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  #2331  
Old December 1st, 2002, 11:09 PM
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Default Re: Babylon 5 Mod

No Rambie there seems to be a problem. Did you set a separate folder with the B5 stuff in it to inclue folders data, ai, designname, empires, pictures, sounds and the modinfo/readme?

in others words an install similar to TDM...

and which AI?

Also did you state what racial traits for the race? eg Minbari MUST have BOTH Minbari AND B5 standard as racial traits. especially the B5 standard. All general research (eg general weapons, physics, chemistry, etc) is enabled by B5 standard, B5 Ancient, B5 Nomads...etc

was the facility file in the data folder? Guess the bottom line is...did you install the "core"?

[ December 01, 2002, 22:43: Message edited by: pathfinder ]
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  #2332  
Old December 2nd, 2002, 02:07 AM
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Default Re: Babylon 5 Mod

Timstone: Yeah, I tweeked the research file for the Vree to get their anti-matter weapons sooner and to get propulsion researched faster. I may still have to get ship construction going faster too. Also have re-done the fleet pic and going to get the weapon platform mini's done.

also thinking about getting at least fusion utilization moving up faster too, to get better reactors and engines earlier for all the AI (except Vorlons & Shadows since they already have advanced engines).

[ December 01, 2002, 15:54: Message edited by: pathfinder ]
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  #2333  
Old December 2nd, 2002, 02:09 AM
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Default Re: Babylon 5 Mod

Ack...5 races updated, 10 more to go...*bangs head on desk* ahhh....ah feels bettah now
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  #2334  
Old December 2nd, 2002, 03:16 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
No Rambie there seems to be a problem.

Also did you state what racial traits for the race? eg Minbari MUST have BOTH Minbari AND B5 standard as racial traits. especially the B5 standard. All general research (eg general weapons, physics, chemistry, etc) is enabled by B5 standard, B5 Ancient, B5 Nomads...etc
DOH!!! OK, so I'm an idiot. I forgot to select the B5 Standard racial trait, I better get this to the PBW before it's too late.

Thanks, Pathfinder
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  #2335  
Old December 2nd, 2002, 03:59 AM
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Default Re: Babylon 5 Mod

No problem Rambie. I know most of the boo boos since i have made most of them

Gah... ...3 AI more done with 7 more to go...I thimk

[ December 02, 2002, 02:01: Message edited by: pathfinder ]
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  #2336  
Old December 2nd, 2002, 05:06 AM

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Default Re: Babylon 5 Mod

I've got a nice fresh RCE (as long as I haven't wiped over it anyway) which I have failed to pin down the cause for. The Gaim AI gets Battleship tech and Propulsion 10 (from memory) on the same turn and then RCEs during the Minister processing. Who would be the best to send it too? Val, Pathfinder, someone else?

While on the subject of the Gaim AI, their bases have Particle Concentrators (at a reasonable level too) but their ships are coming out with Packet Torpedoes I. They don't appear to be research Balistics and is there anyway to get them to mix and match the beams and missiles?
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  #2337  
Old December 2nd, 2002, 05:44 AM
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Default Re: Babylon 5 Mod

AGoetz: only way to get them to mix/match beams & torpedoes is to make one primary, the other secondary weapon in AI_designcreation. I normally do NOT see the secondary weapons installed. As for ballistic reasearch, I'll check into how much and when I have it done in the AI_research file. May have to modify (I know I have to modify the Dilgar to get more ballistic levels).

Update: Gaim.....I had them use lasers (instead of particle) in smaller vessels. I'll check my source material and see why. Hmm...battle cruiser uses battle laser (bought from the Centauri). all others use packet torpedo OR particle concentrator (depending on variant); most used packet torpedoes.

and send the RCE save game file to Val, I wouldn't know what the heck I was looking at.

[ December 03, 2002, 02:33: Message edited by: pathfinder ]
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  #2338  
Old December 3rd, 2002, 03:54 AM
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Default Re: Babylon 5 Mod

Val: you have mail. Or are you still traipsing the outback?
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  #2339  
Old December 3rd, 2002, 05:49 AM
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Default Re: Babylon 5 Mod

Since me not sure when Val will be back, me gonna post the Lastest AI that I have done for the MOD.

1038887685.ZIP

[ December 03, 2002, 03:56: Message edited by: pathfinder ]
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  #2340  
Old December 3rd, 2002, 07:49 AM

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Default Re: Babylon 5 Mod

Just having a look at your latest Gaim _AI_Research file - and if I'm understanding it correctly, I have some problems with it. (Please don't take this personally - it's just that the Gaim are the side I've come to know the best)

You have Ballistics research listed only once (and only to level 7 at that), well beyond Battleship tech so for most of the game the Gaim ships will be pouring out with Packet Torpedoes I as their primary weapon. You list Gaim Mega Weapons to research - there are currently no Gaim Mega Weapons. Why are the Gaim spending all that time research Laser, Pulse, Plasma etc when they don't use those weapon families. Why are Matter Weapons researched to level 10?

The Gaim should be concentrating their offensive research into Gaim Tiny/Light/Medium/Heavy, Particle, Ballistics, Point Defence, Ship Capture and possibly Explosives. Some Matter (level 7 at most) and General Tiny covers the troops, while Matter (up to level 4) or Particle and a couple of levels in General Light/Medium/Heavy cover their early weapon requirements before they can research up to Gaim Heavy.

[ December 03, 2002, 05:49: Message edited by: AGoetz ]
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