ]

Timstone September 23rd, 2002 10:51 AM

Re: Babylon 5 Mod
 
Nitpicker: Yo, AGoetz: it's Centauri not Centuri.

pathfinder September 23rd, 2002 12:14 PM

Re: Babylon 5 Mod
 
AGoetz: Nope, instead of the scout being the first ship listed in AI_designcreation, list the Heavy Base ship first then Base ship, super dreadnought, etc....until scout is listed directly above Escort carrier. I'll try and get that finished tonight, if not tommorow night and post an updated AI when I finish.

[ September 23, 2002, 11:16: Message edited by: pathfinder ]

Val September 23rd, 2002 06:52 PM

Re: Babylon 5 Mod
 
I had actually set it up so racial weapon techs could be captured analyzed and you can start to research their trees. This is based on incidents such as the Brakiri / Narn researching left behind Centauri tech and other such things. But many areas are still cut off unless you actually have the Centauri (or other) Racial trait. Some races (like the Drakh) are 'unstealable' all together.

PF and Oleg
Thanks for that little tip http://forum.shrapnelgames.com/images/icons/icon7.gif
I was looking at the older ai and I think the reason it had built larger ships was because Each ship had a broader range of tonnage, so it would just build the biggest ship available.

oleg September 23rd, 2002 07:20 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
AGoetz: Not sure about the captured tech. Seems that you could at least use the weapons, engines, etc (if more advanced than yours).

as for the carriers: seen the same in the EA in my current game. few or no fighters in a majority of the carriers..

<font size="2" face="Verdana, Helvetica, sans-serif">Mofify entries for fighters in AI_constructionvehicles.txt. Make "must have" to be 200 or even more.

pathfinder September 24th, 2002 12:12 AM

Re: Babylon 5 Mod
 
Will do Oleg.

BTW folks, I better finish the AI 'cause I just got latest Version of my other fav game in. Combat Mission (Barbarossa to Berlin).

Lighthorse September 24th, 2002 03:47 AM

Re: Babylon 5 Mod
 
Hey Pathfinder,

How about a game, just received my copy of CMBB in the mail today. I'm installing now.
Plus I have a few missions I will be designing for East Front.

Why do the Narn have light Ion Torpedo for it troop design can only be used against ship.

Lighthorse

thorfrog September 24th, 2002 03:48 AM

Re: Babylon 5 Mod
 
Hey all. Were can I find the latest B5 files for SEIV Gold? I'm having trouble tracking them down?


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