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Showing results 26 to 50 of 139
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Posts Made By:
AGoetz
Forum:
Space Empires: IV & V
January 23rd, 2003, 06:46 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I'll check the Abbai's Ship and Propulsion levels when I get a chance, probably be tommorow before I get back to you.
Forum:
Space Empires: IV & V
January 23rd, 2003, 12:04 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
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...
Forum:
Space Empires: IV & V
January 21st, 2003, 10:05 PM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
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...
Forum:
Space Empires: IV & V
January 20th, 2003, 06:03 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
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...
Forum:
Space Empires: IV & V
January 13th, 2003, 04:53 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Well, if you go back to the Leaky Armor, then the Gaim Bulkheads which were always 'Hit First' come back into use. The standard armors are much more efficient in terms of damage absorbed/size so...
Forum:
Space Empires: IV & V
January 13th, 2003, 04:00 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I'm assuming that Pathfinder couldn't get the AI to use the leaky armors properly and so changed them. I don't know enough about the AI files to be able to suggest fixes.
Forum:
Space Empires: IV & V
January 13th, 2003, 02:44 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
From memory the Inert Armors are most effective / kT then the Bulkheads now that all the Armors are 'Hit First'. So the Gaim just get Armor earlier than anyone else, nothing more.
Forum:
Space Empires: IV & V
January 13th, 2003, 12:13 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
My normal Beam/Missile loadouts :
Support Ships (Repair etc) : Missile.
Largest in field designs : Beam.
Smaller designs : Beam or Missile depending on percieved need (the AI won't be able to...
Forum:
Space Empires: IV & V
January 12th, 2003, 04:22 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
My preferred Gaim weapon is Particle Concentrator - but I'll still bring some missile boats along just to force the foe to bring along some point defence ...
Forum:
Space Empires: IV & V
January 12th, 2003, 02:34 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Pathfinder, some bad news : the Shadows at least still RCE on fighter 3.
Forum:
Space Empires: IV & V
January 11th, 2003, 02:29 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I've only faced hostile Vorlons once - in a small galaxy with 20 empires they started in the next system and proceeded to blow everything I launched out of space until I managed to research up to...
Forum:
Space Empires: IV & V
January 11th, 2003, 12:54 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Most recent RCE - Abbai. They researched Ship Enhancment 3 (unlikely to be the problem) and Cargo 2 (all those Extended Fighter/Satellite etc components) on the tun in question and disabling Design...
Forum:
Space Empires: IV & V
January 9th, 2003, 11:55 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I have no more ideas regarding the Cluster Bomb RCE.
There are some typos in your LNAW DesignCreation file, in particular with some of the ships the values for 'Num Misc Abilities' are incorrect. ...
Forum:
Space Empires: IV & V
January 9th, 2003, 01:24 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I assume from the description that this in tactical combat - does this also happen in strategic?
Have started a game with the newest files, currently turn ~150. I'm the EA, and am sitting quietly...
Forum:
Space Empires: IV & V
January 9th, 2003, 12:12 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
No real idea on the Cluster Bomb problem - but how many Cluster Bombs and what size did the ship try to drop? Maybe there is a max damage value it's overflowing.
Forum:
Space Empires: IV & V
January 8th, 2003, 06:27 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I'll start testing your new AI files after I get the first turn game to work. Did you find a way to fix the Hyach Laser problem that I reported before going away?
Forum:
Space Empires: IV & V
January 8th, 2003, 02:58 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I'm back .... will try to play the games' first turn tonight when I get home.
On the subject of race abilities to give the LNAW, if you give them Gaim then you also give them the best Boarding...
Forum:
Space Empires: IV & V
December 17th, 2002, 01:29 PM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Ok, one more post - just got an RCE that I can't fix by just dropping max sizes. Hyach AI, just researched Hyach Ultra Weapons giving it the Spinal Laser - RCE. If I remove that weapon family from...
Forum:
Space Empires: IV & V
December 17th, 2002, 12:13 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
This will likely be my Last post for a while - going on holidays so if the game starts before the second week of next year, can some please look after the Gaim for me?
My list of RCE changes...
Forum:
Space Empires: IV & V
December 15th, 2002, 11:52 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Pathfinder, things I've done trying to prevent RCEs :
Make Ship Builder size 700 only (smaller and doesn't put a SY on, larger and you get engine problems).
Bring max size of Mine Layer & Satellite...
Forum:
Space Empires: IV & V
December 8th, 2002, 08:03 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I'm continuing to try to find (and fix) RCE causes, here's the latest two :
Cascor AI researched Boarding Parties - RCE. I dropped the max size of an Assualt Ship down to 500 and that seemed to...
Forum:
Space Empires: IV & V
December 7th, 2002, 10:44 PM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Pathfinder, I've been experimenting, trying to find out which designs cause those RCEs. The biggest trouble maker remains the Ship Builder - currently I've got the Min size as 690 and the Max size...
Forum:
Space Empires: IV & V
December 5th, 2002, 06:16 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Got an error in the Minbari research file - but seeing as my computer was undergoing power flucuation reboots at the time I cannot rule out file corruption
Forum:
Space Empires: IV & V
December 4th, 2002, 03:07 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Looks better, thanks Pathfinder.
Forum:
Space Empires: IV & V
December 3rd, 2002, 07:49 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Just having a look at your latest Gaim _AI_Research file - and if I'm understanding it correctly, I have some problems with it. (Please don't take this personally - it's just that the Gaim are the...
Showing results 26 to 50 of 139
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