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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
After thanksgiving 2002 I got one Last message from Val. He said he had planned a vacation. After his vacation he would continue work on The Mod at a more regular basis. At that rate he expected to finish The Mod at the end of 2003.
Too bed we haven't heard of him since. I wonder how he sees the whole continuation of The Mod? Speaking of missing persons. Where did Hadrian Aventine go?! Has anyone heard something of him lately? Edit: I vote against the LNAW, because they would just be a compilation of the races that make up the LNAW. They would be a pain in the butt to make and to fight against (too many advantages). I'm almost done with the way how the new weapons will look in 2.0. The Last thing I must do is coming up with rules for the targets and the vehicles the weapons can target/be mounted on. This little problem should be finished before the end of this weekend. If I can't compile it clear enough I'll keep the files on my computer and distribute them when they are nicely compiled and easy to use. Edit2: How about the reactor pics I asked about? Could anyone do this for me please? [ March 18, 2004, 11:17: Message edited by: Timstone ] |
Re: Babylon 5 Mod
TNZ, I just realized that I still had a very old CompEnhancement.txt that lacked mention of "Vehicle Size Maximum (Optional)." With max size, of course, the problem goes away. Sorry for the confusion. I guess I need to check all my files to ensure they reflect the latest Version (there have been so many partial changes).
Given that my concerns were based on faulty data, this seems like the way to go. I will experiment with this over the next day or so, and make sure that it behaves as expected with minimal change to AI_D_C. |
Re: Babylon 5 Mod
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I can see the desire to simplify the design screen, but won't AMM 5 replace RFAMM 4 in the design window when you have both available? That would mean having to turn of "show only latest" todesign a ship with RFAMM 4, which is superior to AMM 5. In any case, as I say, I am dubious of the utility of anti-seeker-seekers (and no jokes about us pulling our heads out of our ASSes, either! http://forum.shrapnelgames.com/images/icons/icon10.gif ) Better to just drop the concept, IMO. That will simpify design considerably. Note that I am also not convinced that the whole RF missile concept isn't too unbalancing. The EA seems to me to have way too many uberweapons. [edit: typos] [ March 18, 2004, 15:48: Message edited by: grumbler ] |
Re: Babylon 5 Mod
Quick Fix:
ECM and Combat Sensors: These were altered from my original specifications without my knowledge. While it was probably done with good intentions, the original specs were quite intentional. All three types of ECM components and CS components should be 10kt in size. NOT 10kt / 5kt / 2-3kt The point is to have diminishing returns, and by scaling the extra components down, they all have the same effect/kt ratio at equivalent tech levels. |
Re: Babylon 5 Mod
Grumbler, I had the same concern about short-ranged anti-seeker seekers. However, on testing them in combat I found they worked just like any other point-defense weapon. http://forum.shrapnelgames.com/images/icons/icon7.gif
Re your question about AMM 5 replacing RFAMM 4 in the design window when you have both available? Take a closer look at the technology requirements of the AMM and RFAMM. http://forum.shrapnelgames.com/images/icons/icon12.gif Name := Anti-Missile Missile I Number of Tech Req := 3 Tech Area Req 1 := Ballistic Weapons Tech Level Req 1 := 1 Tech Area Req 2 := Earth Alliance Heavy Weapons Tech Level Req 2 := 1 Tech Area Req 3 := Point-Defense Weapons Tech Level Req 3 := 1 Number of Abilities := 1 Name := RF Anti-Missile Missile II Number of Tech Req := 3 Tech Area Req 1 := EA Advanced Ballistic Weapons Tech Level Req 1 := 1 Tech Area Req 2 := Earth Alliance Heavy Weapons Tech Level Req 2 := 1 Tech Area Req 3 := Point-Defense Weapons Tech Level Req 3 := 1 Number of Abilities := 1 |
Re: Babylon 5 Mod
Here is an idea I had for using the vehicle size file’s “Requirement Min Life Support”. It might be of some use to the B5M. http://forum.shrapnelgames.com/images/icons/icon7.gif
How To Make Engineering Components. 1. Make engineering component for ships. 2. Make engineering component for bases. 3. Add the two engineering components to the data file. Replace life support with the ship engineering component and replaces auxiliary control with the base engineering component. 4. Delete master computer component. 5. Set life support requirement in vehicle size data file to 1. The AI will use the engineering component to fill its requirement for life support. It is possible to add more abilities to the component but only if the abilities are not targeted by the design creation files. New abilities could be supply storage and shield regeneration. Ship and Base Engineering Component Provided. http://forum.shrapnelgames.com/newup...1058395439.txt [ March 19, 2004, 02:17: Message edited by: TNZ ] |
Re: Babylon 5 Mod
Why not just use the TAG abilities, and give the AI a "must have" ability of that.
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Re: Babylon 5 Mod
I think the ECM and Combat Sensors components need a bit more than a quick fix, more like a major overhaul, that is, if you want truly AI compliant ECM and Combat Sensors components. In my opinion, using AI Tags to get the AI to use the current ECM and Combat Sensors components would be a waste of time and AI tags. How about one component family with the “Combat To Hit Defense Plus” ability and one component family with the “Combat To Hit Offense Plus ability”.
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Re: Babylon 5 Mod
Grumbler and Timstone, I thought the mod could do with a more robust leaking armor system, so I made one. It seems to work well. http://forum.shrapnelgames.com/images/icons/icon7.gif
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