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  #11  
Old April 9th, 2008, 02:24 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Atrocities said:
Quote:
Captain Kwok said:
HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
But making changes to it doesn't really do anything at all.
It does. I just made the first 3 facilites a space port
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  #12  
Old April 9th, 2008, 02:30 PM
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Default Re: MOD: Space Empires V - Babylon 5

It's not going to change existing games of course, but it works just fine.
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  #13  
Old April 9th, 2008, 02:34 PM
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Default Re: MOD: Space Empires V - Babylon 5

SJ, regarding your suggestion about armor: I take it i should use the %-based leaky system then or is there any chance to implement the SEIV (modded) one ?


EDIT: Is there a tool to make the creation of pop-modifiers easier ? I want pop modifiers to have a much bigger impact on construction rate and i dont feel like writing up 101 new modifers..

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  #14  
Old April 9th, 2008, 04:54 PM
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Default Re: MOD: Space Empires V - Babylon 5

You could implement a directional armor system along the lines of Gritty Galaxy mod.
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  #15  
Old April 9th, 2008, 06:32 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Fyron said:
You could implement a directional armor system along the lines of Gritty Galaxy mod.
Which is fine if you are not interested in making an AI for the mod.
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  #16  
Old April 9th, 2008, 11:29 PM
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Default Re: MOD: Space Empires V - Babylon 5

Kwok; can the AI not work with named slots?

In GGmod, I have them all named things such as "forward edge", "forward", "core", etc.
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  #17  
Old April 9th, 2008, 11:32 PM
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Default Re: MOD: Space Empires V - Babylon 5

So long as you carefully craft the slot configuration file, I don't see why you couldn't have the AI add components in a proper ordering to get placed as needed. For example, simply put a loop of spaces around the edge based on how much armor you will have the AI place on that size ship, and add those armor components first.
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  #18  
Old April 10th, 2008, 01:52 AM
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Default Re: MOD: Space Empires V - Babylon 5

This is what the AI can do:

It can add to the 3 default slots, Armor, Outer Hull, and Inner Hull. The function that adds components to a design will only accept the three built-in long constants that correspond to these types. So that rules out specifying custom named slots.

The AI can only add items to a design in two ways. Spreading from the top or the bottom, which really means start from the first slot or start from the last slot.

Of course, with a modicum of effort I'm sure better script functions can be provided by Aaron to allow more specific placement, but it can't be done well enough now to make the AI competitive with a GGmod type leaky armor.
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Old April 10th, 2008, 03:51 AM
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Default Re: MOD: Space Empires V - Babylon 5

The slot placement is in the order they appear in the file, right?
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  #20  
Old April 10th, 2008, 08:02 AM
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Default Re: MOD: Space Empires V - Babylon 5

The order would as numbered in the slot layout file.
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