Thread: Babylon 5 Mod
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Old April 13th, 2002, 01:19 AM

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Default Re: Babylon 5 Mod

BTW - in case you were wondering:

The External Cargo Pods are being put on because the ship sees them as Armor (which is an ability they have, to represent the fact they are usually hit first in combat). To get around this I lowered the Armor number in the AI_design to 0 and will add a different ability to all of SJs current armors so we can control the AI better.

Reactor Issue - Added this as a required ability with different sizes for each group of ship classes (well Scout through Super Dreadnought at the moment plus the generics the game comes with).

Engine Issue - After finally figuring out how the AI loads the ship up and with confirmation from SJ, the engines are now just enough to get the ship moving at a standard pace with extra engines added in after all other components are slapped on. Engines are also now all around the same size.

Self-Destruct - Removed the component from the AI_Design for now, didn't see too many people destroying their ships in B5 to avoid capture. Though some races will have this as part of their racial identity. Just means we'll have to make sure security teams are researched sooner to protect from takeover.
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