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  #2521  
Old December 27th, 2002, 01:43 PM
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Default Re: Babylon 5 Mod

Timstone: Will do IF I get to work today (stupid starter went bad )

Sent

[ December 27, 2002, 22:35: Message edited by: pathfinder ]
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  #2522  
Old December 28th, 2002, 02:19 AM
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Default Re: Babylon 5 Mod

Gaim: bulkheads (armor) causing RCE (space used cause they load up on them). anyway to limit the amount used but still enable AI to use armor?

[ December 28, 2002, 00:19: Message edited by: pathfinder ]
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  #2523  
Old December 28th, 2002, 02:29 AM
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Default Re: Babylon 5 Mod

To the Bab5 team:

What has been the greatest challenge or caused the most problems in building this mod?
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  #2524  
Old December 28th, 2002, 02:36 AM
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Default Re: Babylon 5 Mod

Capt Kwok: IMHO is getting rid of RCE's caused by the QNP (engines/hulls & running out of space/exceeding space due to fitting of engines in new hull size). In other words the "many small engines" is giving me fits (especially since I don't fully understand it )

[ December 28, 2002, 00:37: Message edited by: pathfinder ]
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  #2525  
Old December 28th, 2002, 06:04 PM
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Default Re: Babylon 5 Mod

My head hurts....

Resolving the problems due to QNP is giving me a migraine..hehe

finally got the AI to accept heavy & super carrier hulls without RCE. Now the problem, IMHO, is that the darn things go too fast. Somehow I get kinda ill seeing Battleships and Dreadnoughts zipping along at 25-35 spaces per turn . But at least the RCEs are gone
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  #2526  
Old December 28th, 2002, 08:54 PM
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Default Re: Babylon 5 Mod

Sounds like the engine thrust needs to be scaled down a bit.

Can't you just load up the capital ships with weapons, armor and misc components, and then have the engines fill in the remaining space?

Set minimum engines and desired engines to something very low.
Then at the end of the misc abilities, add "standard movement", with "spaces per one :=1"
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  #2527  
Old December 28th, 2002, 09:18 PM
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Default Re: Babylon 5 Mod

SJ: I am not sure what settings to use to determine amount weapons and especially armor.

Hmmm...all the ships (all sizes) have that standard ship movement set at 25...??

one reason for the RCE was the AI trying to fit engines in after all that other stuff but exceeding the hull size in order to fit them in or so it appeared so to me.

[ December 28, 2002, 19:31: Message edited by: pathfinder ]
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  #2528  
Old December 29th, 2002, 05:36 AM
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Default Re: Babylon 5 Mod

Finally got rid of the Gaim ship builder RCE....had to fiddle with the min/max engines per move
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  #2529  
Old December 30th, 2002, 05:02 AM
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Default Re: Babylon 5 Mod

Hi

I had a question. I atempted to load mod in Space Empires IV Gold but came with alot of data errors and was unable to play the game. I also loaded the updates. Has anyone else experienced this problem. I also had the same problem with the sci fi crossover mod. I have the latest Version of the image mod and the quadrant mod.
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  #2530  
Old December 30th, 2002, 05:26 AM
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Default Re: Babylon 5 Mod

Picard: The MOD, in current form, is for non-gold. One gamer is trying his/her hand at changing it to gold but sure how long before it is done. not to mention it is hardly in complete form yet...

ALL: I maay be onto getting the ship hull/engine problems more or less fixed (thanks to SJ's suggestions on movement min/max and standard movement). Didn't do exactly as he said and need to tweek the snmaller ships a bit but seems to be on the way to a go...

[ December 30, 2002, 03:28: Message edited by: pathfinder ]
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