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  #1831  
Old October 15th, 2002, 10:01 PM
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Default Re: Babylon 5 Mod

Quote:
6. Is there anyway to get more than 7 main races in a game when selecting "high" amount of random cpu players.
Settings.txt has entries which define the maximum and minimum number of races for each Category (high, medium, low)
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  #1832  
Old October 15th, 2002, 11:36 PM
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Default Re: Babylon 5 Mod

Jamorobo: I'll check the Abbai and make sure I pulled all the gas colonization entries out of the Abbai AI_research file. What ships (destroyer, frigate, scout, ??) are using the lasers. Either I missed an entry in the designcreation OR they haven't researched the weapon I chose for that ship-size and are using #2 or #3 choice in AI_designcreation.

No Abbai gas colony research in the file...hmmm...

Oops...designcreation only has the Narn using lasers........DOH!

[ October 16, 2002, 00:51: Message edited by: pathfinder ]
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  #1833  
Old October 15th, 2002, 11:44 PM

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Default Re: Babylon 5 Mod

I am actually revising the Gas Giant colonies in a big way, instead of actually settling the planet, you will create a gas giant orbital colony that will be much smaller compared to the current gas giants. But, yeah, I don't really think any race should be researching it that early in the game.

Glad the Abbai are holding their own, they should be a mostly defensive AI when they are totally done.

I just got a Narn play-by-play research plan that will become the Narn research queue and we'll make adjustments for the weapons.

We could more combat orient the ai, what does everyone else think?

I thought the empty carrier syndrome was solved?

I am actually working on the pulse and the combination las/pulse stuff, it's just a bit tedious trying to compare it all out and balance it, sorry

Glad the galaxy settings are good, I appreciate the feedback, wasn't sure how that would work for people. Have you encountered a Hyperspace sector yet?

The Shadow/Vorlon (or any Ancient) races will get a big boost with the new Ancient Facilities I am working on for the next release. That should give the AI a bonus. I am actually surprised to hear they have done so poorly in your game, in the few tests I ran into them, the Shadows ripped my ships to shreds, I didn't even want to go try to take their world!!!
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  #1834  
Old October 15th, 2002, 11:48 PM
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Default Re: Babylon 5 Mod

Val: Unfortuneately, I also ran into the "empty carrier" syndrome in my Last game (EA particularly). Thought it was gone but not so. I'll experiment and look at the TDM EA to see what value(s) is used there...

and no hyperspace sector yet

[ October 15, 2002, 22:54: Message edited by: pathfinder ]
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  #1835  
Old October 15th, 2002, 11:54 PM

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Default Re: Babylon 5 Mod

Thanks!

I know the 'original' B5 AI I posted way way back had working carriers, I'll see what I did there, if I can find 'em.
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  #1836  
Old October 16th, 2002, 01:24 AM

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Default Re: Babylon 5 Mod

Quote:
Have you encountered a Hyperspace sector yet?
Yes. Hyperspace Sector 1, 2, 3 are (as far as I can tell) pretty similar to a standard Nebula in terms of their effects. Hyperspace Sector 4 (the turbulent one) however is something I'm going to hate transversing. Is it just me, or do single ships fair better in one of these than fleets? (I've ships in one that stopped from damage, but no component actually destroyed, while I've had fleets that took damage on every move and usually lost components).
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  #1837  
Old October 16th, 2002, 01:31 AM
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Default Re: Babylon 5 Mod

If the damage is randomly assigned to a component with more structure (hit points) than the system does damage to it, then the damage is ignored. So, say you have a ship with a component with 50 hit points, and the system does 40 damage. If the game randomly selects that 50 HP compnent to be damaged, then the 40 damage does nothing, because ships do not store partial component damage out of combat. Hope that makes sense...
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  #1838  
Old October 16th, 2002, 01:50 AM
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Default Re: Babylon 5 Mod

Running a quick game as EA with full AI less resupply. 1st Badger escort carrier has 64 light fighters/kamikazes on board (using Last 1.49 TDM EA AI_Construction_vehicles file). *shrug*
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  #1839  
Old October 16th, 2002, 02:11 AM

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Default Re: Babylon 5 Mod

The first three are pretty much like Nebulea, though I think I raised the cloak level in the one to be a bit higher.

I had originally made #2 turbulant as well with random movement in it, but that was frustrating in the early game. Maybe I will put that back in. I was also adding 'blank' storms that will appear in the Hyperspace sectors to create random pools of instability.

I made another major adjustment, this time to Gas Giants & Colonies. They are a bit easier to research now, but don't yield the massive facility/cargo abundance that standard SE IV gives you. Instead you research orbital colonies which are more on par with Tiny and Small Class planets. They use the planet's atmosphere to recycle the Colony atmosphere, so 'domed' gas giant colonies around non-compatible atmosphere types for your race need more LS systems, hence the less space for facilities or ability to support a larger population. I have new pics for all the Colonies as well.

[ October 16, 2002, 01:19: Message edited by: Val ]
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  #1840  
Old October 16th, 2002, 02:16 AM

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Default Re: Babylon 5 Mod

I remember a while back there were a few people and mods that made universal colonizers that had all three colony modules in one. Did this have to be put before the other three individual ones or after to make it work?
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