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  #2631  
Old January 13th, 2003, 12:13 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

My normal Beam/Missile loadouts :

Support Ships (Repair etc) : Missile.
Largest in field designs : Beam.
Smaller designs : Beam or Missile depending on percieved need (the AI won't be able to work that out, sorry).
Smallest designs : Boarding Parties and Beams.

Currently tending to a ~10-15% of ship mass spent on Armor components, still playing around with this.
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  #2632  
Old January 13th, 2003, 02:02 AM
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Default Re: Babylon 5 Mod

AGoetz: Hehe, thanks. I'll tweak the Gaim layout with next AI, which should be in next couple of days. One dissappoinment is their bulkheads disappear in my game after inert armor researched. Would you prefer the bulkheads or the inert armor?

Looks like both baseships and heavy baseships are in (the numbers look kinda screwy but at least no RCEs with them )
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  #2633  
Old January 13th, 2003, 02:22 AM
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Default Re: Babylon 5 Mod

Well, you seem to be very good at detecting and solving those nasty RCE's. The only thing I can say is keep up the good work.

Btw: I've got my computer back Online and all my important files are intact. Yehaa! Work on my shipset can continue. I've got another model ready as we speak.
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  #2634  
Old January 13th, 2003, 02:25 AM
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Default Re: Babylon 5 Mod

Timstone: Glad to hear your PC is acting properly. Looking forward to the Ipsha
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  #2635  
Old January 13th, 2003, 02:44 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

From memory the Inert Armors are most effective / kT then the Bulkheads now that all the Armors are 'Hit First'. So the Gaim just get Armor earlier than anyone else, nothing more.
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  #2636  
Old January 13th, 2003, 03:08 AM
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Default Re: Babylon 5 Mod

AGoetz: Ok, then I'll just leave that alone then.

ALL: If the AI shipset does not have a baseship in it the game picks some really strange pics. Hehe the Abbai had a Mibari escort mini with an Abbai battlecruiser portrait for the baseship until I made a hasty one for it...
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  #2637  
Old January 13th, 2003, 03:13 AM
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Fyron Fyron is offline
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Default Re: Babylon 5 Mod

Wait... the armor shouldn't be hit first at all! It is supposed to be leaky armor.
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  #2638  
Old January 13th, 2003, 04:00 AM

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Default Re: Babylon 5 Mod

I'm assuming that Pathfinder couldn't get the AI to use the leaky armors properly and so changed them. I don't know enough about the AI files to be able to suggest fixes.
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  #2639  
Old January 13th, 2003, 04:04 AM
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Default Re: Babylon 5 Mod

Leaky armor?

Pray tell what the heck is leaky armor. All I did was assign the armor ability to the armor components...

[ January 13, 2003, 02:07: Message edited by: pathfinder ]
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  #2640  
Old January 13th, 2003, 04:09 AM
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Default Re: Babylon 5 Mod

Leaky armor, as in it doesn't stop all shots. Some damage gets through and hits the internal components. Use an ability like Star-Unstable or something on the armor, and call for it in the AI design files. Just make sure to give that dud ability no description.
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