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March 20th, 2004, 05:22 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Babylon 5 Mod
Quote:
Originally posted by pathfinder:
quote: Originally posted by Atrocities:
Whatever happened to VAL?
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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.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 20th, 2004, 06:49 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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.
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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”.
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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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March 21st, 2004, 04:03 AM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
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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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March 21st, 2004, 04:24 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Babylon 5 Mod
As said in the other thread... AI tags will get around the jump gate issue nicely.
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March 21st, 2004, 05:04 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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”.
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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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Things you want:
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March 21st, 2004, 05:33 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Babylon 5 Mod
I concur. Please leave the CS/ECM alone, other than to make them all 10 kT...
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March 21st, 2004, 05:45 AM
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Sergeant
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Join Date: Jul 2003
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Re: Babylon 5 Mod
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March 21st, 2004, 06:10 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
That completely destroys the current system.
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March 21st, 2004, 01:45 PM
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Major General
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Join Date: Sep 2000
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Re: Babylon 5 Mod
Anyone know why shipboard telepath has sensor level as an ability?
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L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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March 21st, 2004, 07:06 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
So that it can detect cloaked shadow vessels. Not that there is a shadow cloaking device... :-\
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