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  #2581  
Old January 4th, 2003, 11:19 PM
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Default Re: Babylon 5 Mod

SJ: that baloney ability worked for the structural supports.

*groan* back to the MOD design salt mines
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  #2582  
Old January 5th, 2003, 05:36 AM
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Default Re: Babylon 5 Mod

Run away, run away....

The Shadows are coming! aaiiieeeee.....

only at about turn 150 or so and those *&^%$# already have battleships with heavy molecular slicers ( range of 13-14?) and armor (top shelf inert).....

poor EA only have Lt Cruisers, slow engines (speed 5 in LT Czr) and that combo laser/pulse cannon (range 3) and low end inert...

and I need a brewski

[ January 05, 2003, 03:37: Message edited by: pathfinder ]
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  #2583  
Old January 5th, 2003, 06:03 AM
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Default Re: Babylon 5 Mod

The only reason I didn't put the ability into the armor, was because I didn't know which ones would be available.

There are a limited number of abilities that have no effect on component, and I didn't know which ones were going to be used where
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  #2584  
Old January 5th, 2003, 06:10 AM
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Default Re: Babylon 5 Mod

SJ: The first passive (reflective?) uses emmissive ability so no problem there...

using armor ability (in inert armor) only a "problem" at start because that external cargo pod also uses it as an ability ... *shrug* The EA lived thru the first few battles (with Llort [neutral]) without too many losses
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  #2585  
Old January 6th, 2003, 01:03 AM
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Default Re: Babylon 5 Mod

Here's one for ya: Shadows (me) put a 1-pdf multicutter (good against ships/fighters/sats) AND a Heavy Multi-phase Cutter on a Large Colony ship....

Nasty surprise for enemies at warp point

Should I arm large colony ships via the AI_designcreation? If so, which races (all, some, which?). How heavy/big a weapon (pdf are already designed in)?

BTW yes, the Volons & Shadows CAN get colonization tech. They have to research it (Volon/Shadow race Lvl 2 and/or B5 Ancient Race 2 THEN research rock colonization AND have parameters set up in AI_designcreation)

[ January 05, 2003, 23:05: Message edited by: pathfinder ]
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  #2586  
Old January 6th, 2003, 02:08 AM
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Default Re: Babylon 5 Mod

hmmmm.....

trying to figure out what weapons to put into the ships to counter the Shadows. Harm missiles for the EA (secondary weapon batteries)....have to look at races to see if they have/can use ballistics
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  #2587  
Old January 6th, 2003, 02:24 AM
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Default Re: Babylon 5 Mod

Quote:
SJ: The first passive (reflective?) uses emmissive ability so no problem there...
Hmmm. Are the AIs putting multiple "primary" armor components on then?

The "primaries" have about 5x the ability amount, compared to the "additional" armors, so that larger ships don't have WAY more crystalline ability than the small ships.
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  #2588  
Old January 6th, 2003, 02:41 AM
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Default Re: Babylon 5 Mod

SJ; Most I have seen the AI (Vorlons) put on is 2 "primary" passive armor the rest are inert armors of various sizes (uses largest then fills in with light). They have not researched further to get the "additional" passive armors.

Update: The only ships using the double passive primary armor are the Vorlon frigate and Vorlon troop transport. at least so far in the game. The Vorlon capital ships only use one passive armor rest of armor is inert armor.

[ January 05, 2003, 15:21: Message edited by: pathfinder ]
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  #2589  
Old January 7th, 2003, 03:24 AM
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Default Re: Babylon 5 Mod

What does the following error message mean?:

AI designcreation---

"Could not find field "Name" in record "Jump Gate"

I checked that entry in AI_Designcreation for the Hyach (#5 in my current test) and don't see what is wrong with it...

Update: Never mind *grumble* Had a typo in the "record" before that (satellite) ....

[ January 07, 2003, 02:01: Message edited by: pathfinder ]
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  #2590  
Old January 7th, 2003, 04:29 AM
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Default Re: Babylon 5 Mod

Multiple Primaries are technically cheating, but in this case, I don't think it really matters all that much
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