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  #2681  
Old January 20th, 2003, 06:03 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

For the races that PF has released AIs for but which I have no graphics etc I've just dummied up the remaining data files, let them use default ship graphics and pulled race images out of the standard game (so they definetly don't look right).

I have to do some more playing around, but I'm starting to get to the stage that I cannot narrow the RCEs down to specific hull sizes/engine techs (so I think we have pretty much gotten all the easy ones now). Example : Dilgar (I think, or was it the Abbai? Got to check.) got an RCE on the same turn that they discovered Long Range Scanners I (and no other techs). Doesn't make much sense to me, so I went through their Design_Creation file and removed every line requesting Long Range Scanners (about 5 of them) and tried again. The game still RCEed. I have absolutely no idea.
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  #2682  
Old January 20th, 2003, 06:20 AM
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Default Re: Babylon 5 Mod

Grumbler: I gave the Dilgar to Val to clean up. I guess I could post the shipset if ya'll understand these are very rough images and IF Val returns, a much improved (textures & lighting) will be available then.

[ January 20, 2003, 04:40: Message edited by: pathfinder ]
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  #2683  
Old January 20th, 2003, 06:47 AM
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Default Re: Babylon 5 Mod

The rough Dilgar ship set for B5 MOD:

1043037950.ZIP
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  #2684  
Old January 20th, 2003, 07:12 AM
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Default Re: Babylon 5 Mod

Just a random thought regarding RCEs. Most of them seem to have to do with engines. What if we made the engine requirement 1 per 100 tons vice 1 per 50, and doubled all costs for engines? Even a planet-killer (which I have never seen, BTW) could go speed 10 at that rate (plus bonuses) and the normal lessor ships would be much easier for the AI to figure out. It would mean abandoning the "+50" ships like the heavy destroyer and the ecort, but might be worth it.

Just a thought...
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  #2685  
Old January 20th, 2003, 08:29 AM

Fireblade Fireblade is offline
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Default Re: Babylon 5 Mod

grumbler had me playtest his gold fix.

Another bug:

(race)_ai_fleets.txt

Percentage of fleets to use for defense := (variable?)

(race)_ai_settings.txt

Ships don't move through minefields := false
Ships don't move through restricted systems := false
Clear orders on encounter enemy := false
Clear orders on encounter all := false
Percentage of total satellites to keep as planetary cargo := 40
Percentage of total drones to keep as planetary cargo := 40
Number Of Anti-Ship Drones Per Target := 3
Number Of Anti-Planet Drones Per Target := 3
Maximum Anti-Ship Drone Target System Distance := 5
Maximum Anti-Planet Drone Target System Distance := 5
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  #2686  
Old January 20th, 2003, 12:19 PM
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Default Re: Babylon 5 Mod

Sigh... I really hope Val returns, only he knows the full extend of the mod.
When my exams are over (I don't know the exact word for it. Midterms, was it not?), I'll go ahead with TAInT King and implement them into the mod. The images take more time to make, so first step is the data, then the pics. Oh, and I'll want to make the Ipsha techs too. You know, since I'm making their shipset.
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  #2687  
Old January 20th, 2003, 10:29 PM
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Default Re: Babylon 5 Mod

Latest B5 MOD AI (pre-gold) from Da path:

1043094274.ZIP

My latest fixes:

Version B5-VI-Path-C:

1: Re-did settings for "engines per move" for all ships (B5 standard) to prevent range check errors.

2: Re-did minimum/desired speeds in most ships, again to halt range check errors.

3: Changed to "resource generation - organics as ability for armor (leaky) and loaded armor into all ships/bases/wp as a misc ability.

4: Re-set maximum number engines for baseship and heavy baseship to 100 in order to prevent range check errors.

5: Took out misc. ability "solar generation" from scouts, colony ships, population transports, repair tugs to prevent 2 or more reactors from being designed into ships by the AI.

6: Changed defense base misc. ability from "solar generation" to "combat movement" to prevent reactors from being designed and to add "station keeping engines" to the designs.

7: Added scatter pulse and quad pulse weapons to Dilgar (based on same weapons used by Llort) in components.txt file.

8: Hopefully I didn't forget something I did, my notes are not the best.

AND HOPEFULLY most RCEs are gone..

Note: I am unskilled in making zip files, so mine don't self-extract to the B5 MOD directory. You have to manually load them in. Sorry..

[ January 20, 2003, 20:30: Message edited by: pathfinder ]
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  #2688  
Old January 20th, 2003, 10:39 PM
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Default Re: Babylon 5 Mod

Timstone: Electromagnetic weapons (Surge cannon, Surge bLaster). I think (not sure) that their PD is the EM pulsar. They also have a short range resonance generator and spark field. Good luck in figuring out the damage effects and range of all 10 levels on each one . I guess they primarily use electromagnetic reactors and drives.

Hehe, I got a headache when I looked at the damage/range stuff earlier. You are more than welcome to establish these techs!
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  #2689  
Old January 20th, 2003, 10:43 PM
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Default Re: Babylon 5 Mod

PF: Haha... don't get headaches, they suck. I find the range/damage question quite pleasing to do. It's rewarding to see all the weapons in the game. BTW. the sparkfield is their PD weapon. The EM pulsar is also a PD weapon, but it mainly used against mines and large ships because it causes damage on all sides of the enemy.
Don't expect an update soon. I'll be studying for the Last modterm... ehh, I meant midterm.
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  #2690  
Old January 20th, 2003, 10:48 PM
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Default Re: Babylon 5 Mod

Timstone: Hehe, though actually the graphic/pic for the image mod so they can be seen in-game may actually the hardest to do
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