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  #3841  
Old April 9th, 2004, 06:37 PM
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Default Re: Babylon 5 Mod

The list that is in the guide is not entirely true. There are more things that the AI keeps an eye on that just resources.

This is the list of things that the AI looks at besides the the things in the list in the guide:

- higher resource yield
- higher research level
- higher research points

This Last thing is very important. I had a ship yards and a manufacturing colony with equal tech. And the computer kept on placing a MC instead of a SY. I discovered it all had to do with the amount of research points.
I used the SEModder from DavidG to look for the amount research points.

So first comes the top itme on the list in the guide, then comes my list. Then the AI looks at the second item on the list in the guiden and again my list follows. Then number three on the list in the guide followed by my list etc...

Hope this helps.

Edit: Shall I send you the facilities.txt I've made for 2.0? Maybe that helps.

[ April 09, 2004, 17:38: Message edited by: Timstone ]
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  #3842  
Old April 9th, 2004, 07:33 PM
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Default Re: Babylon 5 Mod

I guess then that since it costs more to research the Advanced Military Outpost, it get chosen over a homeworld II?


Hmmm.....wonder if the constructionfacility file (or whatever it is called) is involved. Some of the races have both a HW and an advanced outpost....while others (EA, Minbari) have only an advanced outpost ...

Nope, all seem to have exactly same values in constructionfacility.....my head hurts..

[ April 09, 2004, 18:53: Message edited by: pathfinder ]
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  #3843  
Old April 9th, 2004, 07:44 PM
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Default Re: Babylon 5 Mod

I believe it is just position in the file that matters for abilities that have no value, not cost to research. Abilities that have a value, including space yards, are chosen by the best ability value available.
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  #3844  
Old April 9th, 2004, 08:08 PM
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Default Re: Babylon 5 Mod

Timstone, whichever images you want added to the Image Mod, you will need to upload to SJ's FTP (and inform him of them), including info for the credits.txt files. He posted the link several Posts down.
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  #3845  
Old April 9th, 2004, 08:08 PM
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Default Re: Babylon 5 Mod

Fyron:
Nope. I tested it through and through. The AI really looks at the building with highest researchpoints.
But how and why the AI places different buildings on the different HomeWorlds is a riddle to me. Strange to say the least.

Path:
Still need the facilities.txt from me?

Fyron (again):
Thanks for the info about the images. I'll send SJ a message.

[ April 09, 2004, 19:09: Message edited by: Timstone ]
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  #3846  
Old April 9th, 2004, 08:11 PM
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Default Re: Babylon 5 Mod

Timstone: sure...harryb1@comcast.net
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  #3847  
Old April 9th, 2004, 08:17 PM
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Default Re: Babylon 5 Mod

If that is the case, then all you have to do is add a dummy tech area that is really expensive and has a lot of levels. Have everyone start with max level in it on low tech start. Then, assign this as as tech req to all facilities that you want to be HW facilities. Of course, you have to be careful not to let it cause the AI to choose to build these instead of the normal one later on on colonies..
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  #3848  
Old April 9th, 2004, 08:24 PM
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Default Re: Babylon 5 Mod

ftp://imagemodserver.mine.nu/uploads
NOTE: Say OK to the permissions "error", and then drop the files into the window.

I have the following blanks:
524-528
540-543
546 & 547
549-552
570-576
594-600
618 & 619
621-624
636-638
648
693-696
717-720
755-767
778-780
790-792
801
812-816
829-838
843 & 844
847
849-862
872-875
883 & 884
886-888
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  #3849  
Old April 9th, 2004, 08:46 PM
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Default Re: Babylon 5 Mod

SJ: Most of those ARE blank: I have the following images and will make a folder of big and little pics with a credits note (Val made them I think...all I know is that I didn't): 549, 550, 594-598, 854-862.

Do I need to compress the files? Also, I have never ftp'd.... in other words when I click on that link...nuttin happens ...no giving/askin permission, nothing, just a blank page

[ April 10, 2004, 10:48: Message edited by: pathfinder ]
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  #3850  
Old April 10th, 2004, 01:53 AM
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Default Re: Babylon 5 Mod

I don't know if the AI is 100% ready for prime time BUT they sure are a heck of a lot better (IMHO) than they were a few weeks ago.

I still have to do a readme and polish up the credits.
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