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January 16th, 2005, 02:11 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: designcreation problems again
Minimum Speed/Desired Speed is used to determine the number of _engines_, not the overall system speed. This is no good if your mod is QNP-based.
In QNP AIs usage of Misc Ability X Spaces Per One is the best choice:
Code:
Misc Ability 1 Name := Standard Ship Movement
Misc Ability 1 Spaces Per One := 50/multiplier
50 is an example of kt per 1 movement point index. It's usually a constant, to make things easier. So in this case your 400 kt ship will require 8 standard MP to achieve 1 system MP. Multiplier = desired speed of your ship.
Make sure to use this call on top of misc abilities list, else you'll end up with ship without movement. Also be careful with these calls:
Code:
Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 0
Secondary Comp Spaces Per One := 0
Since they used to fill your ship before misc abilities.
SJ wrote a program which converts vanilla AIs to use QNP scheme.
Second problem: either what Nodachi said, or it's something with design's order in file. Check for double spaces also.
====================
Ragnarok-X, try to be polite here. You can think whatever you want about yourself, but people tend to dislike boors, you know.
edit: fixed errors
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January 16th, 2005, 04:01 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: designcreation problems again
The AI designs the first Version of each ship class available. It believes that it is the most advanced. So, it will always use the 100 kT Attack Ship over the 220 kT Version simply because it comes before it in the file.
Also, it is a good idea to use something like Attack Base instead of Attack Ship for scouts, to keep them separate from actual warships.
Ragnarok-X, Pathfinder does have a valid point about your handling of the mod situation... You can't possibly hope to insult someone's work and not have them feel personally insulted, especially when they invested so much time in it.
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January 16th, 2005, 05:15 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: designcreation problems again
Thanks for the help everyone. I didnt knew the minimum/maximum entry was actually referring to the amount of engines, but to the achieved movement points. Helped me alot.
Lastly, about my post regarding pathfinder. I actually think HE should be more polite.
After all this is a free world and mods are fan`s work, so i guess its okay if i dont like a certain mod and begin to redo it.
In addition "my" B5 mod is actually something totally new. The current files show almost no identical entries compared to "pathfinder"s Version,
I may just call it "Proper B5" (jk) or something. You need to understand, that im, as a big fan of B5, looking forward to have a good time with the mod, which is not possible with the current one. Its pretty easy to understand. There is one babylon 5 mod game going on at PBW. Compared to the influence of B5 and its fanbase, its pretty dissapointing.
At any rate, if the revision turns out as crap, you can blame me all you want, i wouldnt care.
Then again, whats a boor ?
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January 16th, 2005, 05:17 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: designcreation problems again
Oh yeah, even the weapons are being redone by TS, so in the end everything will be "new". If pathfinder would actually like B5 he would help me/us or at least post suggestions. Instead he is talking about me insulting him, and you people actually agree ? Oh well, wrong world...
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January 16th, 2005, 05:59 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: designcreation problems again
Boor is a rude, impolite person.
You certainly wouldn't want to get an ill fame, would you?
I have this problem too - make Posts before thinking about an impression which this post can make. But I try to get rid of this habit.
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January 16th, 2005, 06:47 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: designcreation problems again
Anyways, i isolated the problem. In the 220 kT design, once i delete the must have ability "weapon" and adjust the rest of the must have abilites it will work. The game will design this vehicle and build it just fine. So its definitly something about the weapons...but WHAT ?!! There is enough space left for at least 1 weapon (2 if you count the secondary) and the weapon family DOES exist.......i cant believe it. i`ve done so much AI editing and cant solve this problem...enough space, family exists and i even deleted the tech requirements for the weapon so its accessable immediatly...still it wont design it.
Any suggestions, please ?!
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January 16th, 2005, 08:01 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: designcreation problems again
You are assigning by weapon family, not component family, right?
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