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  #3691  
Old March 20th, 2004, 05:22 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
quote:
Originally posted by Atrocities:
Whatever happened to VAL?
He just dropped off scene around Thanksgiving 2002.
That is unfortuneate. I wonder if he is still, well you know, alive?

Its happened before on other forums, long time hard core members just stop posting and eventually it was discovered that they are no longer alive.

One can't help but wonder if Val is still around or not.
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  #3692  
Old March 20th, 2004, 06:49 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by TNZ:
Grumbler and Timstone, I thought the mod could do with a more robust leaking armor system, so I made one. It seems to work well.
Umm... the current system works extremely well. It is quite robust... What is wrong with it in your opinion?

Quote:
Originally posted by TNZ:
I think the ECM and Combat Sensors components need a bit more than a quick fix, more like a major overhaul, that is, if you want truly AI compliant ECM and Combat Sensors components. In my opinion, using AI Tags to get the AI to use the current ECM and Combat Sensors components would be a waste of time and AI tags. How about one component family with the “Combat To Hit Defense Plus” ability and one component family with the “Combat To Hit Offense Plus ability”.
There are a large number of abilities that can be used as AI tags. They are in no short supply. The current CS/ECM system (well the intended one, anyways) will work quite nicely, even with AI use.

[ March 20, 2004, 04:52: Message edited by: Imperator Fyron ]
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  #3693  
Old March 21st, 2004, 04:03 AM

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Default Re: Babylon 5 Mod

I noticed that in the Version of the mod I have the AI would stop adding engines to its AI design creation at a certain point. I think I found the problem. It was the Jump Gate components. When I deleted them the AI started adding engines. I think that the Jump Gate component’s 50 “Standard Ship Movement” point ability is causing the AI problem.
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  #3694  
Old March 21st, 2004, 04:24 AM
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Default Re: Babylon 5 Mod

As said in the other thread... AI tags will get around the jump gate issue nicely.
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  #3695  
Old March 21st, 2004, 05:04 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by TNZ:
How about one component family with the “Combat To Hit Defense Plus” ability and one component family with the “Combat To Hit Offense Plus ability”.
That would leave nothing but stock.

The point of having three families is that you can boost your ECM/CS just a bit more by devoting a bunch of extra space to it.

Some ships might just go with the basic component, since they need the hull space for other things...
If you want the very pinnacle of ECM or CS power, though, you have to pay for it with extra space on your ship.
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  #3696  
Old March 21st, 2004, 05:33 AM
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Default Re: Babylon 5 Mod

I concur. Please leave the CS/ECM alone, other than to make them all 10 kT...
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  #3697  
Old March 21st, 2004, 05:45 AM

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Default Re: Babylon 5 Mod

Here is my proposal for the ECM/CS Components:
http://www.shrapnelgames.com/cgi-bin...&f=23&t=011274
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  #3698  
Old March 21st, 2004, 06:10 AM
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Default Re: Babylon 5 Mod

That completely destroys the current system.
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  #3699  
Old March 21st, 2004, 01:45 PM
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Default Re: Babylon 5 Mod

Anyone know why shipboard telepath has sensor level as an ability?
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  #3700  
Old March 21st, 2004, 07:06 PM
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Default Re: Babylon 5 Mod

So that it can detect cloaked shadow vessels. Not that there is a shadow cloaking device... :-\
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