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April 3rd, 2002, 06:38 AM
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Re: Babylon 5 Mod
quote: Originally posted by Suicide Junkie:
I would assume you would just go to the game options menu, and set the AI to human control. Alternatively, you could turn on the design minister for a human race.
Best to ask an AI Guru, of course.
SJ:
I don't see that option in the menu (the one you get when you hit the escape key) - then again maybe I am blind
Where did you see that option?
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April 3rd, 2002, 06:54 AM
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Major General
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Re: Babylon 5 Mod
Yup, the EA did, for the escorts/scouts. The Narn are acting strange (what else is new ). They have 3 light fission reactors with 1500 storage and however many light engines to go 2 spaces but refuse to go further than 2 spaces, even though they have plenty of storage/energy left....
Oh and yes v 1.49 unmodded (except for the B5 stuff).
Basically there seems to be a problem with engine/reactor size proportionate to ship size or there is a problem with engine output. Not sure which or maybe both...
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
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April 3rd, 2002, 07:11 AM
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Re: Babylon 5 Mod
Which AI are you using? How long did it take them to get to that point? Any other races showing signs of intellegent life
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April 3rd, 2002, 07:43 AM
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Re: Babylon 5 Mod
Only the EA and I am NOT 100% positive they did it, cause they sure aren't repeating it (I may have done it when messing with sizes of engines/reactors to something to fit)....been a long night looking at what was going on....sorry if i caused any hopes/concern.
Only testing the EA & Narn atm.
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April 3rd, 2002, 08:07 AM
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Re: Babylon 5 Mod
I found that if I predesign ships then the ministers will buiild them (no fooling you say). But, as you said, it is getting late and my brain is addled. Will work on this more tomorrow (yawn). Try to keep track of any edits you make to the mod files (esp the AI and components) so we can try to repeat any success you have had. So far I have seen the AI in my test game build bases, but no ships as of yet. I have tried to lower the min speed for some vessels to 1. I think I will edit the fission engines tomorrow (or is that today??) and see if that works. Else I will try to add a new engine type and see if the AI will use it!
Thanks again Go get some sleep.
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April 3rd, 2002, 01:19 PM
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Re: Babylon 5 Mod
The EA are bulding the colony ships I have designed for the them but I modified ship and fission engine size so that I had enough space to make something that could go more than 1-2 spaces before returning for supplies. I'll detail those changes tonite. BLasted Narn still won't build anything nor will the population transports go farther than whatever "speed" is indicated (atm 2, so they only go 2 spaces). Their escorts, once designed and built, will go until supplies become an issue, then they return---as is normal.
[ 03 April 2002: Message edited by: pathfinder ]
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April 3rd, 2002, 04:55 PM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
quote: I don't see that option in the menu (the one you get when you hit the escape key) - then again maybe I am blind
The top-left button with the checklist icon, that gives you the option to quit.
It also has an option labelled Players. Press that, and uncheck the computer control.
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April 3rd, 2002, 09:10 PM
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Re: Babylon 5 Mod
SJ:
Thanks, will look at it tonight
Pathfinder:
I think I'm going to change the engines and reactors tonight and see if AI will build them. Let me know the details on what you managed to get the AI to do.
Thanks!
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April 4th, 2002, 01:06 AM
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Re: Babylon 5 Mod
Val: these are my documented changes:
Colony ship size: from 300 to 400
Colony Component: from 200 to 150
Medium Transport: from 600-700
medium fission engines II thru V: 60 to 30
medium fission engines I: 60-20
with these changes I was able to at least get the EA to build and use these two ships. They also with even just 1 sector/space per turn would send escorts/scouts out to 1/2 mark on supplies. Same with the colony ships.
The Narn however, would sit in sector until I sent a colony ship to next sector, then the escorts/scouts would do the explore bit. The colony ships and transports would sit and only go out the max number of 1 turn movement even with loads of supplies.
Neither would do their own designs. The EA at least would use/build whatever design I made available.
One note: My first attempts were to use the small reactors and engines. This meant I had to use something like 8 small engines just to get a movement value of 1 in a colony ship. This may simulate a small engine pushing the large mass of a colony ship or medium transport. Means VERY slow going for these ships until medium reactors/engines researched. Also when used in a colony ship medium reactor/engine combo means 1 movement point per medium engine, not the "advertised" 7 per engine. In a small ship like an escort the movement value per engine is 7 as advertised.
It took 16 small engines to power a Narn Corvette 1 movement unit.
Also pic/bmp for repeater gun 1 missing from ship design menu/screen after being researched.
Hope this helps!
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
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April 4th, 2002, 02:13 AM
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Major General
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Re: Babylon 5 Mod
*bangs head on desk*
Seems the Narn will now build colony ships and upgrade Corvettes..... maybe I was dreaming or blind Last night...I did spend most of my time checking the EA but still I DID look at them....
Edit: seems this, on recelection, occured after I designed and Ice Planet colony ship.
still have a problem (perceived) with them not using population transports.
also tiny fission engine 1 pic/bmp not showing in design screen.
[ 04 April 2002: Message edited by: pathfinder ]
[ 04 April 2002: Message edited by: pathfinder ]
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L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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