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  #511  
Old April 5th, 2002, 02:24 AM

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Default Re: Babylon 5 Mod

Good news, I spent a bit of time yesterday and got the main AI to build ships for all the races with engines, it was a problem with the Ship Sizes - Pathfinder set me on the right path with his comments on the Colony ship, and low and behold... it now works, even with the original 300 size ship and 150 size colony component. I do believe I will change the size of both the colony ship and module anyway, to give it more of that ponderous feel. Thanks Pathfinder! I'll upload the datafiles later today and then rename your data folder Data2 and replace with the ones I post so we can see how it does .

Also, once I get the basic AI to build ships with reactors and the basic weapons, I will zip the entire thing (it iss pretty big) into one file and post for a single downloadable working mod. Then we can start detailing AIs for each of the races.


There are a few components that I do not yet have pics for, but I pointed the components to the right spot so I could just update the components - the ones I have intentionally done are:

Fighter Engines : 697, 702, 707, 712
Molecular Disruptor & Pulsar : 547, 546
Pulsar Mine: 594
Pulsar Mine : 595
Scanner Jammer : 854
Stealth Cloak : 855
Shading Field : 856

Every other weapon should have a component pic for it.

[ 04 April 2002: Message edited by: Val ]

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  #512  
Old April 5th, 2002, 04:54 AM
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Default Re: Babylon 5 Mod

quote:
Haven't seen it yet, though Armor is a bit further down the list in what is to be researched. Two of the AI are getting close then I will let you know what happens
I would think that at least some of the very basic armors should be taken right at the start!

Hmm. 120,000 points to get started on armor is a bit much.
I can set the starting level in "armor" to 1.
Then its only 20K points to get structural supports and Class 0 light armor.
60K gets you into the full light armors.

Medium tech start should probably start you out with basic Heavy Inert armor (none of the manufacturing/physics upgrades).
Armor tech areas.txt

PS: The B5 mod is also hosted over at my place, and though it may not always be up, and has a somewhat limited pipe, it will never run into transfer limits .

[ 05 April 2002: Message edited by: Suicide Junkie ]

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  #513  
Old April 5th, 2002, 11:46 PM
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Default Re: Babylon 5 Mod

Coupla notes before I dive back into the beta-testing mire : The Narn seem to have a problem with the little check box for AI being turned-on for new ships (block is unchecked in AI/ministers area). This is evwen when I have them start as AI only. Means they sit and research but nothing else until I check that box. Then I have to design ships (they won't). Once designed they build but unless I check that box the ships just sit in orbit.

EA don't seem to have this problem (well except the design one).
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  #514  
Old April 5th, 2002, 11:54 PM

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Default Re: Babylon 5 Mod

PF:

Have you tried to download the new AI and Data files and replace the old? All races will design and build ships - though they are not the greatest Also, I kept the AI files that were flavor files (General, speech and the like) for all the races, so they maintain and EA/Narn/Centauri feel. Next step is to add the correct research and ship con files to each race.

SJ:

I'll give everyone Armor 1 to start and restart a game, see what comes of it.
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  #515  
Old April 6th, 2002, 12:27 AM
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Default Re: Babylon 5 Mod

"I'll give everyone Armor 1 to start and restart a game, see what comes of it."

The new armor tech areas file i linked to should do that for you.
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  #516  
Old April 6th, 2002, 12:34 AM

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Default Re: Babylon 5 Mod

Ah, did not realize you went back and editted that in.

I'll cut and paste it over the old techs.
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  #517  
Old April 6th, 2002, 01:07 AM
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Default Re: Babylon 5 Mod

nope I hadn't..or don't think I did. still can't access that web site. guess I'll go to SJ's site and see
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  #518  
Old April 6th, 2002, 01:23 AM
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Default Re: Babylon 5 Mod

Hmmm, I loaded/reloaded it and now get a message with most of the "normal" weapons missing ie: "Unknown Value phased-energy weapons/energy-stream weapons/projectile weapons/...."

after getting past this and I end turn to go to next I get "Acess violation at address 005A238F in FFFFFFFF"


I'll check the AI's (EA and Narn) to see which one may have the problem (designcreation.txt?)

Update: They both still have references in the research.txt file to the "normal" weapons. I believe this is what is causing the error.

[ 05 April 2002: Message edited by: pathfinder ]

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  #519  
Old April 6th, 2002, 02:35 AM
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Default Re: Babylon 5 Mod

Deleting the lines dealing with all the normal weapons got rid of both error.

Note: IMHO the fighter weapon sizes need to be halved or the power cells/engines need to be smaller . Same size issue as the colony ship engine/hull; so I cut the tiny weapon sizes (the ones that show up for the fighters) in half so that a light fighter can have a bit of an aresenal

BTW: Both the EA and Narn are doing their own designs now. Good job!


PPS: I had to load the gold planets pics folder...there was a call for a p0581 and none existing in the folder at the time. I loaded it in and voila...missing warp points appeared

also I experimented with setting the tiny weapons to zero so they would be available; they are but to both races (eg Narn tiny is available to EA & vice versa) bleah...how to get race-specific weapons on start without letting other races have them available too

[ 06 April 2002: Message edited by: pathfinder ]

[ 06 April 2002: Message edited by: pathfinder ]

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  #520  
Old April 6th, 2002, 05:40 AM
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Default Re: Babylon 5 Mod

Who the heck are the ShagToth? Are there any pictures of them? I have not been able to find any...
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