Re: Babylon 5 Mod
PF: On the armor thing, why have all these types of reactive armor if they are not being used? One of the things that makes finding problems in the game so hard is that the components file is so big. Yet a lot of components seem unnecessary or redundent (like different types of near-identical armor, or the base supply depots) so maybe we should be looking at cutting the components that aren't needed.
On another topic, is there any reason why reactors are allowed on bases? The AI seems to put them on the defensive bases, when bases already have unlimited supply.
On the shadow/cpu issue: I thought that I had figured out at least part of the problem (the fact that both living CPU and external cargo pods had family # 11008. Checked it out more thoroughly, and that didn't solve the problem.
I tried changing the size/cost/capabilities of the cargo hold to allow for a 10 kt cargo hold, in the event the AI was just using CPUs to fill empty space. No joy.
I tried making Master Computer a required ability. No joy. I played around with the "Misc Ability (x) Spaces Per One" values in the Ai files. No joy.
I deleted the redundent abilities from the living CPU (abilities 2-4). No joy.
I even made living CPUs base-mountable only. They still appeared on ships (along with bridge, crew, and LS). Something is making the AI add specifically the living CPU beyond the minimum needed.
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