Thread: Babylon 5 Mod
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Old April 2nd, 2002, 04:53 PM

Val Val is offline
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Default Re: Babylon 5 Mod

Not an April Fools joke by me at least As for someone else... who knows!


I am putting out a call for help - from those currently working on this mod and any lurkers that read about our progress that might be able to help. We do have volunteers to do the AI, but as of yet they have not been successful in getting the AI to build a ship - most likely because of a problem with the engines. While this mod is usable as a multiplayer mod, the goal is to have a decent AI that will provide a challenge. So the question is, can someone get the AI to build a ship using our Component.txt file? Do not worry so much about weapons or other extras, I would be happy to see an AI build a Colony Ship with engines and a reactor - and a Colony Module of course!

I have editted the data files on the PC I have been testing AI on so the engines would include 'useless' abilities, per SJ's suggestion, but have been unsuccessful (all the AI ever build are bases) and I have used the Supply ability as a flag for the Reactors (though the ship may also purchase solar pannels, but I'm all for alternate energy sources).

If someone can get the AI to build a colony ship, then our AI volunteers can move on the make each race a specialized AI which will provide us with a rather diverse game.

Please let me know if you want to pick up this challenge and I will post the generic AI and Data files - or whatever you require to give this a shot Thanks - in advance - to all who try!


In the face of possible defeat I have begun work on a new surprise for the loyal B5 Modders - a revised Map with Hyperspace sectors (just for added excitement and fun.


Anyway, I do have a new update if anyone wants me to post it. It updates a few of the Data files, some new components & sounds.

Details on Last two updates:

1.49.23 - Added races (Technomage, Sh'Lassa, Walkers, Mind Riders, Triad, B5 Ancients), along with all corresponding techs. Made Ancient techs available to only the individual Ancient Races. Added new Armors, revised Sensor Suites, Jammers, Steath Technology (Cloak and Coating), a few racial specific crew/bridges and some new component pics (Bulkheads, indvidual racial Crew Quarters, Fighter Rails, Launch Catapult and Cargo Pod) .

1.49.22 - Added explosive warheads (Fission, Fusion, AntiMatter, Gravitic-Kirshiac only), Kirishiac Kinetic Drive/warhead for ram-fighters, Ancient level fighter cockpits, weapons (Matter, Molecular, Plasma & Particle), some new component pics, more sounds. Reordered Cascor weapons so it works to that race's advantage. Removed duplicate Spinal Laser & Cobalt Warhead. Reworked Ancient engine types into: Hyperspace Tap, HyperspaceTap, BioDrives & Advanced Gravitic Drives. Fixed numbering of Shadow Molecular weapons, Interdictor PDF typo, PDF Multiphase Slicer typo, component pic on PDF Particle Beam, beam pic on Heavy Molecular Slicer, External Cargo Pod I cargo amount typo & engines per move error on Heavy Destroyer (I was shocked to see a Heavy destroyer going 22!!)
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