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  #2571  
Old January 4th, 2003, 07:34 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by grumbler:
Have completed 3 games to 200 turns with the Gold mods.
Grumbler,

If you want, send me the Gold MOD and I'll post it on my site for downloading. I get many requests for the Gold MOD.

If you'd like help with the Gold MOD let me know, I'd like to help if I can.
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  #2572  
Old January 4th, 2003, 07:45 PM
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Default Re: Babylon 5 Mod

Weeeeeee.....
finally got at the AI_designcreation up to speed so to speak. now for testing....
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  #2573  
Old January 4th, 2003, 08:00 PM
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Default Re: Babylon 5 Mod

You guys, the 30 MB on uploads to Shrapnel is 30 MB per _file_, not per user. So, there is no reason why the mod can't be uploaded here.
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  #2574  
Old January 4th, 2003, 08:03 PM
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Default Re: Babylon 5 Mod

Quote:
Meantime, the ideal speeds were in the range of 12 to 20.
The ideal speed is "number of standard movement points", which then gets divided by the engines per move to get the final velocity.

If your colony ship has 3 EPM, you need a desired speed of 60 in order to get a final speed of 20.
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  #2575  
Old January 4th, 2003, 08:29 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Timstone:
haha, sorry Geo, this is the complete B5Mod .33:

B5Mod .33

It took some time, but I made it. Thank technology for ADSL! If you don't want to DL this, ask Nomor, Pathfinder or Fyron for a complete list of thingies to DL. They know that, I don't.
Lookie, I already Upped it to the serverm no need to search further. Well okay, a visit to Rambie's site is always good.
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  #2576  
Old January 4th, 2003, 09:20 PM
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Default Re: Babylon 5 Mod

grumbler: I found that the only way to survive the Shadows was to have the Harm Missile. This has a starting range of 13 and has the effect of disrupting/stopping the Shadows weapons from firing. You can then try to box them into a corner for boarding. I found that AI combat usually resulted in a loss for EA.

You get this missile by researching Earth Alliance Medium Weapon? Coupled with the Long Range Missile makes for very effective basic War Ship.
PS Anyone heard from Val

[ January 04, 2003, 19:21: Message edited by: Nomor ]
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  #2577  
Old January 4th, 2003, 09:26 PM
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Default Re: Babylon 5 Mod

SJ: Problem has been with the standard movement point statement and advanced engines plus large hulls RCEs were the result, especially the specialty ships such as the assault ship, super carrier...No matter what I tried RCEs resulted OR speeds were up around 45-50 for battleships

Right now I have a problem with the external cargo pods. Val gave them an armor ability and until armor is researched they fill up the attack ships (taking up valuble weapon space).

also how does one get the AI to take a component that has no space/mass value (ship supports)? If I give them an armor ability they fill the ship (no end found)..

[ January 04, 2003, 19:29: Message edited by: pathfinder ]
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  #2578  
Old January 4th, 2003, 09:49 PM
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Default Re: Babylon 5 Mod

RCE's are generally caused by high speeds.

Have you tried removing the misc ability call for "Standard movement" and using only the desired movement line?

Desired movement := (real desired speed) X (Engines Per Move of this hull)

Quote:
also how does one get the AI to take a component that has no space/mass value (ship supports)? If I give them an armor ability they fill the ship (no end found)..
They need to be assigned a "useless ability" (definitely NOT the armor ability; that will totally screw it up)

If you add Facility abilities, "star - unstable", etc...
Then you can call for some of them in the misc abilities.
Spaces per one of 10, should then add 100 of them on a 1000kt ship, I believe.

[ January 04, 2003, 19:55: Message edited by: Suicide Junkie ]
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  #2579  
Old January 4th, 2003, 10:29 PM

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Default Re: Babylon 5 Mod

I downloaded your Last file and now QNP is not working it's gone back to normal space empires where 8 engines will move any ship 4!! this means that colony ships are going 6 as the start insted of 2!

Have u done this on purpose to sort out all the RCE's or has something gone pearshaped?

I've also noticed in my games that the ai does very little population movement, which is somthing that is very important in this game due to the large effect the population has on construction on a planet
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  #2580  
Old January 4th, 2003, 10:47 PM
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Default Re: Babylon 5 Mod

SJ: Yes, that is what I just finished doing and now testing. Only at turn 40 so I have a ways to pla... er test I imagine there may be some tweaking of both the desired movement and epm values but I'll defer that until I get 300-400 turns into this mess I have the EA in atm

Jamarobo: Talking to me? I have not uploaded my latest changes. One's posted a day or 2 ago were mainly for those interested (E.G. Rollo) to look at them (Abbai & Minbari, shipsize & components) to give me some advice on how to get rid of the RCEs. Hehe, those were some crude mods I was doing to get rid of the engine/hull RCEs we were seeing..

[ January 04, 2003, 20:53: Message edited by: pathfinder ]
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