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  #2671  
Old January 19th, 2003, 05:12 AM
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Default Re: Babylon 5 Mod

Grumbler: Val (IIRC) set up the weapons data. All I am doing is the AI_designcreation and AI_research. In other words, i am NOT going into the "weeds" with the techs, just giving the AI the ability (well, somewhat anyways) to research then apply that tech some.

I got enough challenge just doing that.

On the scouts and carriers, again, so far I have not dealt (as yet) with more than getting the racial weapons researched and put on the ships. I am finishing the armor atm.

2 things I would LIKE to fix are the LCPU for Shadows and reactors on bases.

I'll look into the carriers if/when I get time. I am not worried about weaponless scouts UNLESS they are slow and are not putting on ECM and such Update: The reactor "ability" you noted is so that the AI is limited in reactor size for ships.

Reactor with "radioactive" ability = Heavy
Reactor with "Organic" ability= Medium
Reactor with "Mineral" ability= Small

So scouts which have misc ability of solar generation - minerals will be limited to small reactors. otherwise the AI would fit the latest, greatest (and usually biggest) one available.

as for no weapons...probably the tonnage allowed for support stuff like sensors, ecm, etc and even though there is a requirement for weapon that weapon is not fitted *shrug* not sure how to fix that.

BTW I HAVE figgered out why the AI is stuffing reactors into bases. there is a call for soalr generation which reactors also have. the call should be for "combat movement" which puts station keeping engines in. that way the bases move a bit to engage enemy ships. that way they are not stuck on a side of planet (masked) and out of range of enemy.

[ January 19, 2003, 03:40: Message edited by: pathfinder ]
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  #2672  
Old January 19th, 2003, 07:52 AM
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Default Re: Babylon 5 Mod

What would cause a "failure to load AI_designcreation.txt" error?

I checked spelling and spaces...

current test game won't load Dilgar_AI_designcreation
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  #2673  
Old January 19th, 2003, 09:18 PM
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Default Re: Babylon 5 Mod

PF: On the weapons, gotcha. I was just offering some analysis help to whomever was writing them - I like analysis!

On the reactorless CVs, I note that the EA CV and HCV have the line "Must Have Ability 2 := Solar Supply Generation" with no generation type specified. The Narn problem I have resolved - it was a mistake I had introduced myself while testing something and never backed out.

I also noted that the EA uses heavier reactors on their smaller CVs than the Narns. I assume that this is because they carry Cobra Bays instead of fighter bays? In any case, it works well, and I am impressed at the amount of work you have put into the AI!

I am looking now at the shadow LCPU problem, and will let you know if I find anything that might help you out.
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  #2674  
Old January 19th, 2003, 11:07 PM
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Default Re: Babylon 5 Mod

Grumbler: Understood. I just don't have a clue how to balance them

Hmmm...hadn't noticed differenses between the races....though there SHOULD be some. Mostly I have been trying to the racial techs on-board, so to speak, and to get rid of the RCE's so a full game could be had ...

Hmmm.....Scout have 2 calls for reactors, that may be why no weapons... 1 call in abilities and another in misc abilities... I wondered why there was an extra line in scouts....

[ January 20, 2003, 02:42: Message edited by: pathfinder ]
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  #2675  
Old January 20th, 2003, 01:08 AM
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Default Re: Babylon 5 Mod

Don't know what the &^%$ happened with the Dilgar AI_designcreation but made another from the default AI_designcreation and now all I gotta do is re-do the weapons and off they go

When that is done, the basic (repeat BASIC) AI is done....tweaking (armor levels, ecm/advance ecm/support ecm, sensors/advanced sensors/supprt sensors, etc), construction (both facility & vehicle), balance (I sure Val returns for this!!!!) remain to be done. All AI have some level of armor, sensors, ecm...most do NOT have the construction files. I guess I could make some dummy ones out of TDM races (1.49 Version)

[ January 19, 2003, 23:13: Message edited by: pathfinder ]
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  #2676  
Old January 20th, 2003, 03:31 AM
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Default Re: Babylon 5 Mod

As far as I can tell (a bunch of my early notes are now MIA), this files should contain all the data needed to make the basic mod work in gold:
1043026003.zip.

Just replace all the files with the identically-named files in the zip and let 'er rip.

If someone can run it in Gold and confirm that it works, that would be great. I have lost "configuration control" and cannot confirm it for myself!
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  #2677  
Old January 20th, 2003, 03:38 AM
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Default Re: Babylon 5 Mod

ALL: Btw, the only mod I made was in the components file. Family 11008 was shared by Living CPU and External Cargo Pod, so I changed living CPU to family 11011.

And no, PF, this didn't solve the problem.

I just spent 4 hours making tweaks to the design file and components file to see if I could figure out the multiple LCPU. No joy.

Interestingly, if I changed the LCPU compnent to a component identical to the Master Computer in the original game (but with the same tech as the LCPU), the AI started using bridges and the rest!

One thing that did NOT work (and I was sure it would) was making the LCPU a required component and not a miscellaneous ability. Sigh...

Will keep at it, as soon as I can figure another approach.
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  #2678  
Old January 20th, 2003, 04:40 AM
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Default Re: Babylon 5 Mod

Grumbler: hehe, I changed LCPU to 1105 and it didn't solve it

and when I changed it to mC..same as you the AI used BOTH LCPU and bridge/living quarters/life support

[ January 20, 2003, 02:44: Message edited by: pathfinder ]
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  #2679  
Old January 20th, 2003, 05:35 AM
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Default Re: Babylon 5 Mod

Would ya'll mind if I added 2 weapons to the Dilgar. They seem to be missing the scatter pulsar and quad pulsar from their arsenal (Llort also have them so not hard to add).
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  #2680  
Old January 20th, 2003, 05:56 AM
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Default Re: Babylon 5 Mod

PF: Where is the Dilgar ship set? I've got your Ai and a few bits and pieces, but nothing nera enough to play them with.

All: I left out the settings.txt file from the download. Its the same as the pre-gold Version, but with the following lines added (they can just be cut-n-pasted from the end of the original Gold settings.txt file):
Drone Supply Usage Per Turn := 200
Drones Can Be Hit By Mines := True
Population Mass := 5
Reproduction Check Frequency := 1
Minimum Computer Player Low Setting := 1
Maximum Computer Player Low Setting := 3
Minimum Computer Player Medium Setting := 3
Maximum Computer Player Medium Setting := 7
Minimum Computer Player High Setting := 6
Maximum Computer Player High Setting := 10
Minimum Neutral Player Low Setting := 1
Maximum Neutral Player Low Setting := 3
Minimum Neutral Player Medium Setting := 3
Maximum Neutral Player Medium Setting := 7
Minimum Neutral Player High Setting := 6
Maximum Neutral Player High Setting := 10
Fighter Supply Usage Per Turn := 5
Fighters Can Be Hit By Mines := True
Maximum Planet Percent Value := 250
Minimum Planet Percent Value := 0
Maximum Planet Resource Value := 999000000
Minimum Planet Resource Value := 0
Bases Can Join Fleets := False
No Retrofit Adding Of Spaceyards := True
No Retrofit Adding Of Colony Module := True
Seeker Combat Defense Modifier := 40
Planet Combat Offense Modifier := 30
Planet Combat Defense Modifier := -200
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