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

AGoetz January 13th, 2003 12:13 AM

Re: Babylon 5 Mod
 
My normal Beam/Missile loadouts :

Support Ships (Repair etc) : Missile.
Largest in field designs : Beam.
Smaller designs : Beam or Missile depending on percieved need (the AI won't be able to work that out, sorry).
Smallest designs : Boarding Parties and Beams.

Currently tending to a ~10-15% of ship mass spent on Armor components, still playing around with this.

pathfinder January 13th, 2003 02:02 AM

Re: Babylon 5 Mod
 
AGoetz: Hehe, thanks. I'll tweak the Gaim layout with next AI, which should be in next couple of days. One dissappoinment is their bulkheads disappear in my game after inert armor researched. Would you prefer the bulkheads or the inert armor?

Looks like both baseships and heavy baseships are in (the numbers look kinda screwy but at least no RCEs with them http://forum.shrapnelgames.com/images/icons/icon12.gif )

Timstone January 13th, 2003 02:22 AM

Re: Babylon 5 Mod
 
Well, you seem to be very good at detecting and solving those nasty RCE's. The only thing I can say is keep up the good work.

Btw: I've got my computer back Online and all my important files are intact. Yehaa! Work on my shipset can continue. I've got another model ready as we speak.

pathfinder January 13th, 2003 02:25 AM

Re: Babylon 5 Mod
 
Timstone: http://forum.shrapnelgames.com/images/icons/icon6.gif Glad to hear your PC is acting properly. Looking forward to the Ipsha http://forum.shrapnelgames.com/images/icons/icon10.gif

AGoetz January 13th, 2003 02:44 AM

Re: Babylon 5 Mod
 
From memory the Inert Armors are most effective / kT then the Bulkheads now that all the Armors are 'Hit First'. So the Gaim just get Armor earlier than anyone else, nothing more.

pathfinder January 13th, 2003 03:08 AM

Re: Babylon 5 Mod
 
AGoetz: Ok, then I'll just leave that alone then.

ALL: If the AI shipset does not have a baseship in it the game picks some really strange pics. Hehe the Abbai had a Mibari escort mini with an Abbai battlecruiser portrait for the baseship until I made a hasty one for it...

Fyron January 13th, 2003 03:13 AM

Re: Babylon 5 Mod
 
Wait... the armor shouldn't be hit first at all! It is supposed to be leaky armor.

AGoetz January 13th, 2003 04:00 AM

Re: Babylon 5 Mod
 
I'm assuming that Pathfinder couldn't get the AI to use the leaky armors properly and so changed them. I don't know enough about the AI files to be able to suggest fixes.

pathfinder January 13th, 2003 04:04 AM

Re: Babylon 5 Mod
 
Leaky armor?

Pray tell what the heck is leaky armor. All I did was assign the armor ability to the armor components... http://forum.shrapnelgames.com/image...s/confused.gif

[ January 13, 2003, 02:07: Message edited by: pathfinder ]

Fyron January 13th, 2003 04:09 AM

Re: Babylon 5 Mod
 
Leaky armor, as in it doesn't stop all shots. Some damage gets through and hits the internal components. Use an ability like Star-Unstable or something on the armor, and call for it in the AI design files. http://forum.shrapnelgames.com/images/icons/icon7.gif Just make sure to give that dud ability no description.


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