Thread: Babylon 5 Mod
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Old March 22nd, 2005, 02:13 PM
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Default Re: Babylon 5 Mod

Well, Tim, I look forward to getting the spreadsheet, but, alas, you approached the weapons the same way Val did (starting with damage and getting weight, etc from that) while I am apporaching it from tonnahge and deriving evrything from that. The difference between the approaches occurs because I am primarily interested in getting the AI to build competitive shhips, and Val was looking to make a competitive human-human game.

In any case, I think the supply values you come up with will be extremely useful (as I am staring at a "blank page" right now as far as methodology is concerned). If the spreadsheet can be modded (i.e. it isn't locked like the last one) I can change the tonnage values to be fixed and not variable and use the sheet as it is designed to be used.

BTW, I found out with a bit of checking that the beta mod:
1. doesn't allow the AI to properly build units, and
2. uses the wrong hull size for designs (and so ends up with less armor than planned).
I am fixing and will post the fix here (it is a combination of AI_D_C, component_enhancement, and component file errors).
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