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  #2161  
Old November 6th, 2002, 08:27 PM
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Default Re: Babylon 5 Mod

Val: naw, I'll get them along with everyone else . One comment, especially on the Brakiri, is scale...seems some of the ships are NOT to scale (Brakiri escort is huge compared to the light cruiser ). Did you re-size those or does it not matter? I could but I seem to have some difficulty getting that aspect "right".

Timstone: I tried to make some Vree ships but they looked like upside-down plates of dog poo

Val: Question: Do you want the AI_general.txt files peicemeal or with the semi-complete race-style ? Got the draft Dilgar general and designame done..hehe

[ November 06, 2002, 20:03: Message edited by: pathfinder ]
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  #2162  
Old November 7th, 2002, 12:02 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
Timstone: I tried to make some Vree ships but they looked like upside-down plates of dog poo
Hahaha... LOL!! Thanks for trying.
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  #2163  
Old November 7th, 2002, 02:22 AM

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Default Re: Babylon 5 Mod

I worked on the scale thing a bit for the Gaim and Pakmara, hope u like, will give the Brakiri the same treatment - though they are moving down my list due to the difficulty in getting their 'look' right. Tonight I might post a pic of one of the ships so you can see what I mean.

Fear not, I will get those Last few pesky Vree ships in the next release as well, I think I have the list of what is missing somewhere... I was just running out of pattern ideas for the Vree ships.

I also got the pic u sent, sent u back an e*mail just a few minutes ago Though I did forget to ask if you might be interested in doing the Grom or Hurr ship sets? Or Cascor, or one of the other league races.

The two races I am working on in my spare time are the Torvalus and the Ipsha. Not progressing fast, but having fn with them. The Kirshiac might be an easy one to do...
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  #2164  
Old November 7th, 2002, 03:15 AM
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Default Re: Babylon 5 Mod

Val: Ya, understood about the look bit. I cursed a storm trying to get the Brakiri Avioki to look good...oh well

Most of the way thru the Dilgar...though, like the Brikari, I am finding the right look hard to achieve on some of them.

[ November 07, 2002, 01:16: Message edited by: pathfinder ]
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  #2165  
Old November 7th, 2002, 03:30 AM

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Default Re: Babylon 5 Mod

I know getting the DoGA files from you has made life much easier in doing these Much easier to be able to manipulate them in DoGA than just PSP!

Looking forward to the Dilgar, gotta get Simon to make up the History and such for them Bout time we got a few more proper villians out there!!!
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  #2166  
Old November 7th, 2002, 03:53 AM
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Default Re: Babylon 5 Mod

Val: Possible source of RCE?

Playing as EA... In Designs in the Ship Design window when choosing "Only Latest" several key components disappear.

Expanded Fighter Bay and Expanded Mine/Satellite Bay are all that is visible in the "Components Available (All)" window.

Fighter Bay, Cobra Bay and Satellite Bay disappear. This is annoying, however it has more important side effects.

When using the "Upgrade" option to improve your designs I have found that all the Cobra Bays on my Carriers get turned into Expanded Fighter Bays; not one Cobra Bay is shown. This of course is a Design Warning, and you cannot create this design while there are warnings...

For the AI trying to upgrade Carriers this is a no.. no.. loop and most likely a RCE. Would I be correct?

Val: Are you resurrecting the Dilgar? What about the Zander?

[ November 07, 2002, 02:02: Message edited by: Nomor ]
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  #2167  
Old November 7th, 2002, 04:09 AM

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Default Re: Babylon 5 Mod

"For the AI trying to upgrade Carriers this is a no.. no.. loop and most likely a RCE. Would I be correct?"

No RCE will result from that. The AI doesn't care about warnings, it will quite cheerfully make a ship that ignores them if you tell it to.

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  #2168  
Old November 7th, 2002, 04:33 AM
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Default Re: Babylon 5 Mod

Ok.. Phoenix-D , but might it not have a related effect say if the AI makes a Carrier and then tries to load it with fighters or puts fighter on board a Carrier and then tries to launch them during combat? This is not my area of expertise you gather.
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  #2169  
Old November 7th, 2002, 05:05 AM

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Default Re: Babylon 5 Mod

Dunno what will happen then. Most likely the AI will just ignore the ship..but then again you never know.
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  #2170  
Old November 7th, 2002, 05:51 AM
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Default Re: Babylon 5 Mod

Nomor: Hehe, I am almost done with A Version of the Dilgar. All I have left to do are the main, big explosion and shield pics to do

I make absolutely no guarantee that they look worth a darn...

[ November 07, 2002, 03:52: Message edited by: pathfinder ]
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