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  #2031  
Old October 28th, 2002, 04:12 AM
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Default Re: Babylon 5 Mod

&*^%$ Narn with another RCE....methinks maybe too many of something (units?) in sector...not sure though (they are #1 in the game with a gazillion carriers & fighters)
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  #2032  
Old October 28th, 2002, 05:15 AM

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Default Re: Babylon 5 Mod

Every game that I've had go on long enough has ended in a RCE. The only cure I've found (and it certainly doesn't always work) is switch control every so often and scrap/fire-on large number of the AI's ships - not exactly fair to them.

The largest force I've had in one sector - one planet (homeworld), 10 bases (all construction), ~60 Battlecruisers, each carrying 6 medium fighters. I'd gathered all the BattleCruisers together for training (Military Outpost) and Fleet Assignment (about 12 fleets left that sector to go various Jump Points)
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  #2033  
Old October 28th, 2002, 05:26 AM
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Default Re: Babylon 5 Mod

AGoetz: Yeah, either the Narn had too many of something in a sector OR Level 8 Engines (Ultra-efficient fusion engine?) may have caused it...hard to tell. I changed to controlling both Minabri & Narn and turned off design minister, went several turns, turned it back on (full AI control) and bam, RCE.
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  #2034  
Old October 28th, 2002, 06:00 AM

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Default Re: Babylon 5 Mod

Propulsion tech is one that I value far more highly than the AI does. Quite often I'll have Advanced Anti-Matter engines while the AI's ships are crawling along on Standard Fusion at best - even with AI bonuses set on high.

Of course, I'm also much more expanistic than the AI - I'll look at the scores and see that I've got say 12 sectors - and the leading AI is on to it's 4th ...

[ October 28, 2002, 04:04: Message edited by: AGoetz ]
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  #2035  
Old October 28th, 2002, 10:46 AM
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Default Re: Babylon 5 Mod

Val: WOW! Thanks for tweaking the pics! They're great! Hmm... I wish I could do things like that. I mean, I have fortes in other areas, but this is neat.
Oh, and I know it's just mid semester, but I didn't know the proper name for those tests.
I'll get right to the closing sequence.
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  #2036  
Old October 28th, 2002, 06:18 PM

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Default Re: Babylon 5 Mod

RCEs been killing me as of late too. Had that issue in the early AI, got rid of it, now it is back again. We'll figure it out!! Pretty sure it is in design and units.

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Glad you approve, but all I did was take your work and expand it out into the frame. It's not really too hard, especially since you had 99% of the work already done. Do you have PSP or Photoshop?
We usually call them Midterms. I just thought maybe y'all were on a different schedule over yonder.
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  #2037  
Old October 28th, 2002, 10:31 PM
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Default Re: Babylon 5 Mod

Photoshop? PSP (PaintShop Pro???)? Nah, good old paintbrush. And of course some screen capture programs I borrowed from my dad. He's crazy about editing movies, so he has some good programs I could use for this purpose.
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  #2038  
Old October 28th, 2002, 10:47 PM
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Default Re: Babylon 5 Mod

Many hands make light work... if .33 gets posted today we can all help track down the nasty RCE's


[ October 28, 2002, 20:48: Message edited by: Nomor ]
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  #2039  
Old October 28th, 2002, 10:59 PM

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Default Re: Babylon 5 Mod

I'll take that as a gentle hint
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  #2040  
Old October 29th, 2002, 05:16 AM
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Default Re: Babylon 5 Mod

One thing of note on the Shadows and Vorlons: They simply will not colonize, even if planets are gifted. They used to, even after the Version that made them trade or invade to get planets. Unless I have something screwy in the AI...

Vorlons in my current test of the Brakiri have not even so much as put out satellites.
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