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August 13th, 2005, 12:32 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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Re: B5 MOD General
NP, Hell I deserved it.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 13th, 2005, 02:49 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: B5 MOD General
AT:
Haha... thanks man! Appreciated.
Grumbler:
That's the spirit!
*Doing worshippy towards Grumbler*
Have you clocked how many hours you've spend on this most holy of Mods for SE IV Gold? Hehe...
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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August 14th, 2005, 09:49 PM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
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Re: B5 MOD General
Update: All the weapons are created and assigned, and the components.txt loads!
I had to retreat a bit on the AI_research, as I found a better way to organize the relevant research paths, so these are just starting production in the "final" form (they work now, but are not optimized).
Another few days, yet, and it will be finished.
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August 15th, 2005, 11:53 AM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: B5 MOD General
Quote:
grumbler said:
Update: All the weapons are created and assigned, and the components.txt loads!
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All hail Grumbler!!
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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August 15th, 2005, 12:38 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: B5 MOD General
Hail!
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August 15th, 2005, 06:29 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: B5 MOD General
Fyron, I noticed that post lacks your sig line... are you attempting to not run afoul of German law?
__________________
The Ed draws near! What dost thou deaux?
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August 16th, 2005, 11:49 AM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: B5 MOD General
Quote:
Imperator Fyron said:
Hail!
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__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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September 4th, 2005, 11:02 AM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
Thanks: 0
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Re: B5 MOD General
Okay, it is done (as far as I am concerned, barring fixes). AI am attaching the zip with the "Beta 2" files for the 1.9 version of the Mod. All the weapons have been racialized so that there are no more "general" weapons (though the stats for, say, the Antiproton Cannon II are the same for all races who have antimatter weapons). Anyone who wants to "specialize" the weapons of any race can now do so without having to replace everything.
Not every race has every weapon, as I noted above. The race-driven weapons family shows the way races specialize in specific weapons (these weapons all have weapons families from xx001 to xx005 in order of most preferable to least preferable, with the xx being driven by hull size, not race). The AI has been re-written to accomodate these changes. Note that [race]_AI_DesignCreation, [race]_AI_Construction_Facilities, and [race]_AI_Construction_Vehicles are the same for all races. [race]_AI_Research is very specialized for each race.
I have tested this mod for 200 turns, and have not found any problems, but that does not mean that there are none!
Anybody who playtests this and finds something can let me know right here.
Note that, as per usual, there are no graphics in this package. It assumes that you have the downloaded images from the previous version of the mod, plus the latest Image Packs.
Tim, I left Gravimetric Weapons in as a tech for each race so you could play around with it. There are no gravimetric weapons currently in the game, and no race currently researches it.
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September 4th, 2005, 11:07 AM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
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Re: B5 MOD General
Oh, and I cannot speak to the "optimal" nature of the [race]_AI_General files - all I did was to make the changes neded to make them work. I don't think they account for racial points very thoroughly.
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September 5th, 2005, 10:40 AM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
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Thanked 0 Times in 0 Posts
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Re: B5 MOD General
Already found a mistake - somehow I deleted the component "military ship" and that makes the AI_DC not work properly.
The components.txt that fixes this is attached.
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