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January 7th, 2003, 05:52 AM
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Major General
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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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January 7th, 2003, 06:26 AM
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Shrapnel Fanatic
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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)
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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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January 7th, 2003, 06:26 AM
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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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January 7th, 2003, 06:28 AM
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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)
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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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January 8th, 2003, 01:40 AM
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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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January 8th, 2003, 02:58 AM
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Corporal
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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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January 8th, 2003, 03:32 AM
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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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January 8th, 2003, 05:31 AM
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Sergeant
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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
Lighthorse
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Oh man, why do you have to hit me with those negative waves so early in the morning..
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January 8th, 2003, 05:45 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Quote:
Any idea when PBW B5mod game would start?
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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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January 8th, 2003, 06:27 AM
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Corporal
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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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