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Re: Babylon 5 Mod
Would any one dare say when this will be done?
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Re: Babylon 5 Mod
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And depends on what you call finished. My definition is with the current races (less nomads) and no more races (ancient or standard) then maybe by summers end. Also, no new graphics. Mainly a simple bug stomp. |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
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If interest is high enough, I could get the simplified "crude Version" posted with a caveat emptor. |
Re: Babylon 5 Mod
How does the game restrict number of shipyards---hard coded? I couldn't find a restriction....
Trying to "fix" AI use of aggressive facitlities at start-up of full tech games. This has the potential of causing the AI resource problems in a full tech game. |
Re: Babylon 5 Mod
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If we change the ability tags we could make the AI use this strategy as well. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Is that 50% MORE or less costly? |
Re: Babylon 5 Mod
I know the Shadows had some sort of cloaking (dimensional shift?) but did any of the other races...particularly the Vorlons?
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Re: Babylon 5 Mod
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Because they are not the most effective facilities, the AI won't use them unless specificaly told to do so. And I don't see any way for the AI to distinguish between domed and undomed worlds, it may not be something they can do - but is still a cool thing for the human player to do. Note that remote mining satellites are more efficient, probably (though slower) but I am not sure we want anyone but the nomads to use remote mining. I think of Marcus's facility on Whatsitsname Somenumber to be a facility, not a satellite. |
Re: Babylon 5 Mod
Grumbler: Kewl, mostly worked in my little test. The AI only used one aggressive mining facilty http://forum.shrapnelgames.com/image...s/rolleyes.gif
Now, all I have left to "fix" are the Vree. Then all I'll have left is some weapon load-out tweaking. Next project is shields.... Then starting techs tweaking... [ March 31, 2004, 02:40: Message edited by: pathfinder ] |
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