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  #3751  
Old March 29th, 2004, 01:28 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
What would keep a race limited to 400kt other than settings.txt? The settings.txt is set to 0 so I can "see" all the ships & bases but the Brakiri stops at 400kt
Check to see if there is an extra line between the 400kt design and the next larger one in AI_D_C. Been there, done that!

My stock AI_D_C now seems to work entirely as intended. Next is customizing the ship sizes and types.
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  #3752  
Old March 29th, 2004, 02:43 AM
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Default Re: Babylon 5 Mod

Brakiri now back on track. I had to make a new .emp file and then they worked.
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  #3753  
Old March 29th, 2004, 02:43 AM
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Default Re: Babylon 5 Mod

Looks like me gonna make a few new Brakiri weapons as they seem to be missing.

Gawd, my eyes and hands hurt but the Brakiri have their weapons now. Install tommorow to see if they work

[ March 29, 2004, 02:54: Message edited by: pathfinder ]
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  #3754  
Old March 29th, 2004, 02:52 AM
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Default Re: Babylon 5 Mod

Thanks, guys, I got at least part of the problem: "Num Misc Abilities" is actually the number of ADDITIONAL abilities. Thus, the AI was adding engines because it put in four per the speed and then filled the remaining spaces with engines as Misc abilities. And yes, "speed" in this case is purely the number of engines. But with the engine mounts, this is moot.

Which also solves Path's Shadow Living CPU problem as well: the AI adds a LCPU as the required bridge component and then again as the misc ability "Master Computer" (I tested it, Path, and the Shadows use only one LCPU if you delete the Misc ability "Master Computer").

However, this doesn't resolve the issue of the AI not using armor. I read long ago in one of the threads that an "Armor Spaces Per One" setting of zero causes the AI to fill in all spaces with armor after completing its other requirments. Is this not true? I have tried adding armor as a misc ability and the AI will leave empty spaces before it will install armor. This kinda makes the great armor system of the game kinda redundent.

Anyone have any ideas?

Also, IF wrote:
Quote:
Yes they are. Even on max tech, you can not have technologies that require a racial trait to be researched.
That isn't true in this mod for weapons tech - Max Tech gives everyone all the racial light weapons, medium, etc, but IS true for other stuff (like the LCPUs). Not sure where the weapons discrepancy crept in, but you are right and I shouldn't have doubted it!
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  #3755  
Old March 29th, 2004, 08:49 AM

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Default Re: Babylon 5 Mod



[ March 29, 2004, 23:04: Message edited by: TNZ ]
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  #3756  
Old March 29th, 2004, 04:13 PM
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Default Re: Babylon 5 Mod

Argh! What are you guys doing to my poor defenseless techs!?!

Just do #3 and #4 directly, don't destroy all my work with 1 and 2

Please don't dumb down the armor techs. The AI already knows which are best from each Category; all you have to do is tag the categories for use.
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  #3757  
Old March 29th, 2004, 04:16 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
Looks like me gonna make a few new Brakiri weapons as they seem to be missing.

Gawd, my eyes and hands hurt but the Brakiri have their weapons now. Install tommorow to see if they work
Nice work heh, making weapons?
I've been working on the Ancients and now they have their weapons (not the Shadows and the Vorlons). I'll continue to work on weapons, this is a hell of a job I tend to like it. Strange huh?

Edit: I'm not going very fast but that's because of RL, so much work. And my GF is nagging my head of for a vacation in Paris. Sigh... the "delights" of a realtionship...

[ March 29, 2004, 14:17: Message edited by: Timstone ]
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  #3758  
Old March 29th, 2004, 06:35 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Suicide Junkie:
Argh! What are you guys doing to my poor defenseless techs!?!

Just do #3 and #4 directly, don't destroy all my work with 1 and 2

Please don't dumb down the armor techs. The AI already knows which are best from each Category; all you have to do is tag the categories for use.
SJ, I was this close to deleting the armor mod and trying over with something simpler to apply ability tags to... but I didn't because it was just slightly more work than tagging the existing 148 components. Mind you, I think the concept of many armor components that changed only ever so slightly as tech improved was great, but its creation without tags almost made it more trouble than it was worth. I did change "midrange armor" to "medium armor" since "medium" is the term used in the mod for everything else in the Category between "heavy" and "light."

At 100 spaces per one for each type of armor, you end up with about 10% of the hull devoted to armor. Seems about right.

[ March 29, 2004, 16:36: Message edited by: grumbler ]
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  #3759  
Old March 29th, 2004, 06:39 PM
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Default Re: Babylon 5 Mod

Hahaha... SJ almost collapsed under the imense pressure of a heartattack. Catastrophe avoided.

Nice work on the AI tags Grumbler.
I still haven't read your Last mail (worky, worky, worky), but fear not I'll read it before the weekend, maybe I'll continue work on the facilities this week. The work I neglected yesterday has caught up with me.
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  #3760  
Old March 30th, 2004, 12:46 AM
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Default Re: Babylon 5 Mod

All I can say is....some of the challenges in the Version (old one) are due to use of "boiler-plate". I am ripping out inappropriate abilities as I go. That is if they seem inappropriate to me (based on the AoG books and the few show re-runs I have seen).

I'll make a basic (weak?) gravitic based shield as both the Abbai and Brakiri had some. I'll probably just use the data from "normal" game components to make the shields up. They'll probably be the weakest ones (just re-name them and use different tech requirements).

Refresh my memory: If I make a change to components.txt, I have to make new .emp files?

[ March 29, 2004, 22:49: Message edited by: pathfinder ]
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