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  #4091  
Old May 17th, 2004, 01:21 AM
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Default Re: Babylon 5 Mod

Nomor,

These are "dummy abilities" that force the AI to build specific facilities on a planet, as opposed to the "generic abilities" like "SpaceYard" that would never have the AI building Manufacturing facilities because there is a facility with greater spaceyeard capabilities (namely, the spaceyard itself). They are used only to link a specific facility type to a specific planet type, they mean nothing in and of themselves. They are needed because in this mod facilities have far more abilities than in the basic game.

For instance, "Quantum Reactor" is used as a tag so we can tell the AI to build a depot in that planetary slot. "Ship Auxiliary Control" tells it to build a manufacturing colony.

Does this explanation make sense?
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  #4092  
Old May 17th, 2004, 01:26 AM
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Default Re: Babylon 5 Mod

Can anybody tell me how the AI decides which attack ship design it selects to build on any given turn in any given spaceyard? I still have races building almost exclusively scouts on turn 240, even after I have played around a bit with the planets per ship requirements in AI_Construction_Vehicles.txt. They are designing large attack ships, they are just not building them.

Also, does anyone know (or have a link to where I can find out) what changes the AI state and how I can tell what the AI state of a race is?
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  #4093  
Old May 17th, 2004, 01:33 AM
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Default Re: Babylon 5 Mod

Yes
Thanks

So I was right to not describe these "abilities", yes? phew

Now who wants this txt file I seem to have spent the weekend working on?


PM me with an email address and I send it off. Backup the original first.

[ May 16, 2004, 12:38: Message edited by: Nomor ]
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  #4094  
Old May 17th, 2004, 01:43 AM
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Default Re: Babylon 5 Mod

I should have checked you were only speaking of the facilities.txt file. *Grumbles* Giving the explanation wasn't exactly needed, as a facility will have a hard time doing any kind of minesweeping. (The only one that is actually a facility ability is the Stop Black Hole Creator in your list, as the others do not quite make much sense here. )
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  #4095  
Old May 17th, 2004, 03:26 AM
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Default Re: Babylon 5 Mod

The Brakiri research for medium and heavy weapons are non-exsistant; is this on purpose or will there be weapons for this in the final Version?

[ May 17, 2004, 02:28: Message edited by: The One ]
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  #4096  
Old May 17th, 2004, 03:27 AM
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Default Re: Babylon 5 Mod

what weapons do the Brakiri have in their arsenal that can allow them to stand up to other races?

[ May 17, 2004, 02:29: Message edited by: The One ]
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  #4097  
Old May 17th, 2004, 05:54 AM
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Default Re: Babylon 5 Mod

Quote:
and the ship having this ability will not run out of supplies, except perhaps if it cannot store any supply
The ship that the QR is on does not have to store any supplies at all.

Quote:
Stop Black Hole Creator: Ok I get that but trying to justify how a facility has this ability is the problem.
Check out the stock game's system gravitational shield facities.

[ May 17, 2004, 04:57: Message edited by: Imperator Fyron ]
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  #4098  
Old May 17th, 2004, 04:20 PM
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Default Re: Babylon 5 Mod

In what order should the Brakiri research so that one can get all weapons that that race should have, and why are some of these weapons for the Brakiri blank and give you nothing when you researh it.
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  #4099  
Old May 17th, 2004, 05:31 PM
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Default Re: Babylon 5 Mod

TO,

The mod is not complete as it is. Whether anyone will complete the Brakiri in the current Version I couldn't say. Timstone and I are working on a "Version 2.0" of this mod that pretty much rethinks everything here, including weapons. In Version 2.0 the brakiri will have weapons of all sizes, some of them Brakiri-unique and some generic.

Our goal is to have 2.0 done by the end of summer. Until then, you can either make up your own brakiri weapons of simply "turn off" the inapplicable research by making its prerequisite research higher than possible (e.g. Brakiri racial tech level 3).
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  #4100  
Old May 17th, 2004, 08:23 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by grumbler:
TO,

The mod is not complete as it is. Whether anyone will complete the Brakiri in the current Version I couldn't say. Timstone and I are working on a "Version 2.0" of this mod that pretty much rethinks everything here, including weapons. In Version 2.0 the brakiri will have weapons of all sizes, some of them Brakiri-unique and some generic.

Our goal is to have 2.0 done by the end of summer. Until then, you can either make up your own brakiri weapons of simply "turn off" the inapplicable research by making its prerequisite research higher than possible (e.g. Brakiri racial tech level 3).
In the manuel that came with IV Gold, is there a section that talks about making weapons in the mod? I'm bad about reading everything, guess I just don't have the time.(what an excuse).Thanks
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