Thread: Babylon 5 Mod
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Old January 28th, 2003, 01:52 AM
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Default Re: Babylon 5 Mod

Grumler, et al: Looks like the ORDER that they are listed is important here. "B5 Standard Race" has to be listed 1st in the AI_general.txt file as an advanced trait in order for the neutral to be loaded properly.

Guess I'll d/l the new patch and se what kind of headache I get with the MOD

On weapons: SOMETHING has to be, just not sure what. 2 things (may be incompatible ??)...Ancient weapons SHOULD be suprior to the mid and younger races; HOWEVER, there should be counters available to the mid and younger races....also the diversity is what makes the MOD interesting (IMHO) for humans to play; HOWEVER, that is what is giving all of us a headache to program the AI to use. One of the componentenhancement mods (mounts) had a neat concept that worked very well. one set of mounts that gave a slight advantage to the AI but limited them to that small decision set while allowing the human a great number of options. Anyway for the races to keep maybe 1 to 2 weapons/mounts so it easier for them to pick. I think, if there is a concensus, that I can do some limits via the AI_designcreation files but the damage/range/rate of fire issues need fixing to some degree.

One personal Comment: Except for the Fuser plasma weapon the Pakmara get, most plasma weapons stink. They have less range than any other weapon and should but even the heavy plasma weapons only have a range of 1-2....bleah no opton IMHO...while their range maybe less the range is too limited IMHO (and they have inaccuracy built in too, IIRC). and they are slow...why not up the range with maybe a faster rate of fall off in damage and keep them relatively inaccurate? just some food for thought...

[ January 28, 2003, 00:28: Message edited by: pathfinder ]
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