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  #2601  
Old January 8th, 2003, 06:27 AM

AGoetz AGoetz is offline
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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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  #2602  
Old January 8th, 2003, 09:32 PM
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Default Re: Babylon 5 Mod

Anyone: Why would cluster bombs cause an RCE?

[ January 08, 2003, 19:33: Message edited by: pathfinder ]
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  #2603  
Old January 9th, 2003, 12:12 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

No real idea on the Cluster Bomb problem - but how many Cluster Bombs and what size did the ship try to drop? Maybe there is a max damage value it's overflowing.
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  #2604  
Old January 9th, 2003, 12:42 AM
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Default Re: Babylon 5 Mod

Cluster Bomb I and only one unit on the ship, rest were 2 X Molecular Pulsar II. The RCE hit just after the .wav for the weapon finished...
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  #2605  
Old January 9th, 2003, 01:24 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

I assume from the description that this in tactical combat - does this also happen in strategic?

Have started a game with the newest files, currently turn ~150. I'm the EA, and am sitting quietly in a 4 system block. The Grome block one of the ways out and the Cascor are trying to come through the others. I think both are using the Default AI files.
My Assualt ships have saved me a lot of research - I only researched up to Destroyer hulls, but can currently build Dreadnoughts (in addition to at least 3 levels of propulsion, 2 levels of fighters and a scattering of ecm, armor, plasma etc). I really should build some ships and punish the Cascor and Grome for their attempts to get at me, my 100 turn old frigates are starting to get thin in numbers (I love first shot advantage on a jump point )
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  #2606  
Old January 9th, 2003, 01:40 AM
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Default Re: Babylon 5 Mod

Hmmm...haven't tried it in strategic yet...I'll let ya know...

Update: Nope, no RCE in strategic nor in tactical/auto

[ January 09, 2003, 00:13: Message edited by: pathfinder ]
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  #2607  
Old January 9th, 2003, 02:22 AM
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Default Re: Babylon 5 Mod

Great work sofar with hammering out the RCE's! Keep up the good work!
Two thumbs up for Da Path!!
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  #2608  
Old January 9th, 2003, 11:55 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

I have no more ideas regarding the Cluster Bomb RCE.

There are some typos in your LNAW DesignCreation file, in particular with some of the ships the values for 'Num Misc Abilities' are incorrect. Havn't looked for the same error in other files yet.
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  #2609  
Old January 9th, 2003, 12:20 PM
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Default Re: Babylon 5 Mod

Damnit! M'n computer crashed yesterday due to a virus! AARGG!!! I hope all my files are in good health. Work on my shipset (not that much unfortunately) and my work on TAInT King will stop for now.
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  #2610  
Old January 9th, 2003, 01:14 PM
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Default Re: Babylon 5 Mod

AGoetz: Yeah, I tried some QA before posting it but seems I missed some. Dilgar also had 2 typos. I'll fix and re-post. The errors are the Last entry in the ships where I was adding an ability so that the structural supports could be added.

Update: Yikes! I stopped counting at 8 errors for the LNAW.

Abbai & ShagToth also had errors

[ January 10, 2003, 22:16: Message edited by: pathfinder ]
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