|
|
|
 |

March 29th, 2002, 11:40 PM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Question for all who are working on this:
Working on modding the AI in the B5 mod and running into some problmes. Chiefly they are not putting engines on the ship, and so are not building any ships.
How have you gotten the AI to use the Trek Nacelles and other QN engines that are not the standard Ion-etc. engines? Do you have to keep the family the same for some reason (ie, not change the number)?
Any help would be welcome 
|

March 30th, 2002, 01:21 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
IIRC the AI will pick whatever engine gives it the most thrust. Period. In other words, if you have a 100kt engine that gives 4 thrust, the AI will pick it over a 1kt engine that gives 3.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

April 14th, 2002, 05:19 AM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Though the various engine sizes were cool and fun for human players, the AI side of things was way too much trouble!
Reactors and Engines are now totally revised and we are now working on the AI to use the Mod specific technology. It seems to be working pretty well so far (AI has actually beaten me in my most recent test, though being hemmed by nebula did not help my early game) and we are hoping to have some racial AIs soon.
The question I have now is, what's the status on the overall X-Over mod?
|

April 15th, 2002, 01:02 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I've been looking a little to the B5 mod you seem to have finished with most of the data and have the AI progressing well.
I've been a little distracted lately and haven't progressed much.
I'll have to compile what I have (that has changed since Last time I uploaded it to my site) and post it again.
|

April 22nd, 2002, 08:13 PM
|
Private
|
|
Join Date: Apr 2002
Location: Amsterdam
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
hello Crossovers,
What is the releasedate for your excellent MOD (especially the SW-part of the mod).
|

May 2nd, 2002, 05:10 PM
|
Private
|
|
Join Date: May 2001
Posts: 36
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hi, I was wondering if anyone knows when this mod is going to be completed? I've been looking forward to it for awhile so hopefully it's almost done (please!).
|

May 3rd, 2002, 12:49 AM
|
 |
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'm wondering if anyone has made Astromech droids for the Sci-Fi X-over mod yet (you know, R2-D2 and friends). I've made some up, they help the fighter pilot target enemies, can "repair" fighters that are damaged, can be programmed to cook eggs over-easy... basically everything from the SW movies.
Who wants 'em?
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|