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  #3761  
Old March 30th, 2004, 12:49 AM
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Default Re: Babylon 5 Mod

Would any one dare say when this will be done?
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  #3762  
Old March 30th, 2004, 12:57 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Atrocities:
Would any one dare say when this will be done?
Well, for the "Pathy Special": with the progress I am currently making....maybe by the end of the summer...IF I can get three more pet peeves "fixed".

And depends on what you call finished. My definition is with the current races (less nomads) and no more races (ancient or standard) then maybe by summers end. Also, no new graphics. Mainly a simple bug stomp.
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  #3763  
Old March 30th, 2004, 01:49 AM
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Default Re: Babylon 5 Mod

Quote:
Refresh my memory: If I make a change to components.txt, I have to make new .emp files?
Nope, only if you make changes to RacialTraits.txt or to the characteristics settings in Settings.txt.
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  #3764  
Old March 30th, 2004, 03:17 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
quote:
Refresh my memory: If I make a change to components.txt, I have to make new .emp files?
Nope, only if you make changes to RacialTraits.txt or to the characteristics settings in Settings.txt.
Ahhh...ok, thanks. Mah poor haid hurtin' trying to figger that out...
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  #3765  
Old March 30th, 2004, 11:48 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Atrocities:
Would any one dare say when this will be done?
"Done" is kind of a funny word to use with a mod, isn't it? I would say that there is a "playable" mod right now, but with lots of bugs in terms of weapons matchups and the right races using the right weapons. The problem with posting such a "buggy" mod for people to download is that updates would be massive and it wouldn't be a lot of fun trying to make "patch" files for the mod.

If interest is high enough, I could get the simplified "crude Version" posted with a caveat emptor.
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  #3766  
Old March 30th, 2004, 12:48 PM
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Default Re: Babylon 5 Mod

How does the game restrict number of shipyards---hard coded? I couldn't find a restriction....

Trying to "fix" AI use of aggressive facitlities at start-up of full tech games. This has the potential of causing the AI resource problems in a full tech game.
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  #3767  
Old March 31st, 2004, 12:08 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by grumbler:
quote:
Originally posted by pathfinder:
How does the game restrict number of shipyards---hard coded? I couldn't find a restriction....
I believe that it is hard-coded.

Quote:
Trying to "fix" AI use of aggressive facitlities at start-up of full tech games. This has the potential of causing the AI resource problems in a full tech game.
My solution was to make the aggressive facilities 90% as efficient at 50% the cost of regular facilities. This emans the AI won't use them, but they still have a use for a human player who wants to basically strip-mine small domed planets not worth retaining forever. Building full-sized facilities on those sites simply takes too long due to population limits.

If we change the ability tags we could make the AI use this strategy as well.

Is that 50% MORE or less costly?
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  #3768  
Old March 31st, 2004, 12:17 AM
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Default Re: Babylon 5 Mod

I know the Shadows had some sort of cloaking (dimensional shift?) but did any of the other races...particularly the Vorlons?
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  #3769  
Old March 31st, 2004, 01:57 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
Is that 50% MORE or less costly?
50% less costly. It makes the facilitities easy enough to build on a domed world in less than years and years, but they screw up the planet - but if it is domed and of limited utility anyway, why not do it?

Because they are not the most effective facilities, the AI won't use them unless specificaly told to do so. And I don't see any way for the AI to distinguish between domed and undomed worlds, it may not be something they can do - but is still a cool thing for the human player to do.

Note that remote mining satellites are more efficient, probably (though slower) but I am not sure we want anyone but the nomads to use remote mining. I think of Marcus's facility on Whatsitsname Somenumber to be a facility, not a satellite.
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  #3770  
Old March 31st, 2004, 02:14 AM
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Default Re: Babylon 5 Mod

Grumbler: Kewl, mostly worked in my little test. The AI only used one aggressive mining facilty


Now, all I have left to "fix" are the Vree. Then all I'll have left is some weapon load-out tweaking.

Next project is shields....

Then starting techs tweaking...

[ March 31, 2004, 02:40: Message edited by: pathfinder ]
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