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Re: Babylon 5 Mod
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Interesting! Don't know how they would pan out but worth atry. |
Re: Babylon 5 Mod
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It was mentioned in the series in several different episodes during the Shadow war. I forget which season exactly... There was an episode where G'Kar bought some experimental drugs designed to enhance telepathic abilities and a few later on where G'Kar explained it to some people, probably Sheridan. |
Re: Babylon 5 Mod
No comment... hehe... http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
One of the things to keep in mind as you design facilities is that you need the AI to use them sensibly. Creating a large production facility, for example, does not work if the AI ends up spending a huge percentage of resources and time building it on planets where it will not do any real good.
The AI cannot tell what size planet (and therefor how many facilities and how much total pop is possible) it is building on. Therefor, the key is creating a build queue that makes sense. My solution was to create a "spoke and hub" plan for colonies. Every colony would build, as the first thing, a "colony hub" that had a spaceport, resupply center, shipyard, and some storage. No specialization here, and the shipyard in fact had the same build rate as the colony without one (just the ability to build ships and bases). After building the colony hub, the colony specializes in mining, research, etc. Only on the larger planets does it bother with medical centers, training facilities, depots, and the like. When well-designed, the facilities system results in AI colonies that are as efficient (or very nearly) as human-made colonies. The key to successful facility design, then, is to always keep in mind how you want the AI to "blindly" use them. Know the AI_C_F well,and know what effect any change in facilities has on it. |
Re: Babylon 5 Mod
You can also just use AI tags to control which facilities the AI builds exactly.
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Re: Babylon 5 Mod
Good to hear you again Grumbler.
It's really cool to read all the Messages from the veterans and sense they are all eager to play this mod again. http://forum.shrapnelgames.com/images/icons/icon14.gifhttp://forum.shrapnelgames.com/images/icons/icon14.gif |
Re: Babylon 5 Mod
The facilites already work. I setup a basic Narn AI, and yes, i did it like Fyron suggested, with the help of various AI tags. I hope the 20 of them will be enough if more stuff comes up http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Babylon 5 Mod
Just to let everyone know, work is progressing nicely. Fighters and Bombers have been incorporated into the mod and they actually have a use, with bombers being able to hit big ships with damage-increasing mounts and fighters being able to easily hit and destroy bombers and seekers, while far less effective against capships. If anyone wants to participate as a betatester, let me know. AI has been set up, so betatesting is actually possible.
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