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  #1361  
Old September 12th, 2002, 03:47 AM
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Default Re: Babylon 5 Mod

Ok, hopefully I got those Antimatter Utilization errors gone and the Narn Advanced Molecular Weapons error gone. also fixed some missing tech in the Centauri.

Go to the shipset/race forum and pick up file

1031794916.zip
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  #1362  
Old September 12th, 2002, 04:26 AM

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Default Re: Babylon 5 Mod

Thanks PF!

Here is what I have completed so far for the next release:

1.49.31 - Revised Intelligence into subcategories and added new Intel Ops. Fixed Torvalus cost in RacialTraits file. Added Vree and Technomage shipsets. Added AI for other races (Minbari, EA, Centauri, Narn, ShagToth, Shadows, Vree). Added Hyach Miniaturized Life Support and Aux Control. Fixed the Lasers descriptions. Fixed Jump Gate IV typo. Changed Aux Control to be smaller and harder to destroy. Halved tonnage space for Advanced and Elite ECM & Combat Sensors components as they are extensions of the Basic ECM & Combat Sensors.

Since I had to fix the Torvalus cost, the new RacialTraits file will invalidate any Empires y'all have setup in your games. Since I really hate messing them up, I want to make any other additions to this file that I can now. Any other races y'all want to see added? Any new racial traits to be added? Let me know ASAP.

[ September 12, 2002, 05:38: Message edited by: Val ]
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  #1363  
Old September 12th, 2002, 04:42 AM
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Default Re: Babylon 5 Mod

Hmmm...I got the Hyach AI_designcreation done. Just need to do their AI_research and they will be done too. Guess I know what I'll be doing tommorow night

Update: Wheeeeee.....initial draft Hyach done. I'll re-check and probably post them tommorow night.

[ September 12, 2002, 04:24: Message edited by: pathfinder ]
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  #1364  
Old September 12th, 2002, 12:35 PM
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Default Re: Babylon 5 Mod

Val, can you give us an estimate of when the new release will take place?
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  #1365  
Old September 12th, 2002, 12:53 PM
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Default Re: Babylon 5 Mod

*bangs head on desk*

I forgot to include the Centauri advanced weapon techs in the AI_research file Last night. They have been updated, again

*walks way muttering about Cantinas, beer and...*

go find the following file in the race/shipset forum:

1031827673.zip
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  #1366  
Old September 12th, 2002, 02:27 PM

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Default Re: Babylon 5 Mod

Timstone
Next release within a week, just need to finish up the Vorlon weapons again so they are usable and make some of the other fixes I mentioned.

Pathfinder
Found an error in the ShagToth AI as well, do a search for Shadow ShagToth and replace with ShagToth Mega to fix. I really need to fix the Nomadic AI...
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  #1367  
Old September 12th, 2002, 03:12 PM
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Default Re: Babylon 5 Mod

Alright! I'm looking forward to it.
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  #1368  
Old September 12th, 2002, 08:07 PM

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Default Re: Babylon 5 Mod

I've just started a new B5 game as Earth Alliance and at around turn 29 i decided to save it, then looked at the narns just to check how the ai was doing by making them playable and then getting round to their turn. When i looked at what research they were doing i was very surprised to find that they had 49,000 research points and with this amount they had researched physics, industry, and three other 50000 pt research projects, all to level 1! and this is only 29 turns in, which was interesting as there planet could only produce 9000 research points a turn!

I decided to end the turn and see what happend to the research points next turn, i found that they had gone to the origional 9000! ( i guess this is because the computer saw a human was now playing the narns ) So what i'm asking is, is the comp given a research boost at the start which gives them say 40000 extra research points every turn for x amount of turns so they can keep up with the Human players or somthing? as they had researched quite alot in the 29 turns with included lots of 50000 rp research areas.

If it is doing this is it a general se4 thing or somthing you have done?
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  #1369  
Old September 12th, 2002, 08:36 PM
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Default Re: Babylon 5 Mod

You must have had the AI bonus set to high.
That gives a big multiplier to production and research. Also, the value shown in the research window was the amount of points that were generated during the Last turn processing (where the AI got the bonus.
Resources update continuously, so you don't see the AI bonus in that Category.
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  #1370  
Old September 12th, 2002, 08:38 PM
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Default Re: Babylon 5 Mod

where can i download the B5MOD ?
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