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  #4851  
Old August 13th, 2005, 12:32 AM
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Default Re: B5 MOD General

NP, Hell I deserved it.
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  #4852  
Old August 13th, 2005, 02:49 PM
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Default 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...
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  #4853  
Old August 14th, 2005, 09:49 PM
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Default 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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  #4854  
Old August 15th, 2005, 11:53 AM
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Default Re: B5 MOD General

Quote:
grumbler said:
Update: All the weapons are created and assigned, and the components.txt loads!
All hail Grumbler!!
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  #4855  
Old August 15th, 2005, 12:38 PM
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Default Re: B5 MOD General

Hail!
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  #4856  
Old August 15th, 2005, 06:29 PM
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Default Re: B5 MOD General

Fyron, I noticed that post lacks your sig line... are you attempting to not run afoul of German law?
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  #4857  
Old August 16th, 2005, 11:49 AM
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Default Re: B5 MOD General

Quote:
Imperator Fyron said:
Hail!
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  #4858  
Old September 4th, 2005, 11:02 AM
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Default 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.
Attached Files
File Type: zip 377532-B5 MOD v 1_9 Beta 2.zip (1.13 MB, 151 views)
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  #4859  
Old September 4th, 2005, 11:07 AM
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Default 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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  #4860  
Old September 5th, 2005, 10:40 AM
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Default 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.
Attached Files
File Type: zip 377680-Components.zip (289.9 KB, 145 views)
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