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January 22nd, 2002, 08:06 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Babylon 5 Mod
quote: How do you solve the problem with large engines and AI?
Set a "useless ability" on each of the engines (different ability for different size), with a value1 to indicate relative usefulness.
Then, you can call for one "star-unstable" Massive 200KT engine, with a couple "Minerals extraction" (Facility abil) 10KT filler engines.
quote: Explain the seeker/pdf thing a little further (gotta run so I won't be replying till way later)
With the 10x scaleup of hitpoints, our ships have something on the order of 10,000 hitpoints.
Seekers have 50-100 hitpoints.
If PDCs can target ships as well, then any not used to fend off missiles can poke at ships.
Enough PDC to kill 70 missiles would be enough to wreck a Light Cruiser given the same amount of time for both tasks.
Its more of a "kitchen sink" desperation weapon, but could be useful.
Advanced armors will be able to shrug off the PDC with no effect, so you probably should give them a quad2shields damage type, allowing them to do some small amount of physical damage even in the endgame.
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January 22nd, 2002, 08:40 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Babylon 5 Mod
The AI will attempt to place the best (biggest) when the design file calls for Minimun Speed and Desired Speed, it will look for engines and you can't change it for a "useless ability" here.
(Note it's called min and desired speed but it's actually the number of engines).
The only way would be to set them to 0 and always add all engines as a Misc Ability.
It would require mayor patching of the AI but it may work.
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January 22nd, 2002, 10:04 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
quote: It would require mayor patching of the AI but it may work.
Exact same deal as with P&N.
I need to rebuild my AI patcher one of these days, and I can easily add support for multiple mods.
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January 23rd, 2002, 10:51 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
To keep y'all up to date, and for your reading pleasure, here is the most recent list of weapons (total 1990 lines worth of weapons and components).
FullWeapList.zip
I've fleshed it out more and set it up for the eventual merge to a text doc (to be added to the components file). I also added the seekers - though I need some help in the images (I had initially thought it used the single image in the race_main.bmp) that seekers use. Anybody know?
This should give an idea of ranges, damage, abilities & supply usage. There is also a column at the end for what Race it is most commonly used by.
Let me know what y'all think!
I'm working on images for the components now.
Imp Fyron:
What formula were you going to use? I could plug it in and make it run for everything.
Everyone:
Does anyone have pics of any B5 related weapons? Close shots, tech prints, etc?
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January 24th, 2002, 02:05 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Babylon 5 Mod
I'd prefer to get a functional mod first and add the pictures later.
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January 24th, 2002, 04:52 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
Here's a 350KB text file to paste into Settings.txt. Population Modifiers.zip
(Zipped up to 7% size )
This one uses a right-hand resource production limit of 50%, and runs right up to a maxed-sphereworld spaceyard modifier.
PS: I pasted it into P&N, and SE4 rolled right through the file like it wasn't there. No problems at all.
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January 24th, 2002, 05:11 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Babylon 5 Mod
Um, I've just been lurking in this discussion, so forgive me if this is an ignorant question, but what is the point of the Last 1000 modifiers all being 50. Isn't that redundant? Would you not have the same effect by stopping at the first break point that hit 50?
Geoschmo
EDIT: Oh crud. Soembody smack me. I see it now. There are different modifiers for production and construction. Duh.
[ 24 January 2002: Message edited by: geoschmo ]
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January 24th, 2002, 05:21 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
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Re: Babylon 5 Mod
Is it possible to add political penalties if you use certain weapons? For example using Mass drivers, plant cracker beams, Drahk plaegue, or death cloud give you negative political points.
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January 24th, 2002, 05:35 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
That's automatic when playing against humans.
AI's don't really care, though.
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January 24th, 2002, 06:50 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
I do recall some sort of negative when using certain weapons. If it is possible, it will be done (had planned on it at least).
Also, I was going blind working on the weapons so I took a break and made some ships for the Gaim (7 ships) and added the Markab neutrals (with 2 ships, AI not done).
Update.zip
Does anyone know if a neutral uses ships from it's folder before going to the generic set?
Anybody know how seeker's refer to pics?
The tech tree is getting pretty involved, there is a common root of tech that all races can have and from there they can continue on the common thread or branch into their specialty weapons.
Oleg:
How is the soulhunter ship?
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