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  #1221  
Old August 28th, 2002, 11:22 AM
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Default Re: Babylon 5 Mod

Lemme finish it. just need to add 2-3 small races (they don't have much special tech). So later today it should be "done".
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  #1222  
Old August 28th, 2002, 12:48 PM

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Default Re: Babylon 5 Mod

I've started playing with the B5 mod as it exists on Rambie's download pages. I've noticed a few things that don't seem quite right, I don't know if these are delibrate and if not if they have been fixed.

The Armour Piercing missile (EA only?, not sure) has similiar range and damage to the Heavy Missile - I would have expected it to be comparable to the Basic Missile.

Armor doesn't appear to be destroyed first - I've had vessels shot full of holes and still have most of the armor components intact.

Fighter 5 doesn't give Fighter Bay 5, while Fighter 6 gives Fighter Bay 5 and Fighter Bay 6.

The AI-controlled Earth Alliance tries to research the normal SEIV tech tree. Several of the AIs never seem to expand past their home planet (turn 300+, stats list them as 1 planet, 0 ships and 400+ units).

I've just downloaded the newer AI file listed in this thread, will be having a look at that later.
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  #1223  
Old August 28th, 2002, 07:08 PM
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Default Re: Babylon 5 Mod

Quote:
Armor doesn't appear to be destroyed first - I've had vessels shot full of holes and still have most of the armor components intact.
No, it dosen't
What type of armor were you using, anyways?
The light armor has more hitpoints, but the heavy armor blocks a greater % of the damage.
The key thing about armor, is that it only REDUCES damage, and does not block it completely.
When you ship gets shot at, you get little holes in your armor, and weapons can slip through.
For better protection, add more/heavier armor. Researching tougher Versions of the armor you do have also helps a little bit.

If you are just using structural supports instead of components named armor, you will find they are often hit late in the battle, but can distract enemies. They may waste valuable shots trying to vaporize a crippled ship, instead of shooting at the live targets.
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  #1224  
Old August 28th, 2002, 08:23 PM
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Default Re: Babylon 5 Mod

Hi all,

Well I seem to have the same problem as killer. I've DL'ed the files on Rambie's site. I have SE 4 Gold.
Where oh where can I DL the correct Version of the Babylon 5 mod?!
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  #1225  
Old August 28th, 2002, 08:57 PM
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Default Re: Babylon 5 Mod

TimStone: No finished AI yet.

I have only scratched together an AI for a few of the races (AI_designcreation and AI_research).

Found here:
Quote:
Originally posted by pathfinder:
Here are some AI I made for the B5 MOD. They are compatible with both 1.49 and Gold Versions of the B5 MOD. They will NOT work outside of the B5 MOD. They are very much a work in progress and are not final nor are they "official" or "canon".

Have fun!

1030228380.zip
In the shipset forum.

[ August 28, 2002, 19:59: Message edited by: pathfinder ]
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  #1226  
Old August 29th, 2002, 12:43 AM
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Default Re: Babylon 5 Mod

jimbob: emailed that SEIV spreadsheet to ya.

Hope it helps.

Da path

Question(s): I have the Drazi and Raiders to make a basic Race-AI for and the LNAW. Any suggestions for the LNAW as to which Race's weapons/tech to design and research for? They are a group of several B5 races (Abbai, Brakiri, Gaim, Vree). Be a real bear to research for all of the tech (take forever)...

[ August 29, 2002, 01:04: Message edited by: pathfinder ]
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  #1227  
Old August 29th, 2002, 01:05 AM
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Default Re: Babylon 5 Mod

AGoetz: Yeah, All the AI have a generic AI (no special racial techs researched or designed in AI_designcreation. That is why I went ahead and cobbled together some AI based on the techarea (data) and component (data) files. As far as weapon & damage characteristics, beyond my abilities to modify.

as for some of the AI not expanding: the neutrals won't. as for the "main" races doing that, seen it too but sometimes they expand, sometimes not; not sure why.

[ August 28, 2002, 16:06: Message edited by: pathfinder ]
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  #1228  
Old August 29th, 2002, 02:03 AM

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Default Re: Babylon 5 Mod

Pathfinder : My AI complained a few spelling mistakes in your Centuri AI files, things like 'Ecm' instead of 'ECM' and Weapon Platform instead of 'Weapon Platforms'. Haven't played with it long enough to see if it helps, but if my current game, the Vorlons (and two others, but can't remember who) are still sitting on just one planet according to the score card while I've got Cruisers sitting on my Jump Points.

On armor, will have to put a test together, but I'm reasonably sure I had about 15 Light Armor components on a Heavy Destroyer - and still had about 5 of them after the fight with the ship being a cripple.
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  #1229  
Old August 29th, 2002, 02:05 AM
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Default Re: Babylon 5 Mod

AGoetz: Thanks, I'll correct the spelling. Also, be aware that the Vorlons and Shadows can only colonize thru conquest or trade. They should, however, have scouts roaming around.

Fixed the Centauri. Ran min-tests and they seem fine (no obvious errors anyways).

[ August 29, 2002, 01:33: Message edited by: pathfinder ]
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  #1230  
Old August 29th, 2002, 04:29 AM
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Default Re: Babylon 5 Mod

Jimbob,
Where did you get your copy of the B5 Mod?

killer out
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