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  #2131  
Old November 5th, 2002, 02:35 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

Bug search : Nomads can not build their Resource Ships - the Resource ship requires a Life Support component and the Nomads doen't seem to have one.

Got an RCE in the game I described below, I've sent the saves to Val.

Some of the ships built are a bit silly - the Shadows built a Space Yard Ship - with no Space Yard, just a LOT of engines (Advanced Fusion engines on a Cruiser Hull giving a speed of 25!).
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  #2132  
Old November 5th, 2002, 02:43 AM
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Default Re: Babylon 5 Mod

When testing the new Version I encoutered an ancient bug with the shadows.

External cargo pods are in the same familiy as human computers but higher in upgrade priority. Thus the upgrade option cannot be used with shadow ships(at least not efficiently) and cargo ships cannot be computerized!
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  #2133  
Old November 5th, 2002, 04:21 AM
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Default Re: Babylon 5 Mod

Val,

1.49.33 has improved the AI somewhat. Between turns fifty to eighty the AI started to used bLaster cannons. The Shadow mounted four medium bLasters cannon II in a frigate, but also installed four living CPU too. What that 12000 minerial and 12000 organics for 4 living CPUs.

I discovered the great machine in a planet ruins, researched it and wow, there some fire power there. I tried designing great machine weapon platform, but couldn't get the great weapon itself. Got the platform, but no gun. The gun itself show in the weapon report, but not in the created weapon platform.

Neat improvements to 1.49.33.

Lighthorse
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  #2134  
Old November 5th, 2002, 06:26 AM

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Default Re: Babylon 5 Mod

Hate it when I miss a few days, so much to catch up with

IF
Working on fixing the ancient reactor typo, as I don't imagine these will be researched in PBW before next patch, all should be ok.
I like the engine idea, may have to try that.

Jamorobo
Same with Pulse weapons. Not sure what I did, but somehow I didn't save the updates. That is twice now!

PF
The Derelict Ship (or planet) is (as Jamorobo said) a place to find some unique techs, you may actually find one in one of the hyperspace sectors, cloaked by the storms... the others are just incidental.
Multiple trading Posts?!? That's odd. Only the EA?

Lighthorse
Glad u like, send all AI compliments c/o PF
Have yet to encounter the gun myself, so unsure of how it works/doesn't work, but I will look into that. It is vicious, hate to run into one with any fleet!

AGoetz
Will look into the Brakiri Grav Mines.
The needed LS component for Resource ships is in the Nomadic Mining components. The remote gathers they have contain 1 LS component each.
As to the Technomages, they need to have Nomadic as well (for now), they will get dupe basic facilities as the nomads, so u won't need to give it to them later.

Shadow Master
Thank you for hitting the nail on the head with the Living CPU and Cargo Pods, never noticed the dupe family #s, that will help a lot!

Jimbob
The Lorkans are a race that stole (scavenged) most of their tech from others, mostly from dead races and derelicts. They do have some advanced tech, but don't even totally understand what they have. They are wheelers and dealers. Kinda like scavenger Brakiri IMHO.
Gonna count on ya to let me know where these Nomads will need some boosts to make them more viable in a game.

[ November 05, 2002, 04:29: Message edited by: Val ]
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  #2135  
Old November 5th, 2002, 07:06 AM
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Default Re: Babylon 5 Mod

Jimbob:
Are you planning on playing the Drazi, or a different race? If it is a different race, Stargrazer needs to quit and rejoin the game using the name of that race.
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  #2136  
Old November 5th, 2002, 07:33 AM
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Default Re: Babylon 5 Mod

Val: Yeah, only noticed in EA but that is only game I have had that I let the AI run amok in

I'll start another game and see if that race (ShagToth I guess) to see another one does it too...

Noticed same deal with the Great machine....can research the WP but the gun does NOT show in the weapons available for it. The weapon shows up when you design a ship (hehe, no ship big enuf, not even baseships, to hold the gun )
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  #2137  
Old November 5th, 2002, 07:55 AM

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Default Re: Babylon 5 Mod

re : Great Machine problems. There is a typo in the data file and it is assigned to Vehicle Type 'Ship', correct this to 'WeapPlat' and see if it works (I don't have a save where I've found the great machine to test this).

[Planetary Gun (Great Machine) is the Last entry in the Components.txt file if you can't find it]

[ November 05, 2002, 05:56: Message edited by: AGoetz ]
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  #2138  
Old November 5th, 2002, 08:40 AM
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Default Re: Babylon 5 Mod

Thanks AGoetz,

Its "WeapPlatform" to correct it the problem and its works.

Lighthorse

[ November 05, 2002, 06:58: Message edited by: Lighthorse ]
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  #2139  
Old November 5th, 2002, 05:55 PM
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Default Re: Babylon 5 Mod

Val: Checking the ShagToth and trading Posts...these numbskulls do not put down multiple trading Posts. They build a manufacturing colony behind the trading post
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  #2140  
Old November 5th, 2002, 06:29 PM

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Default Re: Babylon 5 Mod

Apparently I need a hoard of editors and code checkers in my wake Thanks AGeotz!

Haven't had time to check the facility thing on my system, will try tonight.
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