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  #2591  
Old January 7th, 2003, 05:52 AM
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Default Re: Babylon 5 Mod

SJ: Yeah, wonder what I can do to stop it. Tho' it may not be worth the effort. hard enough to get it so the AI would use it

[ January 07, 2003, 03:54: Message edited by: pathfinder ]
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  #2592  
Old January 7th, 2003, 06:26 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
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)
That is only meant for games of all Ancients. For games with Younger Races, the Ancient races should not research Colony Techs.
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  #2593  
Old January 7th, 2003, 06:26 AM
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Default Re: Babylon 5 Mod

Ok, tommorow, barring incident or accident I should be able to organize, zip and post the AI for those who want to test it.

I have run it through and at least the there haven't been any RCEs on my Last two (200+ turn) games.

Be sure and read the readme! I'll put in what I have changed (data [vehiclesize], designcreation and research) for all the AI.

[ January 07, 2003, 04:27: Message edited by: pathfinder ]
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  #2594  
Old January 7th, 2003, 06:28 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by pathfinder:
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)
That is only meant for games of all Ancients. For games with Younger Races, the Ancient races should not research Colony Techs.
Now how am I to set that for the AI in their AI_research file? No way I can differentiate that for single-player. All or nothing...

[ January 07, 2003, 04:29: Message edited by: pathfinder ]
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  #2595  
Old January 8th, 2003, 01:40 AM
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Default Re: Babylon 5 Mod

Another question (probably gonna shoot myself for asking): What 2 races techs should be researched for the League of Non-Aligned Worlds (LNAW)?

Mine would be Abbai and Pakmara or Abbai and Gaim.

Why just 2? Because Da path don't feel like trying to fit more than that in

Unless of course some other suc...uhm highly intelligent and motivated MODer wants to step forward and do them hehe...
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  #2596  
Old January 8th, 2003, 02:58 AM

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Default Re: Babylon 5 Mod

I'm back .... will try to play the games' first turn tonight when I get home.

On the subject of race abilities to give the LNAW, if you give them Gaim then you also give them the best Boarding Parties in the game and first hit armor - just something to bear in mind
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  #2597  
Old January 8th, 2003, 03:32 AM
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Default Re: Babylon 5 Mod

1041989240.ZIP

Latest B5 AI from the salt mines . Hopefully the changes to the AI_designcreation will prevent any further Range Check Errors. Also added in structural supports and armor.

Addendum to readme: I forgot to add that that I deleted the "standard movement" entries from each ships description in AI_designcreation.
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  #2598  
Old January 8th, 2003, 05:31 AM
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Default Re: Babylon 5 Mod

Hey Pathfinder,

How its going lately in the old salt mines.
Any idea when PBW B5mod game would start?
Also, anytime you want to tried a CMBB game on the side, time permitting please email me.

Happy New Year to all B5modders
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  #2599  
Old January 8th, 2003, 05:45 AM
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Default Re: Babylon 5 Mod

Quote:
Any idea when PBW B5mod game would start?
It had already started, but there were a few problems with bad empires, so we were going to restart. Then, PBW went down.
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  #2600  
Old January 8th, 2003, 06:27 AM

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Default Re: Babylon 5 Mod

I'll start testing your new AI files after I get the first turn game to work. Did you find a way to fix the Hyach Laser problem that I reported before going away?
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