
March 28th, 2004, 07:38 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Babylon 5 Mod
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That isn't true in this mod for weapons tech - Max Tech gives everyone all the racial light weapons, medium, etc, but IS true for other stuff (like the LCPUs). Not sure where the weapons discrepancy crept in, but you are right and I shouldn't have doubted it!
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Actually, it is still true. Some of the weapons techs are not actually racial techs, as they do not have a racial number requirement. So, they can be given to other races (via a ship to be analyzed in some cases). However, in a low/med tech start, you can not research them, as you can not get access to the techs that they require, as they are actually racial techs. With high tech start, SE4 gives you all of the techs that have no racial number, as it is assumed that you could have gotten them from someone, somewhere, in the past.
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kay, I have a "stock" AI_D_C that seems to work for all the normal races (haven't tried with Ancients yet, and won't until we get the normals at least done enough to play with). Still no armor, though. I don't want to add ability tags to armor unless I have to, because that will make the AI_D_C even more complex (we will be talking about a dozen or more special abilities per ship type). However, if that's what I gotta do...
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Leaky armors have no ability, so you have to add one in order to get the AI to call them. Armor calls only add components with the Armor ability. SE4 AI does not consider leaky armors to be "Armor". You can just add the same AI tag to all leaky armors of the same size. Well, you probably don't need to add AI tags for the Scattering Armor - Primary type armors, as you can call for the emissive abilities. But for the other armors, you need one for Light, one for Medium, and one for Heavy. Otherwise, you will never get the AI to add any of them to a ship design, as it can not add ability-less components.
[ March 28, 2004, 17:42: Message edited by: Imperator Fyron ]
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