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

Atrocities August 13th, 2005 12:32 AM

Re: B5 MOD General
 
NP, Hell I deserved it. http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone August 13th, 2005 02:49 PM

Re: B5 MOD General
 
AT:
Haha... thanks man! Appreciated.

Grumbler:
That's the spirit!

*Doing worshippy towards Grumbler*

Have you clocked how many hours you've spend on this most holy of Mods for SE IV Gold? Hehe... http://forum.shrapnelgames.com/images/smilies/cool.gif

grumbler August 14th, 2005 09:49 PM

Re: B5 MOD General
 
Update: All the weapons are created and assigned, and the components.txt loads! http://forum.shrapnelgames.com/images/smilies/happy.gif

I had to retreat a bit on the AI_research, as I found a better way to organize the relevant research paths, so these are just starting production in the "final" form (they work now, but are not optimized).

Another few days, yet, and it will be finished.

Timstone August 15th, 2005 11:53 AM

Re: B5 MOD General
 
Quote:

grumbler said:
Update: All the weapons are created and assigned, and the components.txt loads! http://forum.shrapnelgames.com/images/smilies/happy.gif

All hail Grumbler!!

Fyron August 15th, 2005 12:38 PM

Re: B5 MOD General
 
Hail!

Ed Kolis August 15th, 2005 06:29 PM

Re: B5 MOD General
 
Fyron, I noticed that post lacks your sig line... are you attempting to not run afoul of German law? http://forum.shrapnelgames.com/images/smilies/wink.gif

Timstone August 16th, 2005 11:49 AM

Re: B5 MOD General
 
Quote:

Imperator Fyron said:
Hail!

http://forum.shrapnelgames.com/image...es/biggrin.gif

grumbler September 4th, 2005 11:02 AM

Re: B5 MOD General
 
1 Attachment(s)
Okay, it is done (as far as I am concerned, barring fixes). AI am attaching the zip with the "Beta 2" files for the 1.9 version of the Mod. All the weapons have been racialized so that there are no more "general" weapons (though the stats for, say, the Antiproton Cannon II are the same for all races who have antimatter weapons). Anyone who wants to "specialize" the weapons of any race can now do so without having to replace everything.

Not every race has every weapon, as I noted above. The race-driven weapons family shows the way races specialize in specific weapons (these weapons all have weapons families from xx001 to xx005 in order of most preferable to least preferable, with the xx being driven by hull size, not race). The AI has been re-written to accomodate these changes. Note that [race]_AI_DesignCreation, [race]_AI_Construction_Facilities, and [race]_AI_Construction_Vehicles are the same for all races. [race]_AI_Research is very specialized for each race.

I have tested this mod for 200 turns, and have not found any problems, but that does not mean that there are none! http://forum.shrapnelgames.com/images/smilies/happy.gif

Anybody who playtests this and finds something can let me know right here.

Note that, as per usual, there are no graphics in this package. It assumes that you have the downloaded images from the previous version of the mod, plus the latest Image Packs.

Tim, I left Gravimetric Weapons in as a tech for each race so you could play around with it. There are no gravimetric weapons currently in the game, and no race currently researches it.

grumbler September 4th, 2005 11:07 AM

Re: B5 MOD General
 
Oh, and I cannot speak to the "optimal" nature of the [race]_AI_General files - all I did was to make the changes neded to make them work. I don't think they account for racial points very thoroughly.

grumbler September 5th, 2005 10:40 AM

Re: B5 MOD General
 
1 Attachment(s)
Already found a mistake - somehow I deleted the component "military ship" and that makes the AI_DC not work properly.

The components.txt that fixes this is attached.


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