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  #431  
Old March 21st, 2002, 07:00 AM

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Default Re: Babylon 5 Mod

Sorry all, just got back from vacation and spent the day playing catch-up

I'm working on finishing the Last 3 weapon Groups (Electro-Magnetic, Gravitic and Planetary/Biotech) and a few assorted components (various solar panels, some miniaturized components for the Hyach, a few odds and ends). Once they are done I will start adding the other suggested techs and see where they can be applied to existing weapons and such (all suggestions welcomed and sought).

Rambie also sent me his latest adjustments to the Narn & EA shipsets - I'll post all changes in the next update so you don't have to redownload it all. I'll also incorporate SJs changes to the armor and the additon of the passive armors.

Master Belesarius is working on some basic AI that will work with our mod (and all it's crazy weapons and engines) and has had some success with getting the AI to build decent ships - other than some trouble with the engines (hence the earlier plea to SJ Last week).

Any questions or comments so far?
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  #432  
Old March 21st, 2002, 07:08 AM
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Default Re: Babylon 5 Mod

Well, quantum computers aren't in the infinite calculations per second range at all.

If you built an 8-qubit processor, you get 2^8 = 256 operations at the same time.
A 32-qubit processor on a 1Hz clock does the classical equivalent of 4.3 GHz. One catch is you don't get any of those results back until the whole second is over (1Hz clock), but the average over time is quite nice.
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  #433  
Old March 21st, 2002, 07:10 AM

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Default Re: Babylon 5 Mod

Andy:

Did you have any trouble getting the shipsets to work?

JB:

I'm with SJ, I don't really see the multiple-realities thing in B5 (though the idea is good) - though the kind of touched on it a bit with the B4 thing, though it seemed more that the other reality never would be since they were successful. I do think the Astro-Geology is a good idea for better Robo-Miners - something to make them more efficient than they are in the standard SE IV
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  #434  
Old March 21st, 2002, 07:20 AM

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Default Re: Babylon 5 Mod

SJ:

You have some serious time on your hands, don't you
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  #435  
Old March 21st, 2002, 07:57 PM

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Default Re: Babylon 5 Mod

SJ:

Good to see you're keeping everything in perspective

Derb:

Everything is posted in a 'buffet style' so you can just pick and choose what you want - so it can be intergrated with any other mod with minimal work (we hope). Right now, if you download the Neutral Races and the Races you will get Shipsets that are good for any mod (old or Gold). The AIs that are currently posted are also designed to work with any standard mod - they don't yet take advantage of the new weapons or anything, but you will also want to download the designnames and Empire files. You can also use parts of the datafile to add to other mods (such as ttacking on the system names to the end of another file, or the titles). With minimal work you can also add the Events. All of the components can be found in SJs Image mod, so if you already have that, you won't even need to download that one. Hope this helped
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  #436  
Old March 21st, 2002, 11:03 PM

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Default Re: Babylon 5 Mod

Val, I finished most of the files that I was telling you about before. I had a little free time and I changed some other small stuff that I will test tonight and if it works I wil send you the files, or if you think it is worth it I will post it for general consumption.
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  #437  
Old March 22nd, 2002, 02:20 AM

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Default Re: Babylon 5 Mod

Can B5 be played with conventional weapons and AI (just keeping pics and attitudes) or is it tuned so you have to use the whole mod (which I presume changes weapons etc)?
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  #438  
Old March 22nd, 2002, 02:29 AM
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Default Re: Babylon 5 Mod

An update, all the passive armors are here, with prices, sizes and everything.

All five Passive Armor techs have been updated!
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  #439  
Old March 22nd, 2002, 02:52 AM
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Default Re: Babylon 5 Mod

Actually, I'm very busy. Been playing some SE4 for the first time in a while, but between turns I post.
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  #440  
Old March 22nd, 2002, 04:19 AM
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Default Re: Babylon 5 Mod

Suicide Junkie:

I don't know if you have detected this problem or not, but I'm having problems with the AI and the engines: the AI doesn't like to design ships!!

Does exist 2 parameters for the engines of a ship: Minimum Speed and Desired Speed, right?

Although I wass using very low values, the AI was unable to design a valid ship.
The only way that I got some result, was with the Zero value for Minimum Speed: the AI have designed a ship, but without engines (not very
usefull!).

I have checked all the races in the game, and nobody have designed a ship!
Then, I have researched for the race that was testing, until Propulsion 4 and Fision Utilization 2, and still was unable to design a ship.
Ideas?
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