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  #1841  
Old October 16th, 2002, 02:21 AM
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Fyron Fyron is offline
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Val:
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?
If placed after them, then every empire gets the universal colony mod tech at the start of the game. If placed before them, then everyone gets the correct colony techs to start with, but the AIs will never use them.
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  #1842  
Old October 16th, 2002, 02:23 AM

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Default Re: Babylon 5 Mod

If I place it after and make the requirement a different tech (such as Universal Colonizer), then all races will use it once it is discovered and researched?
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  #1843  
Old October 16th, 2002, 03:30 AM
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Default Re: Babylon 5 Mod

Yes, but they will also start with it. The game assigns colony techs in an odd manner, using the tech req of the lowest listed colony module with the approporiate colony ability to the appropriate races.
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  #1844  
Old October 16th, 2002, 03:34 AM

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Default Re: Babylon 5 Mod

Even if the tech isn't available?
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  #1845  
Old October 16th, 2002, 04:03 AM
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Default Re: Babylon 5 Mod

*sneaks in quickly* Narn AI_designcreation re-done. Though they DO use a lot of lasers



methinks the carrier/fighter problem may have been me... on examination the AI_construction_vehicles file looks like I (seem to remember doing it) used the default/neutral file to base the main races on as I worked on them....DOH! (they are kinda neutered so to speak in that area)

I guess I need input on which races are heavy fighter Users and which ones aren't (Pak'ma'ra arne't big Users for example, EA are...)

[ October 16, 2002, 03:16: Message edited by: pathfinder ]
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  #1846  
Old October 16th, 2002, 05:12 AM
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Default Re: Babylon 5 Mod

Val,

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

1.49.32 B5 mod, the computer races are easy prey to an agressive human race at present. Just push aside they ships and drop some armor troops on they homeworld and you just double the size of your empire. I will target the closest two to three AI homeworlds for a fast roll over by turn seventy or so. After that there no stopping an empire that three to four time larger than anyone either. The Last installment of B5 1.49.32 have the AI placing weapon platforms on they homeworld filled with point defense weapons. That didn't slow down my invasion at all. Just dropped in the Storm Troopers from troop transports.
The AI needs to be balance between a strong military force, strong econony with 15 to 20 space yards, a fast track research that centers on mostly weapons, and Lastly but a most important, is that the AI must be expanding into the surrounding systems right off from the start of the game as fast as possible. After colonize each planet, the first item that should be build is a weapon platform with the longest range weapon against spaceship the AI has, and a few point defense weapons to fill it out. Ai must keep on expanding, digging in as it expands, and with its mobile fleets in mothball waiting to counter any threats to it frontier and protect it homeworld from any threat.

That my two cents worth on what needed to improve the AI.

Also is there any other B5 races that you want to play test with and send you a detail research list for? I not a programmer, but I enjoy wargaming B5 over and over again.

Lighthorse

[ October 16, 2002, 04:15: Message edited by: Lighthorse ]
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  #1847  
Old October 16th, 2002, 05:26 AM

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Default Re: Babylon 5 Mod

Hmm, Sounds like I've got to get a lot more expansionistic. I tend to take a couple of systems, park fleets on every jump point out and then tech.

A comment re Weapon Platforms. Imagine a high tech Vorlon or Shadow Player. Large Weapon Platforms mounting their massive guns with high rate of fire and range. Now just what are you going to escort those troop transports with - how many sacrifical ships will you deploy just so that the weapon platorms don't target your troop transports... (At which point the Ancient player changes the targetting priority to Unarmed first or some such thing )
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  #1848  
Old October 16th, 2002, 05:45 AM
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Default Re: Babylon 5 Mod

AGoetz,

The Ai needs to expand until it hits up again another empire, build a strong fleet, etc., etc, to off set its weakest in the thinking department. The other point I should have stated is the AI should push out picket ships to protest its outer border. AI should allied with other AI races to assist each other against the humans. Lastly never allow any human player to enter an AI terriory without a fight. Human can't be trusted.

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  #1849  
Old October 16th, 2002, 05:53 AM

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Default Re: Babylon 5 Mod

Make no mistake, the AI does build some numerous forces. Maybe not how I would of designed them, but they always have more mobile hulls than me. It's just that these hulls are usually parked over some backwater world when my specifically constructed assualt fleets come a-knocking.

Largest force I've seen the AI throw through a jump point at me in B5Mod - 30 ships. Largest AI force I've seen latley when switching to them in order to cut down some of their ships to prevent RCE from too many ships in one sector - 70+ (mostly Heavy Cruisers), and that wasn't over a planet either.
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  #1850  
Old October 16th, 2002, 12:17 PM
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Default Re: Babylon 5 Mod

Lighthorse: the only item that I personnally know how to implement is the research weapons sooner bit. Thaat could be done. not in my abilities on the other items unfortunately.
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