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  #4381  
Old December 28th, 2004, 04:32 PM
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Default Re: Babylon 5 Mod

Fyron :

Well the costs are pending, too. Take a look at the cargo warehouse, which costs 9k minerals

Of course Megalopolis will be unbuildable, its the homeworld city facility. Most probably it will cost like a million organics, to make scrapping them for ressources not an option.

SJ: Once again the armors: I dont want early game weapons to become useless I still want tiny and medium weapons to do a big of damage, instead of actually doing nothing. Anyways, lets stop with amors, they are not of concern right now, at least not until the combat system is up.

About AI tags: Since no work on AI has been done yet, all of them are available. I think about 10 tags need to be free for later use, weiter it be ship designing or planet queues (facilites).
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  #4382  
Old December 28th, 2004, 04:48 PM
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Default Re: Babylon 5 Mod

Quote:
Ragnarok-X said:
About AI tags: Since no work on AI has been done yet, all of them are available. I think about 10 tags need to be free for later use, weiter it be ship designing or planet queues (facilites).
You can reuse the tags for components and facilities without issue. All 20 are available for components, and all 20 are available for facilities.

Quote:
SJ: Once again the armors: I dont want early game weapons to become useless I still want tiny and medium weapons to do a big of damage, instead of actually doing nothing. Anyways, lets stop with amors, they are not of concern right now, at least not until the combat system is up.
If all you have is the beginning game weapon and your enemy has dumped tens of millions or more research into armors (and other areas), you don't have any chance of scratching them anyways, irregardless of what their armor looks like. Early game weapons should not be balanced against late game armors, otherwise there is no point in researching those defensive technologies. It is extremely counter productive to try to balance early game tech with late game tech of any sort.
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  #4383  
Old December 28th, 2004, 04:58 PM
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Default Re: Babylon 5 Mod

Then again i meant "a bit of damage" instead of "a big of damage".

Anyways, ill post more tomorrow. see ya.
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  #4384  
Old December 28th, 2004, 06:08 PM
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Default Re: Babylon 5 Mod

Quote:
Ragnarok-X said:
Then again i meant "a bit of damage" instead of "a big of damage".

Anyways, ill post more tomorrow. see ya.
We are talking small weapons vs proto-shadows armor.
They SHOULD do little to no damage against a ship with well over a hundred kt devoted to that type of armor.

Also, don't forget that a ship can't just go all-out advanced armors...
You need a significant number of inert armors as well, to provide some bulk and prevent the advanced armor from degrading too quickly.

If you pull out some half decent capital ship lasers, you'll do more than enough damage to start hurting even heavy advanced armors.

You may note also that if the enemy is spending 200 or 300 kt of space on armor, its going to be a very large ship, and its not going to have much in the way of weaponry or speed.
Edit your strategies to avoid shooting the decoys
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  #4385  
Old December 29th, 2004, 02:04 AM
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Default Re: Babylon 5 Mod

Quote:
Ragnarok-X said:
About AI tags: Since no work on AI has been done yet, all of them are available. I think about 10 tags need to be free for later use, weiter it be ship designing or planet queues (facilites).
Well, Last I checked there were quite a few tags in use.

I'll go with the 90's to avoid conflicts, and you can do a quick global search-replace to change them to whatever tag ID# you like.

90 = Light armor
91 = Midrange armor
92 = Heavy armor

For the advanced armors, its easier to just call for one component worth of SFD.
I doubt the AIs would be able to use the advanced armor addons effectively, and they may as well save the research points.
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  #4386  
Old December 29th, 2004, 03:04 AM
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Default Re: Babylon 5 Mod

There are only 20 AI Tags. You can not use arbitrary numbers, only the 20 that were hard-coded.
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  #4387  
Old December 29th, 2004, 03:22 AM
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Default Re: Babylon 5 Mod

Ok then.

Search-replace them down to 18-20.

If you are short on tags, toss one of the tags by changing it to star-unstable. Either midrange or heavy armor, depending on what you want the AI to use in its designs more.
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  #4388  
Old December 29th, 2004, 11:48 AM

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Default Re: Babylon 5 Mod

I play B5 mod and I think it's great, here's my Facility.txt

ok how do I add it?????
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  #4389  
Old December 29th, 2004, 11:57 AM

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Default Re: Babylon 5 Mod


I"m still learning this

But when ya do the armor I think the older races should
have double hitpoints
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  #4390  
Old December 29th, 2004, 12:40 PM
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Default Re: Babylon 5 Mod

Hitpoints are really just for the low end techs.
The old races will want abilities!

Last I checked there was organic vs emissive for vorlon and shadows, plus some armor-ability for one race, and some 999% ECM armor for another.
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