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  #1391  
Old September 13th, 2002, 07:35 AM

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Default Re: Babylon 5 Mod

Intel will need a reworking for the AI as well.
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  #1392  
Old September 13th, 2002, 04:12 PM

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Default Re: Babylon 5 Mod

Actually, the reason Intel needs a rework is that after researching Applied Intelligence you now get 4 new techs (only the first 3 of which the AI should care about) - Espionage, Black Ops, Counter Intelligence and Covert Support(Last one not yet finished). These techs need to be researched to get the various projects.

Here are the beta 1.49.31 data files if they might help on AI design.

Data.zip
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  #1393  
Old September 13th, 2002, 06:17 PM
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Default Re: Babylon 5 Mod

Namor,

Yes I received your email.
I be waiting for your additional information.

Lighthorse0
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  #1394  
Old September 13th, 2002, 08:46 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Lighthorse:
Namor,

Yes I received your email.
I be waiting for your additional information.

Lighthorse0
Lighthorse: At the top of the forum page, under new topic is the link called "my profile". Click on that to go to your profile.
Inside this link is a message. once again, thanks.
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  #1395  
Old September 14th, 2002, 01:03 AM
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Default Re: Babylon 5 Mod

Applied Intelligence and Applied Research re-worked. I'll upload tonight sometime.
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  #1396  
Old September 14th, 2002, 05:10 AM
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Default Re: Babylon 5 Mod

Val: There were errors anyways. Either no intell researched or reverse in levels....re-did intell and/or research in all the AI I have done so far...

[ September 14, 2002, 12:56: Message edited by: pathfinder ]
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  #1397  
Old September 14th, 2002, 05:49 PM

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Default Re: Babylon 5 Mod

Gotcha.

Also, FYI to all, the data files I posted will invalidate any Empire files you have created. The files should work well (in other words, anyone who wants a peak at what is coming can install this data files in place of their old data folder), even without the extra graphics that will be in the 1.49.31 release. I've also changed around some of the existing projects to fill out the levels. I'm interested on feedback on the Intel work and suggestions for more Intel programs - particularly race specific ones (there are two Shadow specific ones in there already, fitting I think).
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  #1398  
Old September 14th, 2002, 06:46 PM
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Default Re: Babylon 5 Mod

Kewl. Working on getting an Abbai-specific zip up for you. Then an updated AI of the rest. Probably Last one until after next MOD Version comes out.

This Last one will include basic Drazi AI_designcreation and AI_research. That leaves the Vorlons and Raiders to do. hmmm.....guess I COULD do a basic (less race-specific weapons) for the Vorlons. *Naw...went ahead and sent the rest to Ya Val*

Oh and to be a REAL P.I.T.A....pics for the Minbari molecular disruptor and Minbari pulsar?

[ September 14, 2002, 18:03: Message edited by: pathfinder ]
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  #1399  
Old September 14th, 2002, 07:42 PM

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Default Re: Babylon 5 Mod

Yeah, I'll have those in 1.49.31's graphic update, I just didn't want to kill space for no reason.

Also, for now I kept a Hyach AI I had been working on for ship designs (no offense), though I am testing yours to see what they do.

I figure with Intel most races will concentrate on Espionage (4 levels) and Counter Intelligence (3 levels) while the more underhanded races will go for Black Ops (6 levels of this). The Covert Support (4 levels) really is pretty useless to the AI unless there is a way to specify which Intel it will use - anyone know this answer?

How are the Abbai doing? I'd love to start the drazi next, maybe we can split that shipset up? Any other budding (or veteran) shipset builders out there?
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  #1400  
Old September 14th, 2002, 08:41 PM
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Default Re: Babylon 5 Mod

Val: No offense taken at all. All the AI I have done (at least at the start) were so I could "see" the available tech in 'action". No biggie, as a matter of fact, the AI_research ones probably need to be re-done . Some tech acellerated, other not reseached at all...I "shotgunned" most of the tech. *shrug* Still learning the various races, to "personalize" the research and the designcreation to the specific races.....hehe, seems to be a never ending story

Abbai: have not done any more ships as I have run out of ideas...waiting for the book from AOG

When ya get home and open the Abbai zip: battle cruiser, cruiser, escort, carrier, frigate and destroyer are what I have done, IIRC.

[ September 14, 2002, 19:45: Message edited by: pathfinder ]
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