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  #21  
Old February 16th, 2001, 02:52 AM
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Tampa_Gamer Tampa_Gamer is offline
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Default Re: AI Mod Pack 1.50 Posted

Actually, they will be much worse after the patch comes out next week and we figure out all the additional goodies we can add back in. Currently (due to AI limitations) the Darlok are not using cloaking, boarding ships, kamikaze ships, troops or advanced fleet operations) nor are they wasting research on such subjects. . .

[This message has been edited by Tampa_Gamer (edited 15 February 2001).]
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  #22  
Old February 16th, 2001, 10:15 PM

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Default Re: AI Mod Pack 1.50 Posted

Voidhawk, that shipset sounds outstanding! I'd love to see it used for the Darloks.

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  #23  
Old February 18th, 2001, 05:38 AM

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Default Re: AI Mod Pack 1.50 Posted

quote:
Originally posted by Voidhawk:
taterbill: The Darlok will use the Starbase portrait and mini for their baseship by default. It's intentional, and won't cause any problems at all.



Do you mean if you set the bitmap in vehiclesize.txt for baseships to 'baseship' and a race doesn't have a baseship bitmap it will automatically use the starbase bitmap, or that the default bitmap for baseships is the starbase bitmap?

(In other words, a few months ago did I waste a half hour or so going through all the race shipsets, check to see if they had baseship bitmaps and if they didn't, copy the starbase bitmaps and rename them to 'baseship' or did that prevent an error? )

Hmm... I haven't installed the mod yet, but what I've looked through so far looks nifty... the Darloks are going to be minelayers or something? One of the settings says "at least 1500 mines" in the vehicle construction file. Yeesh.

I might not use some of the default ones, though. I've modified the research files for both default and some of the other races. I wanted to make sure those that use mines research explosive warheads 3 and those that use fighters get projectile weapon 3 and/or smaller weapons 3 before getting fighters so they have more potent weapons installed.

I also modified the fighter engines, afterburners, ecm and combat sensors so they only required fighter lvl 1 in addition to whatever tech area they had. Added a 40kt "heavy fighter" design to fighter 4 so there would be -something- in there as well. While requiring higher levels of fighter tech for the different fighter, carrier and fighter bay types made sense, I don't think it makes sense to require it for advanced engines, afterburners, ECM, etc. It's just hardware you add in, a small fighter can just carry less of it.

Anyway, I'm rambling. I will add yet another minor critique of the EA shipset, though: the Heavy Carrier should use something besides the passenger liner image. I see that on the field and I keep thinking "Oooo... transport!" which just isn't fair to B5 fans.

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  #24  
Old February 18th, 2001, 07:56 PM

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Default Re: AI Mod Pack 1.50 Posted

Sinapus: You know, I'm not sure. The vehicle_size.txt does tell the program to use the starbase.bmp for the baseship. If you changed the default script to use a baseship.bmp instead, then maybe each race has to have a baseship.bmp in it's folder. A modder could answer this question better than me I think.

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  #25  
Old February 18th, 2001, 10:43 PM

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Default Re: AI Mod Pack 1.50 Posted

quote:
Originally posted by Voidhawk:
Sinapus: You know, I'm not sure. The vehicle_size.txt does tell the program to use the starbase.bmp for the baseship. If you changed the default script to use a baseship.bmp instead, then maybe each race has to have a baseship.bmp in it's folder. A modder could answer this question better than me I think.



Ah well, I made the switch anyway so I guess later in a game against the Darloks I'll see one of their starbases start moving.

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