|
|
|
|
|
December 3rd, 2002, 10:47 AM
|
|
Brigadier General
|
|
Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Babylon 5 Mod
I'm really getting somewhere now with the design of the Battleglobe. It's almost finished. I might be able to post a pic of it today, but that's unsure, I have mountains of work to do.
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
|
December 3rd, 2002, 01:16 PM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
AGoetz: *scratches head....the newest Gaim AI_research SHOULD have ballistics to level 10 and very early on. As for the other weapons *shrug* I have repeated asked this past summer if I should leave off the majority of other weapons research and met with silence so I left it in. Do note that the Gaim also used lasers (but so far as I can tell only on battlecruisers)
I re-worked all the AI except technomages this week-end and finished Last night. Mainly on getting ship/propulsion and reactor research done a bit sooner. Plus re-worked Gaim AI_designcreation and added Dilgar creation.
Timstone: Super!
[ December 03, 2002, 11:18: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
December 3rd, 2002, 01:22 PM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
Well poo it seems that I picked the wrong files to upload....bah!
1038915353.ZIP
I checked it this time and the correct files got uploaded. I just hope this set is better
[ December 03, 2002, 11:39: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
December 3rd, 2002, 04:24 PM
|
|
Major
|
|
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
PF, the changes would seem to make the Gaim more realistic. IMHO
mlmbd
|
December 3rd, 2002, 07:57 PM
|
Private
|
|
Join Date: Aug 2002
Posts: 48
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
General weapons should on be used by the ai UNTIL they have their race weapons. I don't particularly want to see the centuri using particle cannons II when they've got ion torpedos researched and ready to use.
I myself as EA use particle weapons untill i get laser weapons, then i only use laser weapons untill i get Laser/pulse weapons up to the same standard.
I usually only research weapon wise:
particle,(advanced + normal) laser, pulse, balistic, point defence As these are the EA's "weapons of choice"
__________________
JAM
|
December 4th, 2002, 02:14 AM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
Could ya'll (lurkers and testers) give me your general feel on the topic AGoetz brought up (I agree with him but I don't want major re-write without some concensus): Take out all but 1 "general" weapon set and only leave racial weapons in?
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
December 4th, 2002, 03:07 AM
|
Corporal
|
|
Join Date: Aug 2002
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Looks better, thanks Pathfinder.
|
December 4th, 2002, 05:38 AM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
AGoetz: NP, now ifn ah could just gits rid of them typos oh fer a spill chukker werth beans
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
December 4th, 2002, 11:43 PM
|
|
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Quote:
Could ya'll (lurkers and testers) give me your general feel on the topic AGoetz brought up (I agree with him but I don't want major re-write without some concensus): Take out all but 1 "general" weapon set and only leave racial weapons in?
|
I'd take out the dead end racial research stuff. It'll confuse a player who doesn't go and read through the component file.
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|
December 5th, 2002, 12:53 AM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
I got a test game going with the "dead-wood" weapon research taken out of the ShagToth to see how they do...
Well, if nothing else I fixed 2 errors in the Drazi AI_research file and 1 in the Drazi AI_designcreation file.
[ December 05, 2002, 02:51: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|