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

Rambie January 4th, 2003 07:34 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
Have completed 3 games to 200 turns with the Gold mods.

<font size="2" face="Verdana, Helvetica, sans-serif">Grumbler,

If you want, send me the Gold MOD and I'll post it on my site for downloading. I get many requests for the Gold MOD.

If you'd like help with the Gold MOD let me know, I'd like to help if I can.

pathfinder January 4th, 2003 07:45 PM

Re: Babylon 5 Mod
 
Weeeeeee.....
finally got at the AI_designcreation up to speed so to speak. now for testing....

Fyron January 4th, 2003 08:00 PM

Re: Babylon 5 Mod
 
You guys, the 30 MB on uploads to Shrapnel is 30 MB per _file_, not per user. So, there is no reason why the mod can't be uploaded here. http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie January 4th, 2003 08:03 PM

Re: Babylon 5 Mod
 
Quote:

Meantime, the ideal speeds were in the range of 12 to 20.
<font size="2" face="Verdana, Helvetica, sans-serif">The ideal speed is "number of standard movement points", which then gets divided by the engines per move to get the final velocity.

If your colony ship has 3 EPM, you need a desired speed of 60 in order to get a final speed of 20.

Timstone January 4th, 2003 08:29 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
haha, sorry Geo, this is the complete B5Mod .33:

B5Mod .33

It took some time, but I made it. Thank technology for ADSL! If you don't want to DL this, ask Nomor, Pathfinder or Fyron for a complete list of thingies to DL. They know that, I don't.

<font size="2" face="Verdana, Helvetica, sans-serif">Lookie, I already Upped it to the serverm no need to search further. Well okay, a visit to Rambie's site is always good.

Nomor January 4th, 2003 09:20 PM

Re: Babylon 5 Mod
 
grumbler: I found that the only way to survive the Shadows was to have the Harm Missile. This has a starting range of 13 and has the effect of disrupting/stopping the Shadows weapons from firing. You can then try to box them into a corner for boarding. I found that AI combat usually resulted in a loss for EA. http://forum.shrapnelgames.com/images/icons/icon9.gif

You get this missile by researching Earth Alliance Medium Weapon? Coupled with the Long Range Missile makes for very effective basic War Ship. http://forum.shrapnelgames.com/images/icons/icon6.gif
http://forum.shrapnelgames.com/images/icons/icon7.gif PS Anyone heard from Val http://forum.shrapnelgames.com/image...s/confused.gif

[ January 04, 2003, 19:21: Message edited by: Nomor ]

pathfinder January 4th, 2003 09:26 PM

Re: Babylon 5 Mod
 
SJ: Problem has been with the standard movement point statement and advanced engines plus large hulls RCEs were the result, especially the specialty ships such as the assault ship, super carrier...No matter what I tried RCEs resulted OR speeds were up around 45-50 for battleships http://forum.shrapnelgames.com/image...s/rolleyes.gif

Right now I have a problem with the external cargo pods. Val gave them an armor ability and until armor is researched they fill up the attack ships (taking up valuble weapon space).

also how does one get the AI to take a component that has no space/mass value (ship supports)? If I give them an armor ability they fill the ship (no end found)..

[ January 04, 2003, 19:29: Message edited by: pathfinder ]

Suicide Junkie January 4th, 2003 09:49 PM

Re: Babylon 5 Mod
 
RCE's are generally caused by high speeds.

Have you tried removing the misc ability call for "Standard movement" and using only the desired movement line?

Desired movement := (real desired speed) X (Engines Per Move of this hull)

Quote:

also how does one get the AI to take a component that has no space/mass value (ship supports)? If I give them an armor ability they fill the ship (no end found)..
<font size="2" face="Verdana, Helvetica, sans-serif">They need to be assigned a "useless ability" (definitely NOT the armor ability; that will totally screw it up)

If you add Facility abilities, "star - unstable", etc...
Then you can call for some of them in the misc abilities.
Spaces per one of 10, should then add 100 of them on a 1000kt ship, I believe.

[ January 04, 2003, 19:55: Message edited by: Suicide Junkie ]

Jamorobo January 4th, 2003 10:29 PM

Re: Babylon 5 Mod
 
I downloaded your Last file and now QNP is not working it's gone back to normal space empires where 8 engines will move any ship 4!! this means that colony ships are going 6 as the start insted of 2!

Have u done this on purpose to sort out all the RCE's or has something gone pearshaped?

I've also noticed in my games that the ai does very little population movement, which is somthing that is very important in this game due to the large effect the population has on construction on a planet

pathfinder January 4th, 2003 10:47 PM

Re: Babylon 5 Mod
 
SJ: Yes, that is what I just finished doing and now testing. Only at turn 40 so I have a ways to pla... er test http://forum.shrapnelgames.com/images/icons/icon12.gif I imagine there may be some tweaking of both the desired movement and epm values but I'll defer that until I get 300-400 turns into this mess I have the EA in atm http://forum.shrapnelgames.com/images/icons/icon12.gif

Jamarobo: Talking to me? I have not uploaded my latest changes. One's posted a day or 2 ago were mainly for those interested (E.G. Rollo) to look at them (Abbai & Minbari, shipsize & components) to give me some advice on how to get rid of the RCEs. Hehe, those were some crude mods I was doing to get rid of the engine/hull RCEs we were seeing..

[ January 04, 2003, 20:53: Message edited by: pathfinder ]


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