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  #2361  
Old December 7th, 2002, 05:43 AM
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Default Re: Babylon 5 Mod

Question on matter weapons: Seems better to me to leave them in along with general tiny weapons so that infantry can have weapons (no race-specific infantry weapons atm on data/components.txt).

Argh......only Pak'Ma'Ra and Raiders left to do.....

Now to check the AI for typos and too many spaces.

[ December 07, 2002, 18:53: Message edited by: pathfinder ]
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  #2362  
Old December 7th, 2002, 08:52 PM
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Default Re: Babylon 5 Mod

Bah

Some of the races simply have too many choices (eg EA have weapon tech in pulse, ballistics, plasma, laser, particle...all good/canon stuff)....bleah....

[ December 07, 2002, 22:08: Message edited by: pathfinder ]
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  #2363  
Old December 7th, 2002, 10:44 PM

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Default Re: Babylon 5 Mod

Pathfinder, I've been experimenting, trying to find out which designs cause those RCEs. The biggest trouble maker remains the Ship Builder - currently I've got the Min size as 690 and the Max size at 910 - less than 600 for Min and you get the no room for a Ship Yard problem, greater than 1000 and you get too many engines. Another one that has caused trouble is the 4th Troop Transport entry - the 600-900 size one. I've deleted this entry altogether and my current game is still working
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  #2364  
Old December 7th, 2002, 11:56 PM
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Default Re: Babylon 5 Mod

AGoetz: Hmmmm...okies. We need to get this to Val as he is the one who scripted the ship sizes. I'll do that little chore

This isn't the first time engines have caused a problem. Early in the summer there was something messed up with one of the Level 6 engines.

[ December 07, 2002, 22:07: Message edited by: pathfinder ]
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  #2365  
Old December 8th, 2002, 01:55 AM
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Default Re: Babylon 5 Mod

I think there may also be a problem with the "Large Repair Tug" or 3rd level Tug. At lest as EA. Once you have conformed to all the requirements you can't get enough engines on board to move one space.
However, I'm unsure as to whether or not the AI is designed to build Repair Tugs, so this may just be a live-human issue.
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  #2366  
Old December 8th, 2002, 02:48 AM
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Default Re: Babylon 5 Mod

Nomor: The AI will design them but i have not seen the AI actually build a tug...yet...

Seems some of the lingering RCe's/inadequatcies point to the engines...hmmm...

Val, Val, where for art thou Val ??!!

All: How about this for a design scheme for the default/neutral AI research file: Matter (for infantry), initial weapons being particle, follow-on being laser? Cut: pulse, ballistics, plasma.

[ December 08, 2002, 00:52: Message edited by: pathfinder ]
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  #2367  
Old December 8th, 2002, 04:10 AM
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Default Re: Babylon 5 Mod

HEY HEY everyone! havent been around for awhile and was wonder if u guys could give me an update well on two things one how long till v .33 and hows the raider ship pics and tech going?

also ive been looking through the Posts for the Last while and...

Has Val disappeared into the void again?

[ December 08, 2002, 02:13: Message edited by: The Canuck ]
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  #2368  
Old December 8th, 2002, 05:06 AM
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Default Re: Babylon 5 Mod

Canuck: Last we heard of Val was before Thanksgiving (US) and that he was heading to Las vegas for R&R.

We be waitin' fer Val to get back for V .34 ...

[ December 08, 2002, 04:03: Message edited by: pathfinder ]
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  #2369  
Old December 8th, 2002, 05:13 AM
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Default Re: Babylon 5 Mod

Ok folks, as soon as I do a small test game I'll be a posting a new AI

ahh.....so far only one minor typo with the Brakiri (but current game doesn't have the Minbari & Vorlons...)

No obvious errors with Minbari and Vorlons

[ December 08, 2002, 04:29: Message edited by: pathfinder ]
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  #2370  
Old December 8th, 2002, 06:39 AM
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Default Re: Babylon 5 Mod

One more B5 AI Update (Version V34D). Totally revamped AI_research files for all the AI including Default_research.

1039322166.ZIP
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