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  #3131  
Old May 26th, 2003, 05:41 AM

Geryon Geryon is offline
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Default Re: Babylon 5 Mod

Ok so did you find anything wrong or missing in the B5 Nomads? If you did could you tell me what it was so I can put it in?

I already have 3 AIs as B5 Nomads; the Soul Hunters, Raiders and Technomages and if there's anything that needs to be fixed for them I'd like to do it because I'm in the middle of a game with them.
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  #3132  
Old May 26th, 2003, 05:52 AM
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Default Re: Babylon 5 Mod

Yeah, I had to copy paste life support (regular one for B5 Standard Race) to bottom of components.txt. called it B5 Nomadic Race Life support with requirement of B5 Nomadic race (takes place of B5 Standard race).

[ May 26, 2003, 04:53: Message edited by: pathfinder ]
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  #3133  
Old May 26th, 2003, 05:57 AM

Geryon Geryon is offline
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Default Re: Babylon 5 Mod

Thanks, I'll fix that pronto!

Btw, I saw there are bunches of unused component bmps, such as the little dude in the EF uniform, the doctor, the EF Security Officer among others. They looked pretty cool, I activated a few of them instead of using SE 4 standard pics.
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  #3134  
Old May 26th, 2003, 06:06 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
Yes, but nomads are supposed to use resource ships/stations, not sure how they expand/take over systems. also, how do they start (base yard to make ships for instance). So they need some kind of start facilities). space-borne education/training facilties, etc

My head hurts: adding some Cascor weapon tech
Every race gets a home planet to start with...
What the pirates & nomads do, is take their little mini spaceyards on escorts and set up bases to build/refuel/repair/scrap/analyse their ships at.

I hold zero hope of getting a decent Nomadic or Pirate AI. They'd just attack the nearest warship instead of waiting cloaked for a juicy unescorted transport ship.
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  #3135  
Old May 26th, 2003, 06:29 AM
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Default Re: Babylon 5 Mod

SJ: couldn't the strategy be set to other than warship...1st choice being unarmed?

hmmm....no Nomad-sized shipyard, smallest atm is 500 kt.

So, I made one ...copied from P & N, just changed the requirement to B5 Nomadic Race

[ May 26, 2003, 06:08: Message edited by: pathfinder ]
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  #3136  
Old May 26th, 2003, 04:11 PM
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Default Re: Babylon 5 Mod

Geryon: Refresh my old man's memory on breaching pods please. Weren't they ejected from a warship to capture another ship (kinda like a purpose-built shuttle/fighter)?

seems to me adding either an ability to the hull or a special component (breaching party/marines). These components would be small (3-5 kt) in size in order to fit the 20kt limit currently in the assault shuttle & breaching pod craft.

assault shuttle I guess would be a planetary assault craft? for small, commando raids.

Trick is to get the AI to use these properly...

[ May 26, 2003, 15:12: Message edited by: pathfinder ]
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  #3137  
Old May 26th, 2003, 05:45 PM
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Default Re: Babylon 5 Mod

Just out of curiosity...

... would it be possible to switch the "B5 Nomadic Race" to plain ol' "Nomadic Race" instead? I personally hope to one day see a cross over mod, and that would simplify things for the (hopeful) eventual fusion.
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  #3138  
Old May 26th, 2003, 06:38 PM
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Default Re: Babylon 5 Mod

Yes and no: entails a bit of re-write of racial traits which I am not going to do.
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  #3139  
Old May 27th, 2003, 12:44 AM

Geryon Geryon is offline
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Default Re: Babylon 5 Mod

PF: Lol, old man memory.

Yeah breach pods are launched from assault ships to capture enemy ships or stations. Troop Transports have assault shuttles or dropships for planetary assaults.

At the moment I do have breach pods, assault shuttles and normal shuttles installed. But I must admit I am very unsure as to if they work at the moment.

The breach pods and assault shuttles for example should be able to have some sort of troop hold so they can hold their respective commando teams. But fighters (where these ships fall under) do not have any kind of cargo hold at the moment and again have very low tonnage available which means you'd have to pack in a huge amount of breach pods to capture 1 ship and I can't even imagine how many assault shuttles would be needed to secure a planet.

On the other hand, I noticed that currently there are breach pods as weapon components. This is what I pressume the player uses to capture enemy ships. Can't the AI use these breach pod weapons?

Since the breach pods function as weapon components right now and troop transports just drop their troops on planet without a need of a ship to deliver them, I find that the brach pod and assault shuttle don't really serve much purpose ingame, I have no idea what Val was thinking of doing with them. Unless the comp doesn't use breach pod weapons or drop off its troops for assaults, the breach pod/assault shuttle ship isn't really necessary, though I would like to find a use for them.

If you can think of something, let me know.

BTW, the Pirates and Nomads mod has a boarding party component if you are looking for one for reference.

[ May 26, 2003, 23:47: Message edited by: Geryon ]
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  #3140  
Old May 27th, 2003, 04:42 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

My understanding from the current PBW Version is that you install the breech pod componenets on your ships and assign them capture ship orders - works for me anyway. The AI will use them when it designs Ship Capture hulls.

Raiders and Gaim have their own Versions that are better than the standard component available to the other races. (The Gaim one may not be in the current PBW Version, will have to check).
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