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  #2551  
Old January 2nd, 2003, 01:42 PM
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Default Re: Babylon 5 Mod

ATM the only ship still having RCEs are the assault ships...
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  #2552  
Old January 2nd, 2003, 06:09 PM
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Default Re: Babylon 5 Mod

Rollo: Yes, there are limits to number of engines. The number depends on the size hull. There is also that standard movement line(s) (for each ship in designcreation). The regular files can be gotten from Rambie's site:

http://www.xmission.com/~rstulce/B5Web.htm

When I get back from the doctor's I'll post the Abbai, Minbari and shipsize files I have modified to get rid of the RCEs. The only one that is still a BIG problem is the assault (boarding) ship. Probably an adjustment to number of boarding components (breach pods) would fix this. Or add the data for levels of assault ships (heavy destoyer to cruiser?) with restrictions would fix it.

[ January 02, 2003, 16:13: Message edited by: pathfinder ]
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  #2553  
Old January 2nd, 2003, 09:05 PM
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Default Re: Babylon 5 Mod

Rollo:

1041534166.ZIP

Some files I am experiemnting with to rid the B5 MOD of range check errors. Readme hopefully explains some of what the MOD does.

Update (sorta): got rid of the Abbai Assault ship RCE by limiting the Assault ship to size 300KT (was 300-500KT), now it has speed of 46!? :rolleyes"

[ January 02, 2003, 19:54: Message edited by: pathfinder ]
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  #2554  
Old January 2nd, 2003, 10:51 PM
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Default Re: Babylon 5 Mod

I've experimented with a few diffirent backgrounds and I decided against it. The light on the vehicles would be the same as the background and produce a very dark vehicle. If I let the light shine from the front, the background looks downright ridiculous. Maybe I'll give them all backgrounds when I spot a nice one, but for the moment, black is the background color.
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  #2555  
Old January 2nd, 2003, 11:59 PM
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Default Re: Babylon 5 Mod

SO far, the only way I can get rid of the assault ship RCE is to get rid of the "standard movement" lines for that ship...

OR to have armor as an ability and get those magnifigant external cargo "armor" pods

[ January 02, 2003, 22:04: Message edited by: pathfinder ]
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  #2556  
Old January 3rd, 2003, 12:35 AM
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Default Re: Babylon 5 Mod

I have looked at the files a bit and have a suggestion. Raise the desired speed, think desired thrust. So for a cruiser hull (10 thrust per move) that should travel, say, 7 spaces per turn, put a desired speed (thrust) of 70 and remove the standard movement lines.

One other question: how is the AI going to use armor? The armor components that I saw so far have no abilities that can be called for in the designcreation. If you want the AI able to use armor, I suggest adding a bogus ability (star - unstable, if that is unused yet) and put the following lines at the end of each design:

Misc Ability x Name := Star - Unstable
Misc Ability x Spaces Per One := 1

That should fill your designs with armor instead of engines, avoiding RCEs and placement of the (armor) cargo pods.

I saw that you already have a seperate design for many different sizes, which is good. Using desired speed as described above you should be able to make designs as you want.

Hope that helps,
Rollo
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  #2557  
Old January 3rd, 2003, 12:48 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
Rollo: Yes, there are limits to number of engines...
I was talking about engine limits for hulls. You know, like maximum of 10 engines for a destroyer or 20 for an LC or whatever. What I have seen so far all the hulls have a limit of 254 (just short of the RCE). But that's okay. Using desired speed as already desribed hopefully gives you what you want.

Quote:
Originally posted by pathfinder:
...Update (sorta): got rid of the Abbai Assault ship RCE by limiting the Assault ship to size 300KT (was 300-500KT), now it has speed of 46!? :rolleyes"
I suppose that has to do with the modded vehicle sizes that you included in your zip. The values of engines per move seem way too low in that one.
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  #2558  
Old January 3rd, 2003, 01:16 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Rollo:
quote:
Originally posted by pathfinder:
Rollo: Yes, there are limits to number of engines...
I was talking about engine limits for hulls. You know, like maximum of 10 engines for a destroyer or 20 for an LC or whatever. What I have seen so far all the hulls have a limit of 254 (just short of the RCE). But that's okay. Using desired speed as already desribed hopefully gives you what you want.

Attack ships and carriers pretty much do ok. It is the "specialty" ships (assult ship, troop transport, ship builder) that seem to be the main problem.

Quote:
Originally posted by pathfinder:
...Update (sorta): got rid of the Abbai Assault ship RCE by limiting the Assault ship to size 300KT (was 300-500KT), now it has speed of 46!? :rolleyes"
I suppose that has to do with the modded vehicle sizes that you included in your zip. The values of engines per move seem way too low in that one.

I'll have to see what I can do with this per your suggestion in the post below this one.

[ January 02, 2003, 23:18: Message edited by: pathfinder ]
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  #2559  
Old January 3rd, 2003, 02:04 AM
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Default Re: Babylon 5 Mod

Pathfinder, I know almost nothing of the B5 mod, but willing to help out with some AI issues.

concerning the cargo pods: the AI will fill up unused space in the designs with the primary components and the best armor.
Best armor is the component that has the highest tech requirement (sum of needed tech levels) and is furthest down the component list (of course having the armor ability as well).
The AI can be tricked into using a specific component by adding redundant tech levels and/or bogus abilities.

concerning the ship designs: I need more info on that. I know it has QNP. Is there any limit on the number of engines for designs? generally speaking it is always a good idea to make several designs for ships. it is very hard to come up with designs that work from 10 to 5000 kT and are valid for all tech stages.

Minbari defenses: i need the latest file for reseach, design, vehicle_construction and unit_construction to be able to help.

Where can i find the latest Version of this mod? also a short summary on the main features would be of great help.

Rollo

[ January 02, 2003, 12:06: Message edited by: Rollo ]
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  #2560  
Old January 3rd, 2003, 02:41 AM
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Default Re: Babylon 5 Mod

RCes are gone. Gonna start new game to verify.... so far so good!

Thanks Rollo!

and bTW Val (along with others) is one who designed this. Me just doing the AI_designcreation and AI_research files....
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