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Re: Babylon 5 Mod
Val: RCE again..at about turn 360. Occurred 1 turn after Shadows researched Lvl 6 engines. Guess this confirms the AI is designing something with one of the engines and that design exceeds the game parameters..
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Re: Babylon 5 Mod
PDF:
That would be appreciated, I'll send you the pw and stuff tonight when I get back to my laptop. If you can, feel free to add the Gold Data files as well. Pathfinder: So far I haven't had the AI default to the 'base' SE AI, it has always used the B5 AI, the only times I have seen those types of errors was when someone used original EA/Narn/Centauri/Vorlon/Shadow/LNAW AI that still had its own Research/design/etc. files. But, still, what you say has much merit and I will just copy over the files for each individual race (along with the rest of the update) as a prelude to the next phase http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
PDF:
Can you send your preferred E*Mail address to b5mod@yahoo.com and I will forward all the info to you http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Re-confirmed--#2 race (EA) just got Lvl 6 engines and next turn RCE. So I'll hush about it since it almost a sure thing that their designs involving one (or more) of those engines exceeds a game parameter of some sort.
BTW Val: Food for thought, I have noticed (and believe at one other has too, that it appears that the AI skips the default AI folder and goes to the AI folder for the non-modded game. Example: This game the EA had techarea errors until I moved the default AI_reasearch.txt file to the EA folder and renamed. I know this isn't SUPPOSED to happen but doing that fixed the problem. I wonder if having all the AI files would fix the RCE. Maybe the out of bounds is because it is using the "vanilla" designcreation? Just a thought. I'll test this in a new game starting tonight and post what I find out.. [ June 13, 2002, 12:29: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val:
I also noticed the problem with the AI using standard SE4 AI when the race was installed in the B5 mod and in normal SE4. I most certainly did not have any standard AI files copied into the B5 mod. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
hmm......me gonna check and see if I have any of the races in regular SEIV...will remove them if I do...
I have only 2 times seen this skipping the MOD AI folder twice..Last night and a coupla weeks ago....placing the files in the appropriate folder fixed that problem... NOT saying this is the RCE cause but might be worth looking into.. If not this I suspect (no proof) that the standard fusion engine MAY be the cause, maybe the 4 movement "points" ? me be pulling staws outta the hat here http://forum.shrapnelgames.com/images/icons/icon12.gif just guess work.. [ June 14, 2002, 03:07: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hey Val,
Playing the Raiders race, I get Minbani pictures for planet and cargo, but get the raiders pictures for other stuff. What the main weapons to research for the raider by the way. Has anyone done an excel spreadsheet on all the races and their weapons yet? Lighthorse |
Re: Babylon 5 Mod
New Station Pic...
http://www.gev.cc/SEIV/6.zip |
Re: Babylon 5 Mod
http://forum.shrapnelgames.com/image...s/confused.gif
When noting what weapon to use in a ship design, do I use the family (5 digit number) or weapon family (4 digit number)? http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif also, how soon to start the race specific tecnologies/weapons? *grumble* only got to lvl 8 weapons and lvl 7 living cpu and ran out of room (I really do NOT want to just there at the end doing weapons levels...bleah)...2 more weapons levels and 3 more living cpu to go http://forum.shrapnelgames.com/images/icons/shock.gif anything besides the weapons and living cpu that are Shadows unique? [ June 15, 2002, 12:28: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
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