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  #1261  
Old August 31st, 2002, 12:47 AM

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Default Re: Babylon 5 Mod

well shields appear in ALL of your new (BETA) ai research files

Firstly....

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Shields
Tech Area Level := 10
Tech Area Min Percent := 25

and then secondly...

AI State := Not Connected
Tech Area Name := Shields
Tech Area Level := 5
Tech Area Min Percent := 25

These are the only 2 mentions of shields in each of the research files. I think this is also true in the defalt ai research file

I think this is what is causing the problem with them researching shields

I was gonna see if i gave the ai in my game all my propultion tech up to gravametric engines, if they would start building big ships, however i just deleted all my save games for old ai b5 so i could start afresh with new ai about an hour ago oh well!

Also is there any way u can make it so the ai uses population transports and ships pop to other planets as it would make them alot better as there colonys otherwise take YEARS to build the simplist of things.
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  #1262  
Old August 31st, 2002, 01:05 AM
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Default Re: Babylon 5 Mod

HEMAn got it right! That's what I meant. Hmm... so I have to click that little thingie? Alright, I'll try it. Thanks!
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  #1263  
Old August 31st, 2002, 01:14 AM
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Default Re: Babylon 5 Mod

Yup, you're correct. I just finished checking them myself....forgot to look at unconnected....

I'll fix and post a new set in the MOD forum in a few.

population minister SHOULD be doing that....???? maybe another AI minister needs some disruptor "persuasion"? Tell me about how long it takes! even with a fleet of transports it can take years to get even a manufacturing colony (hub?) built much less a colony hub or homeworld hub..

[ August 31, 2002, 00:18: Message edited by: pathfinder ]
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  #1264  
Old August 31st, 2002, 01:32 AM
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Default Re: Babylon 5 Mod

ah ha! and if ya want race-specific stuff you gotta put in the race (see the AI_general file for the trait name). matter of fact ya gotta have BOTH to get it "right".
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  #1265  
Old August 31st, 2002, 01:43 AM
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Default Re: Babylon 5 Mod

Update is delayed. I keep getting the following error when I try to upload:

"Illegal File Format (extension)
You can not upload this file format"

I used a newly created .zip (made by winzip) but it won't load. I have contact Shrapnel to see what can be done.
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  #1266  
Old August 31st, 2002, 01:47 AM

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Default Re: Babylon 5 Mod

I've found that Manufactoring hubs and Colony/homeworld hubs are the worse thing you could put on a planet with lots of slots as you can only have 1 space yard on a planet and the above count as one so no Colony hub and a space yard on the same planet . This gets even more anoying whn trying to build other stuff afterwards as. eg. a colony hub can produce with 300 minerals a turn. However it will lower the minerals/turn on a planet even if with out one the population creates stuff using more minerals per turn.

eg. the population of 4000mil on a planet builds at 1600minerals/turn. I'f u stick a colony hub on it reduces it to 300min/turn and just adds on a production bonus for population size !!!!!!!!

This is why i allways build a space yard on all my planets first even if it takes about 2yrs to do it as after that building are produced much quicker!
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  #1267  
Old August 31st, 2002, 01:52 AM
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Default Re: Babylon 5 Mod

my .zip must have been corrupt(?). I made another one and it took. Updated files are at :

http://www.shrapnelgames.com/cgi-bin...;f=50;t=000001

the zip file is: 1030751107.zip.

Hope the errors are gone.

Jamboro: There are other advantages to a colony hub/homeworld hub. Me, I make MOST colonies as a manufacturing colony but combines with mining and/or agricultural colony. Homeworld helps get pluses for any fleets engaged in combat in-system. Also helps with morale and storage of materials and add cargo space...spaceyards don't. As in all things, trade-offs are there...*shrug*

[ August 31, 2002, 00:57: Message edited by: pathfinder ]
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  #1268  
Old August 31st, 2002, 01:53 AM

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Default Re: Babylon 5 Mod

About how long it takes....

A planet with 4mill ppl on it will take 14.0 yrs to make a space yard.

A planet with 254mill ppl on it will take 7.0 yrs to make a space yard.

that 250mill was moved by 1 population trans with 2 cargo modules on it 600kt of cargo space i think

I think that is alot of differance in time, thats a whole 70 turns difference in the creation of a space yard! so you can see that just moving 1 lot of population can make the ai much more of a chalange as it will over time have a bigger industry for research and materials which is allways a good thing in gameplay terms.
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  #1269  
Old August 31st, 2002, 01:59 AM
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Default Re: Babylon 5 Mod

I know Jamboro, I simply do NOT know HOW to tell that population minister to get off his/her arse and move the population... except when I am the Emperor

[ August 31, 2002, 01:00: Message edited by: pathfinder ]
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  #1270  
Old August 31st, 2002, 02:36 AM
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Default Re: Babylon 5 Mod

SE population minister works this way :
-- It moves population only to "native" atmosphere planet. That is if you are oxygen, no methan planets will ever receive any transports
I do not know what will happen when you capture homeworld of another atmospher race. I suspect it will not move them though.

-- In every moment there is only one "target" planet to get population, all transports are always directed to one particular planet. According to my observations, it is the closest planet with native atmosphere to homeworld.

-- Sometimes AI turns transports back. Ships must have about 150% supplies to make round trip. Otherwise they will be caught in silly "resuply" loop without moving any population at all.

-- I still do not know when AI decides when one planet get enough people and switch to another planet. I suspect it is when "population bar" is filled up to 2/3
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