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  #1561  
Old September 23rd, 2002, 06:29 AM
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Default Re: Babylon 5 Mod

Woo-Hoo!!!!!!!.

It WORKS!!!!!!!

Ahem, parden my moment of joy, thank you Pathfinder.

killer out
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  #1562  
Old September 23rd, 2002, 06:54 AM
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Default Re: Babylon 5 Mod

Minbari are consistently building cruisers, with a few light cruisers thrown in. The reversal of the attack ships in AI_designcreation seems to have worked. I'll convert the rest thru the week.
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  #1563  
Old September 23rd, 2002, 07:22 AM

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Default Re: Babylon 5 Mod

So in the *_DesignCreation.txt files reverse the order of all entries with
Design Type := Attack Ship?
I'll give it a try when I get some time. Wondering if I'd like it if 20+ Dreadnoughts come through a jump point ...

As a bonus, if the AI crashes are from too many ships in one area it would slow down that process as those larger hulls can take quite a while to build (which is the reason why I currently have 10 ship and 16 base mounted ship yards in addition to my planetary yards - it would take the planets too long to build replacement fleets if they were doing it by themselves)

[ September 23, 2002, 06:25: Message edited by: AGoetz ]
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  #1564  
Old September 23rd, 2002, 10:51 AM
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Default Re: Babylon 5 Mod

Nitpicker: Yo, AGoetz: it's Centauri not Centuri.
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  #1565  
Old September 23rd, 2002, 12:14 PM
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Default Re: Babylon 5 Mod

AGoetz: Nope, instead of the scout being the first ship listed in AI_designcreation, list the Heavy Base ship first then Base ship, super dreadnought, etc....until scout is listed directly above Escort carrier. I'll try and get that finished tonight, if not tommorow night and post an updated AI when I finish.

[ September 23, 2002, 11:16: Message edited by: pathfinder ]
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  #1566  
Old September 23rd, 2002, 06:52 PM

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Default Re: Babylon 5 Mod

I had actually set it up so racial weapon techs could be captured analyzed and you can start to research their trees. This is based on incidents such as the Brakiri / Narn researching left behind Centauri tech and other such things. But many areas are still cut off unless you actually have the Centauri (or other) Racial trait. Some races (like the Drakh) are 'unstealable' all together.

PF and Oleg
Thanks for that little tip
I was looking at the older ai and I think the reason it had built larger ships was because Each ship had a broader range of tonnage, so it would just build the biggest ship available.
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  #1567  
Old September 23rd, 2002, 07:20 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
AGoetz: Not sure about the captured tech. Seems that you could at least use the weapons, engines, etc (if more advanced than yours).

as for the carriers: seen the same in the EA in my current game. few or no fighters in a majority of the carriers..
Mofify entries for fighters in AI_constructionvehicles.txt. Make "must have" to be 200 or even more.
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  #1568  
Old September 24th, 2002, 12:12 AM
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Default Re: Babylon 5 Mod

Will do Oleg.

BTW folks, I better finish the AI 'cause I just got latest Version of my other fav game in. Combat Mission (Barbarossa to Berlin).
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  #1569  
Old September 24th, 2002, 03:47 AM
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Default Re: Babylon 5 Mod

Hey Pathfinder,

How about a game, just received my copy of CMBB in the mail today. I'm installing now.
Plus I have a few missions I will be designing for East Front.

Why do the Narn have light Ion Torpedo for it troop design can only be used against ship.

Lighthorse
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  #1570  
Old September 24th, 2002, 03:48 AM
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Default Re: Babylon 5 Mod

Hey all. Were can I find the latest B5 files for SEIV Gold? I'm having trouble tracking them down?
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