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

grumbler January 14th, 2003 05:25 PM

Re: Babylon 5 Mod
 
PF: I second the motion that your great work on the AI files has been the most important contribution anyone has made since the orig components file. Having just worked with the IA files a bit, I cannot imagine how you can tolerate doing so many. Must be in your blood or sumpin! http://forum.shrapnelgames.com/images/icons/icon6.gif

Sorry for asking the questions to which the obvious answer is "ask Val" but I think we may need to consider the possibility that Val is gone long-term (Thanksgiving was a while ago). If that proves to be the case, I think you are the natural new leader for the project.

pathfinder January 14th, 2003 08:10 PM

Re: Babylon 5 Mod
 
Folks: Don't know if ya'll picked up on missive I made: The data/vehichlesize.txt file calls for a baseship image for the baseships. Most of the 5 "main" races already had them done BUT the races I did sets for don't. I will try, after the AI is done to make those images. Just note that I would consider them placeholder only until a suitable image is made.

http://forum.shrapnelgames.com/images/icons/icon12.gif One reason I am pulling back is: took me almost all day Saturday to do all the AI armor and test it (make sure no typos or screw-ups) sooooooo, since I now have to take the AI back to scratch I don't have time to do more than that. Now that the RCes (at least mostly) are gone I do NOT feel a real rush to tweak anything more than my typos or such.

On the armors, I vaguely remember discussion about them this Last summer. The passive armors are mainly for the Mid-life and ancient races. The inerts are for the "younger" races. I remember asking about which went with what race and the races are basically set up that way. As for the need...*shrug* beats me...

The LCPU used to work but 2-3 Versions ago they stopped, I have no idea why.

[ January 14, 2003, 18:18: Message edited by: pathfinder ]

Timstone January 14th, 2003 08:16 PM

Re: Babylon 5 Mod
 
All we can say is: okay. Real live is more important than the mod.
Could you try and send Val another mail? It would be really nice if you got through this time. Scary thought, but he could be killed on The Strip stealing a lot of chips from Cesar, hehe...

pathfinder January 14th, 2003 08:20 PM

Re: Babylon 5 Mod
 
Timstone: tried, they still bounce http://forum.shrapnelgames.com/images/icons/icon9.gif

grumbler January 14th, 2003 11:06 PM

Re: Babylon 5 Mod
 
PF: Gold has a workaround for exactly the situation you describe with the baseships: an alternate bitmap name. In every case, the alternate for baseships is starbases. You can duplicate this feature in 1.49 for those races that don't have baseship bitmaps by simply making a copy of the starbase bitmaps and renaming them (race)_mini-baseship and (race)_portrait_baseship. They can always be replaced later.

Rollo January 14th, 2003 11:47 PM

Re: Babylon 5 Mod
 
The easiest workaround would probably be a copy of the starbase in the generic shipset with name baseship. Sure, they'd all look the same...
But I said easy, not pretty.. http://forum.shrapnelgames.com/images/icons/icon12.gif

Rollo

pathfinder January 15th, 2003 12:28 AM

Re: Babylon 5 Mod
 
Rollo/Grumbler: True.....that what I plan to do for the short run http://forum.shrapnelgames.com/images/icons/icon12.gif just not sure when I can upload a folder with the images here..

I was trying to let any other who may be pla...er testing to expect some weirdness (escort mini with battlecruiser portrait) unless they or I get a new pic done..

[ January 14, 2003, 23:08: Message edited by: pathfinder ]

Suicide Junkie January 15th, 2003 01:13 AM

Re: Babylon 5 Mod
 
The reason why there are so many armor components, (and probably other components as well) is because they are grid techs. The inert armors have three dimensions; bigger, stronger, cheaper.

Fyron January 15th, 2003 02:49 AM

Re: Babylon 5 Mod
 
Also, the Primary armors have a higher level of emmissive and crystalline abilities, and the Secondary armors have lower levels. This is so that 1 piece is still effective, but a lot of pieces aren't nearly invincible. I can assure you that all of those components have a purpose. http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone January 15th, 2003 02:52 AM

Re: Babylon 5 Mod
 
Where's Val when you need him. http://forum.shrapnelgames.com/images/icons/icon9.gif
PF:Great work on the files so far. You really did a lot for the mod.
Grumbler: Great work on the conVersion so far. (Hey, that's the same sentence I used before, must be getting tired after sitting behind the computer for over 10 hours)

Nomor January 15th, 2003 03:47 AM

Re: Babylon 5 Mod
 
Quote:

Nomor: Do you have a good idea for a flag for the Ipsha?
<font size="2" face="Verdana, Helvetica, sans-serif">Timstone: Try looking up National Flags on Google and see if you can find something you like.
As I have said earlier the Ipsha remind me of Kermit the frog, so... using a flag from some equatorial county, nice for amphibians, http://forum.shrapnelgames.com/images/icons/icon12.gif might be appropriate. I like the look of the Congo flag or maybe even the "new" South African. http://forum.shrapnelgames.com/images/icons/icon10.gif
http://forum.shrapnelgames.com/images/icons/tongue.gif
http://www.photius.com/flags/alphabetic_list.html
this is a good link... I like Jamaica http://forum.shrapnelgames.com/images/icons/icon6.gif

[ January 15, 2003, 02:51: Message edited by: Nomor ]

pathfinder January 15th, 2003 04:03 AM

Re: Babylon 5 Mod
 
Timstone:

how about this (Isle of Man):

http://www.flags.net/ISMA.htm

grumbler January 16th, 2003 04:50 PM

Re: Babylon 5 Mod
 
IF: I guess my point is that there are lots and lots of "passive" armor type entries in the components file (making it bigger) but the differences between them are small. It seems disproportionate to research passive armor physics to level 1 and scattering armor engineering to level 1 (total cost 120,000 RPs) and get Scattering Armor 1, and then proceed all the way through the chain to its end at Emissive Armor VI (almost 1.6 million RPs later) and see that the differences are:
1. 5 tons lighter
2. Takes 25 tons less damage
3. Costs 50 min more
4. Reduces damage from weapons by 25 ADU vice 15.
5. Can withstand 25 ADU hits without damage vice 15.
6. Regenerates 25 shields per turn vice 15.

I guess my point is that if the game is going to have such small differences between armor types then they should either be made racial or else the research deltas should be much less. Even better would be to not have such subtle distinctions and simplify the components file.

Fyron January 17th, 2003 08:57 AM

Re: Babylon 5 Mod
 
I'm sure there is a very good explanation for all of that. http://forum.shrapnelgames.com/images/icons/icon7.gif SJ is the one that made the armors, so he'd be the one to ask.

Timstone January 18th, 2003 07:24 PM

Re: Babylon 5 Mod
 
Nomor, PF: Thanks for the links. The Manx of Isle of Man is certainly interesting. Maybe I can make something of it.

pathfinder January 19th, 2003 02:22 AM

Re: Babylon 5 Mod
 
Currently trying to finish up what I can do with the AI. Couple of questions:

Should I enable large colony ships to have weapons other than pd?

Fyron January 19th, 2003 02:25 AM

Re: Babylon 5 Mod
 
For AIs, one small weapon or 2 can be useful. Gives you a nasty surprise when you attack them.

The B5 Mod PBW Game has restarted!

pathfinder January 19th, 2003 03:41 AM

Re: Babylon 5 Mod
 
IF: yeah, tried that my Last test game. That why I asked..... http://forum.shrapnelgames.com/images/icons/icon12.gif

grumbler January 19th, 2003 04:23 AM

Re: Babylon 5 Mod
 
PF: Why is the AI (especially the Narn) building so many weaponles scouts and Escort Carriers with no reactors? On the latter, the CVE design specs call for "solar resource generation - minerals" which is the light reactor. Curious, huh? Is the AI using the default AI somehow, you think?

I also noted that the Shadow's Heavy Molecular Slicer Beam I is twice the weight of the regular MS VII (which you have to have to get to Adv Shadow Molecular Weapons and the Hvy MS), but only does about 20% more damage. At all comparable design levels, the percentage weight increase is barely ever matched by the increase in damage, and the ranges are the same. Wazzup wif dat? Who's doing the weapons data? Maybe I can help with some analysis.

Suicide Junkie January 19th, 2003 04:47 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
IF: I guess my point is that there are lots and lots of "passive" armor type entries in the components file (making it bigger) but the differences between them are small. It seems disproportionate to research passive armor physics to level 1 and scattering armor engineering to level 1 (total cost 120,000 RPs) and get Scattering Armor 1, and then proceed all the way through the chain to its end at Emissive Armor VI (almost 1.6 million RPs later) and see that the differences are:
1. 5 tons lighter
2. Takes 25 tons less damage
3. Costs 50 min more
4. Reduces damage from weapons by 25 ADU vice 15.
5. Can withstand 25 ADU hits without damage vice 15.
6. Regenerates 25 shields per turn vice 15.

I guess my point is that if the game is going to have such small differences between armor types then they should either be made racial or else the research deltas should be much less. Even better would be to not have such subtle distinctions and simplify the components file.

<font size="2" face="Verdana, Helvetica, sans-serif">Note: The tonnage difference you see there is only the "prototype" vs 1st "real production" component, and you will see that for each class. The Prototypes are 50% larger than the regular ones.

Also, you don't need to research any engineering or manufacturing techs to move on to the next theoretical physics level in passive armor.

The way the techs are set up is that you will research Passive Armor Physics as deep as you like. The farther you go here, the better your results will be later.
Practical tech developments for one class of passive armor will not carry over to the next class (Scattering armor manufacturing does not help with Conductive armor manufacturing)

Once you are ready with PAPhysics, you can start actually building production armor by researching the level-specific Engineering tech.

You can also optionally reduce your costs with the level-specific Manufacturing tech area.

Summary!
Passive Armor Physics
This is the critical first step, and determines how much emissive ability you will get per KT.
Reaching the top gives 2/3 more resistance than the first level.
Also, once you start reseaching the practical armor use, you will start to lock yourself in. The appropriate level to stop at is the one that lets you finish constructing ship with the best armor before the enemy attacks http://forum.shrapnelgames.com/images/icons/icon7.gif

Engineering
First level moves you from theoretical prototype to a real, useful primary armor. Second level allows you to add a single "add-on" armor segment. Third level removes the one-per-vehicle restriction on the "add-on" segments.
(You need only level 1 for small ships, 2 and 3 are good for large and very large ships or bases.)

Manufacturing
Advantages here are pretty obvious, and simple. Lower price means you can afford more ships.

Mental Picture
To view the Passive Armors, think of them as offices and cubicles in an office building. The salary of the occupant is the value of the armor.
PAPhysics tech is the elevator in the office. The longer you spend in there, the higher up you'll go, and the better salaries you will see.
Once you decide to get out, you can travel in two dimensions (North or East, say, for Manufacturing and Engineering) These techs will take you to the windows, and then the corner office.
At that point, you would have to return to the elevator and explore the next floor to see a better salary.
http://forum.shrapnelgames.com/images/icons/icon10.gif

AI notes, and general points
PS:
If you are worried about the high research costs, don't! This is the Very Tip Top Tech in damage absorption technologies, so it shouldn't be fully researched until well into the endgame.

PPS:
If you are worried about the hitpoints per KT of the armor, just put a primary on, and then add lots of Inert armor over top of it.
For enemies with plenty of low damage weapons, it may be more effective to add the secondary armors, but considering that you are scripting an AI, its not worth thinking about.

PPPS:
I suppose the manufacturing techs could be given a greater effect, since they only provide a maximum of -20% to price, but on the whole it looks pretty good to me! Something to spend your research points on in the very late game.

Spiel/Rant
I did not intend for these techs to be sprinted down. That happens too much in the regular game for my liking.
Do a bit of armor research, then quit when the return on investment gets too low. Research Basic ECM for a while instead. Once those returns start to slow down, then come back to armor and do a few more levels. Soon, the Advanced ECM will appear to have more effect for the dollar than further armor research.

Flying through projectile weapons tech so fast that you may not even bother making a design that uses the DUC III seems silly to me. You can't change the player, since they're just doing what's best for the empire. Instead you change the game balance to encourage slowing or stopping in the middle!
See what I mean?

Edit: Hey, long enough to be worth a sig http://forum.shrapnelgames.com/images/icons/icon7.gif
And, added some Category headings.

[ January 19, 2003, 02:54: Message edited by: Suicide Junkie ]

pathfinder January 19th, 2003 05:12 AM

Re: Babylon 5 Mod
 
Grumbler: Val (IIRC) set up the weapons data. All I am doing is the AI_designcreation and AI_research. In other words, i am NOT going into the "weeds" with the techs, just giving the AI the ability (well, somewhat anyways) to research then apply that tech some.

I got enough challenge just doing that.

On the scouts and carriers, again, so far I have not dealt (as yet) with more than getting the racial weapons researched and put on the ships. I am finishing the armor atm.

2 things I would LIKE to fix are the LCPU for Shadows and reactors on bases.

I'll look into the carriers if/when I get time. I am not worried about weaponless scouts UNLESS they are slow and are not putting on ECM and such http://forum.shrapnelgames.com/images/icons/icon12.gif Update: The reactor "ability" you noted is so that the AI is limited in reactor size for ships.

Reactor with "radioactive" ability = Heavy
Reactor with "Organic" ability= Medium
Reactor with "Mineral" ability= Small

So scouts which have misc ability of solar generation - minerals will be limited to small reactors. otherwise the AI would fit the latest, greatest (and usually biggest) one available.

as for no weapons...probably the tonnage allowed for support stuff like sensors, ecm, etc and even though there is a requirement for weapon that weapon is not fitted *shrug* not sure how to fix that.

BTW I HAVE figgered out why the AI is stuffing reactors into bases. there is a call for soalr generation which reactors also have. the call should be for "combat movement" which puts station keeping engines in. that way the bases move a bit to engage enemy ships. that way they are not stuck on a side of planet (masked) and out of range of enemy.

[ January 19, 2003, 03:40: Message edited by: pathfinder ]

pathfinder January 19th, 2003 07:52 AM

Re: Babylon 5 Mod
 
What would cause a "failure to load AI_designcreation.txt" error?

I checked spelling and spaces... http://forum.shrapnelgames.com/image...s/confused.gif

current test game won't load Dilgar_AI_designcreation

grumbler January 19th, 2003 09:18 PM

Re: Babylon 5 Mod
 
PF: On the weapons, gotcha. I was just offering some analysis help to whomever was writing them - I like analysis! http://forum.shrapnelgames.com/images/icons/icon7.gif

On the reactorless CVs, I note that the EA CV and HCV have the line "Must Have Ability 2 := Solar Supply Generation" with no generation type specified. The Narn problem I have resolved - it was a mistake I had introduced myself while testing something and never backed out.

I also noted that the EA uses heavier reactors on their smaller CVs than the Narns. I assume that this is because they carry Cobra Bays instead of fighter bays? In any case, it works well, and I am impressed at the amount of work you have put into the AI!

I am looking now at the shadow LCPU problem, and will let you know if I find anything that might help you out.

pathfinder January 19th, 2003 11:07 PM

Re: Babylon 5 Mod
 
Grumbler: Understood. I just don't have a clue how to balance them http://forum.shrapnelgames.com/images/icons/icon12.gif

Hmmm...hadn't noticed differenses between the races....though there SHOULD be some. Mostly I have been trying to the racial techs on-board, so to speak, and to get rid of the RCE's so a full game could be had ...

Hmmm.....Scout have 2 calls for reactors, that may be why no weapons... 1 call in abilities and another in misc abilities... http://forum.shrapnelgames.com/image...s/rolleyes.gif I wondered why there was an extra line in scouts....

[ January 20, 2003, 02:42: Message edited by: pathfinder ]

pathfinder January 20th, 2003 01:08 AM

Re: Babylon 5 Mod
 
Don't know what the &^%$ happened with the Dilgar AI_designcreation but made another from the default AI_designcreation and now all I gotta do is re-do the weapons and off they go http://forum.shrapnelgames.com/image...s/rolleyes.gif

When that is done, the basic (repeat BASIC) AI is done....tweaking (armor levels, ecm/advance ecm/support ecm, sensors/advanced sensors/supprt sensors, etc), construction (both facility & vehicle), balance (I sure Val returns for this!!!!) remain to be done. All AI have some level of armor, sensors, ecm...most do NOT have the construction files. I guess I could make some dummy ones out of TDM races (1.49 Version)

[ January 19, 2003, 23:13: Message edited by: pathfinder ]

grumbler January 20th, 2003 03:31 AM

Re: Babylon 5 Mod
 
As far as I can tell (a bunch of my early notes are now MIA), this files should contain all the data needed to make the basic mod work in gold:
1043026003.zip.

Just replace all the files with the identically-named files in the zip and let 'er rip.

If someone can run it in Gold and confirm that it works, that would be great. I have lost "configuration control" and cannot confirm it for myself! http://forum.shrapnelgames.com/images/icons/icon9.gif

grumbler January 20th, 2003 03:38 AM

Re: Babylon 5 Mod
 
ALL: Btw, the only mod I made was in the components file. Family 11008 was shared by Living CPU and External Cargo Pod, so I changed living CPU to family 11011.

And no, PF, this didn't solve the problem. http://forum.shrapnelgames.com/images/icons/icon7.gif

I just spent 4 hours making tweaks to the design file and components file to see if I could figure out the multiple LCPU. No joy.

Interestingly, if I changed the LCPU compnent to a component identical to the Master Computer in the original game (but with the same tech as the LCPU), the AI started using bridges and the rest!

One thing that did NOT work (and I was sure it would) was making the LCPU a required component and not a miscellaneous ability. Sigh...

Will keep at it, as soon as I can figure another approach.

pathfinder January 20th, 2003 04:40 AM

Re: Babylon 5 Mod
 
Grumbler: hehe, I changed LCPU to 1105 and it didn't solve it http://forum.shrapnelgames.com/images/icons/icon12.gif

and when I changed it to mC..same as you the AI used BOTH LCPU and bridge/living quarters/life support

[ January 20, 2003, 02:44: Message edited by: pathfinder ]

pathfinder January 20th, 2003 05:35 AM

Re: Babylon 5 Mod
 
Would ya'll mind if I added 2 weapons to the Dilgar. They seem to be missing the scatter pulsar and quad pulsar from their arsenal (Llort also have them so not hard to add).

grumbler January 20th, 2003 05:56 AM

Re: Babylon 5 Mod
 
PF: Where is the Dilgar ship set? I've got your Ai and a few bits and pieces, but nothing nera enough to play them with.

All: I left out the settings.txt file from the download. Its the same as the pre-gold Version, but with the following lines added (they can just be cut-n-pasted from the end of the original Gold settings.txt file):
Drone Supply Usage Per Turn := 200
Drones Can Be Hit By Mines := True
Population Mass := 5
Reproduction Check Frequency := 1
Minimum Computer Player Low Setting := 1
Maximum Computer Player Low Setting := 3
Minimum Computer Player Medium Setting := 3
Maximum Computer Player Medium Setting := 7
Minimum Computer Player High Setting := 6
Maximum Computer Player High Setting := 10
Minimum Neutral Player Low Setting := 1
Maximum Neutral Player Low Setting := 3
Minimum Neutral Player Medium Setting := 3
Maximum Neutral Player Medium Setting := 7
Minimum Neutral Player High Setting := 6
Maximum Neutral Player High Setting := 10
Fighter Supply Usage Per Turn := 5
Fighters Can Be Hit By Mines := True
Maximum Planet Percent Value := 250
Minimum Planet Percent Value := 0
Maximum Planet Resource Value := 999000000
Minimum Planet Resource Value := 0
Bases Can Join Fleets := False
No Retrofit Adding Of Spaceyards := True
No Retrofit Adding Of Colony Module := True
Seeker Combat Defense Modifier := 40
Planet Combat Offense Modifier := 30
Planet Combat Defense Modifier := -200

AGoetz January 20th, 2003 06:03 AM

Re: Babylon 5 Mod
 
For the races that PF has released AIs for but which I have no graphics etc I've just dummied up the remaining data files, let them use default ship graphics and pulled race images out of the standard game (so they definetly don't look right).

I have to do some more playing around, but I'm starting to get to the stage that I cannot narrow the RCEs down to specific hull sizes/engine techs (so I think we have pretty much gotten all the easy ones now). Example : Dilgar (I think, or was it the Abbai? Got to check.) got an RCE on the same turn that they discovered Long Range Scanners I (and no other techs). Doesn't make much sense to me, so I went through their Design_Creation file and removed every line requesting Long Range Scanners (about 5 of them) and tried again. The game still RCEed. I have absolutely no idea.

pathfinder January 20th, 2003 06:20 AM

Re: Babylon 5 Mod
 
Grumbler: I gave the Dilgar to Val to clean up. I guess I could post the shipset if ya'll understand these are very rough images and IF Val returns, a much improved (textures & lighting) will be available then.

[ January 20, 2003, 04:40: Message edited by: pathfinder ]

pathfinder January 20th, 2003 06:47 AM

Re: Babylon 5 Mod
 
The rough Dilgar ship set for B5 MOD:

1043037950.ZIP

grumbler January 20th, 2003 07:12 AM

Re: Babylon 5 Mod
 
Just a random thought regarding RCEs. Most of them seem to have to do with engines. What if we made the engine requirement 1 per 100 tons vice 1 per 50, and doubled all costs for engines? Even a planet-killer (which I have never seen, BTW) could go speed 10 at that rate (plus bonuses) and the normal lessor ships would be much easier for the AI to figure out. It would mean abandoning the "+50" ships like the heavy destroyer and the ecort, but might be worth it.

Just a thought...

Fireblade January 20th, 2003 08:29 AM

Re: Babylon 5 Mod
 
grumbler had me playtest his gold fix.

Another bug:

(race)_ai_fleets.txt

Percentage of fleets to use for defense := (variable?)

(race)_ai_settings.txt

Ships don't move through minefields := false
Ships don't move through restricted systems := false
Clear orders on encounter enemy := false
Clear orders on encounter all := false
Percentage of total satellites to keep as planetary cargo := 40
Percentage of total drones to keep as planetary cargo := 40
Number Of Anti-Ship Drones Per Target := 3
Number Of Anti-Planet Drones Per Target := 3
Maximum Anti-Ship Drone Target System Distance := 5
Maximum Anti-Planet Drone Target System Distance := 5

Timstone January 20th, 2003 12:19 PM

Re: Babylon 5 Mod
 
Sigh... I really hope Val returns, only he knows the full extend of the mod.
When my exams are over (I don't know the exact word for it. Midterms, was it not?), I'll go ahead with TAInT King and implement them into the mod. The images take more time to make, so first step is the data, then the pics. Oh, and I'll want to make the Ipsha techs too. You know, since I'm making their shipset.

pathfinder January 20th, 2003 10:29 PM

Re: Babylon 5 Mod
 
Latest B5 MOD AI (pre-gold) from Da path:

1043094274.ZIP

My latest fixes:

Version B5-VI-Path-C:

1: Re-did settings for "engines per move" for all ships (B5 standard) to prevent range check errors.

2: Re-did minimum/desired speeds in most ships, again to halt range check errors.

3: Changed to "resource generation - organics as ability for armor (leaky) and loaded armor into all ships/bases/wp as a misc ability.

4: Re-set maximum number engines for baseship and heavy baseship to 100 in order to prevent range check errors.

5: Took out misc. ability "solar generation" from scouts, colony ships, population transports, repair tugs to prevent 2 or more reactors from being designed into ships by the AI.

6: Changed defense base misc. ability from "solar generation" to "combat movement" to prevent reactors from being designed and to add "station keeping engines" to the designs.

7: Added scatter pulse and quad pulse weapons to Dilgar (based on same weapons used by Llort) in components.txt file.

8: Hopefully I didn't forget something I did, my notes are not the best.

AND HOPEFULLY most RCEs are gone..

Note: I am unskilled in making zip files, so mine don't self-extract to the B5 MOD directory. You have to manually load them in. Sorry..

[ January 20, 2003, 20:30: Message edited by: pathfinder ]

pathfinder January 20th, 2003 10:39 PM

Re: Babylon 5 Mod
 
Timstone: Electromagnetic weapons (Surge cannon, Surge bLaster). I think (not sure) that their PD is the EM pulsar. They also have a short range resonance generator and spark field. Good luck in figuring out the damage effects and range of all 10 levels on each one http://forum.shrapnelgames.com/images/icons/icon12.gif . I guess they primarily use electromagnetic reactors and drives.

Hehe, I got a headache when I looked at the damage/range stuff earlier. You are more than welcome to establish these techs!

Timstone January 20th, 2003 10:43 PM

Re: Babylon 5 Mod
 
PF: Haha... don't get headaches, they suck. I find the range/damage question quite pleasing to do. It's rewarding to see all the weapons in the game. BTW. the sparkfield is their PD weapon. The EM pulsar is also a PD weapon, but it mainly used against mines and large ships because it causes damage on all sides of the enemy.
Don't expect an update soon. I'll be studying for the Last modterm... ehh, I meant midterm.

pathfinder January 20th, 2003 10:48 PM

Re: Babylon 5 Mod
 
Timstone: Hehe, though actually the graphic/pic for the image mod so they can be seen in-game may actually the hardest to do http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder January 20th, 2003 11:22 PM

Re: Babylon 5 Mod
 
*grumble* Despite my testing, at least three errors got by me. A typo in the Earth Alliance & Gaim AI_designcreation (large Colony ship, can't remember which one...Ice i think) http://forum.shrapnelgames.com/images/icons/blush.gif and the Lnaw AI designcreation got corrupted http://forum.shrapnelgames.com/images/icons/icon8.gif .

I'll post a fix later for them.

All the LNAW is, is a slightly tweaked default AI_designcreation.

Maybe one of you other testers could look at the LNAW and see what got scrambled...???

[ January 20, 2003, 21:40: Message edited by: pathfinder ]

pathfinder January 21st, 2003 02:47 AM

Re: Babylon 5 Mod
 
This corrects the EA & Gaim AI_designcreation.txt typos and a new LNAW AI_Designcreation.txt

1043109898.ZIP

Again, yo'll have to manually extract to the mod pictures/race folder

grumbler January 21st, 2003 04:18 AM

Re: Babylon 5 Mod
 
PF: Noted the following errors in the LNAW design_creation:

Destroyer states 8 misc abilities, lists 9
Defense Base states 9, lists 8 (causes fault)
Base SPace Yard states 10, lists 11

If there are more than the stated number, the program just ignores the extras.

grumbler January 21st, 2003 04:19 AM

Re: Babylon 5 Mod
 
PF: oops, see you caught that.

AGoetz January 21st, 2003 10:05 PM

Re: Babylon 5 Mod
 
Not sure what has changed, but when I'm no longer getting Infantry Matter Guns. I've got 4 levels in Matter Weapons, 1 in General Tiny Weapons and 1 in Infantry - that used to be good enough to get Infantry Matter Gun I and show Infantry Matter Gun II under General Tiny Weapons II.

Edit : I think I've found part of the problem - there is no line break between Pulsar Mine X and Quad Pulsar I (Dilgar) and there are two line breaks between Quad Pulsar X (Dilgar) and Quad Pulsar I (LLort). Still doesn't bring back Infantry Matter Gun or Boarding Parties but did bring back ScatterGuns - there must be another CRLF screw up in here somewhere ...

[ January 21, 2003, 23:11: Message edited by: AGoetz ]

pathfinder January 22nd, 2003 05:36 AM

Re: Babylon 5 Mod
 
AGoetz: http://forum.shrapnelgames.com/images/icons/shock.gif ...sorry, I'll check and see wth is up....

pathfinder January 22nd, 2003 06:25 AM

Re: Babylon 5 Mod
 
This hopefully fixes the spacing errors in the B5 data/components.txt file.

1043209409.ZIP

There was also a run together in addition to the spacing errors AGoetz found.

pathfinder January 22nd, 2003 01:25 PM

Re: Babylon 5 Mod
 
1043234622.ZIP

Replaces earlier one (still had an error).

B5 data/components.txt.

Left out word "quad" from quad shield damage in flash missile I for Drazi.

[ January 22, 2003, 11:27: Message edited by: pathfinder ]

AGoetz January 23rd, 2003 12:04 AM

Re: Babylon 5 Mod
 
In the never ending quest to find RCEs, here's another one for you http://forum.shrapnelgames.com/images/icons/icon10.gif

Abbai researched Medical Bay I - RCE occured. Have I had a game go long enough to have a Medical Ship RCE before?

In the good news, in my current game some of the races have Ship 12 and Propulsion 12 and are fielding SuperDreadnougts with Ultra-Efficient Fusion Drives without problem. I'm currently the MEE, got the Shag'Toth to surrender whole (You have one planet, we have 80 planets, 12 Space Yards and 30 Base Mounted Ship Yards - Join us or willing or unwilling) and are at war with the Llort and Narn.

pathfinder January 23rd, 2003 05:14 AM

Re: Babylon 5 Mod
 
AGoetz: So far unable to duplicate that RCE. Of course most races are only at lvl 5 ship construction...


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