Re: Babylon 5 Mod
Grumbler: Val (IIRC) set up the weapons data. All I am doing is the AI_designcreation and AI_research. In other words, i am NOT going into the "weeds" with the techs, just giving the AI the ability (well, somewhat anyways) to research then apply that tech some.
I got enough challenge just doing that.
On the scouts and carriers, again, so far I have not dealt (as yet) with more than getting the racial weapons researched and put on the ships. I am finishing the armor atm.
2 things I would LIKE to fix are the LCPU for Shadows and reactors on bases.
I'll look into the carriers if/when I get time. I am not worried about weaponless scouts UNLESS they are slow and are not putting on ECM and such  Update: The reactor "ability" you noted is so that the AI is limited in reactor size for ships.
Reactor with "radioactive" ability = Heavy
Reactor with "Organic" ability= Medium
Reactor with "Mineral" ability= Small
So scouts which have misc ability of solar generation - minerals will be limited to small reactors. otherwise the AI would fit the latest, greatest (and usually biggest) one available.
as for no weapons...probably the tonnage allowed for support stuff like sensors, ecm, etc and even though there is a requirement for weapon that weapon is not fitted *shrug* not sure how to fix that.
BTW I HAVE figgered out why the AI is stuffing reactors into bases. there is a call for soalr generation which reactors also have. the call should be for "combat movement" which puts station keeping engines in. that way the bases move a bit to engage enemy ships. that way they are not stuck on a side of planet (masked) and out of range of enemy.
[ January 19, 2003, 03:40: Message edited by: pathfinder ]
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