Thread: Babylon 5 Mod
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Old March 8th, 2004, 06:50 AM
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Default Re: Babylon 5 Mod

Nomor,

Good to hear from you again. Great link, especially as I thought I had discovered most of the good ones long ago (and even more especially as this site links to even more that I hadn't yet found).

Agree that there is a mass of spagetti here to unravel, and that this may have driven Val to distraction. However, I think that we can think the project through logically to a conclusion.

Care is needed, but also boldness, and an understanding of the basic system we are trying to mod. I have learned a lot following Pathfinder's explorations into the AI, and I think that my conclusion is that the AI requirements simplify the problem rather than complicating it. Maybe that is what Val failed to see.

I will have more on this soon, once I finish my (recently resurrected due to inspiration by Timstone) look at how the AI really does design ships.

My bottom line is that the "Val" weapons system seems FAR more complicated than is needed by the system, and that we need to draw the distinction between weapons systems needed for a functioning, unique, and capable AI opponent for each race and the "chrome" systems that are of utility only to human players of that race.

More to follow.

[ March 08, 2004, 04:51: Message edited by: grumbler ]
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