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  #2341  
Old December 3rd, 2002, 10:47 AM
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Default 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.
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  #2342  
Old December 3rd, 2002, 01:16 PM
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Default 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 ]
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  #2343  
Old December 3rd, 2002, 01:22 PM
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Default 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 ]
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  #2344  
Old December 3rd, 2002, 04:24 PM
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Default Re: Babylon 5 Mod

PF, the changes would seem to make the Gaim more realistic. IMHO

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  #2345  
Old December 3rd, 2002, 07:57 PM

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Default 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"
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  #2346  
Old December 4th, 2002, 02:14 AM
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Default 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?
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  #2347  
Old December 4th, 2002, 03:07 AM

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Default Re: Babylon 5 Mod

Looks better, thanks Pathfinder.
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  #2348  
Old December 4th, 2002, 05:38 AM
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Default Re: Babylon 5 Mod

AGoetz: NP, now ifn ah could just gits rid of them typos oh fer a spill chukker werth beans
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  #2349  
Old December 4th, 2002, 11:43 PM
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Default 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.
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  #2350  
Old December 5th, 2002, 12:53 AM
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Default 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 ]
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