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  #561  
Old April 12th, 2002, 02:35 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Babylon 5 Mod

It is "AI_speech.TXT", that he is referring to.

Combat should include weapon firing sounds as well as the explosions, but not voices.
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  #562  
Old April 12th, 2002, 03:34 PM

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Default Re: Babylon 5 Mod

Andy:

Here are the Gold compatible AIs

1018617744.zip
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  #563  
Old April 12th, 2002, 04:50 PM

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Default Re: Babylon 5 Mod

Dear Suicide Junky,

I meant I didn't get any voices at all anywhere in the game ever, not in combat. Presumably they should be somewhere or there is little point having a speech file?

Andy


It is "AI_speech.TXT", that he is referring to.

Combat should include weapon firing sounds as well as the explosions, but not voices.[/QB][/quote]
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  #564  
Old April 12th, 2002, 05:01 PM
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Default Re: Babylon 5 Mod

My point was that it is a text file, not a .wav, .mp3, or some sound format.

The AIs "read speeches" when they send you political Messages. It is text, not voice, and the file causes the various races to use words appropriate to their culture when communicating.
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  #565  
Old April 12th, 2002, 07:32 PM

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Default Re: Babylon 5 Mod

Would be great if they do eventually get a few WAVs in the game for each race. Would be cool to hear a voice proposing a treaty or declaring war


AI:
Making progress, ships are flying all over the place, colonies springing up sectors away from homeworld! Scout flying about and AI now builds each new shipclass as it becomes available. Having issues with how well armed the ships are, AI prefers to load ship with engines - of course this can be tailored for each individual race as we go along to intentionally stress Speed over FirePower, but I would like to see the AI put in a few more weapons on the generic ships then adjust up/down from there depending on race. I posted a query in the main forum asking for help with a more detailed explanation, go check it out and see what y'all think. Also, once that is fixed I am going to fix the 'lack of armor' on the AI ships.
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  #566  
Old April 12th, 2002, 07:53 PM

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Default Re: Babylon 5 Mod

Hi,

you can find a large load of wav-files at the Babylon 5 Sound Archive

ru

vulture

[ 12 April 2002: Message edited by: Vulture-B ]

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  #567  
Old April 12th, 2002, 07:54 PM

Andy Watkins Andy Watkins is offline
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Default Re: Babylon 5 Mod

Dear all,

Help !

I have broken SEIV. I have loaded lots of new races etc. I have also loaded the new GOLD race ai's that were suggested, but am concerned I have loaded some non gold generic or neutral ai's? Are these gold or non gold?

Message I get it is

"Could not find field percentage of resources to reserve for unit construction in record 1"

The B5 races I set up seemed to work fine. Had about 10 other computer controlled races and about race 5 of these gets this message when I press end of turn.

I am sure I can undo the damage, but not sure which records to get rid of, I reckon it is the neutral or generic races??

Andy
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  #568  
Old April 12th, 2002, 07:58 PM

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Default Re: Babylon 5 Mod

What subfolders do you have in your genericraces folder?
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  #569  
Old April 12th, 2002, 11:19 PM

Andy Watkins Andy Watkins is offline
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Default Re: Babylon 5 Mod

Val,

picture \ race generic \ no sub folders, a lot of files I may have overwritten?

pictures \ race neutral \ (Gaim) (Grome) (Hurr) (Llort) (Mako) (Neutral1) (neutrral2,3,4,5,6) Yolu.

Do you think it is the extra sub directories in the neutral races? Or my possibly overwritting the files in the generic race.

My guess the nuetrals....

Andy
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  #570  
Old April 12th, 2002, 11:49 PM

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Default Re: Babylon 5 Mod

Try removing the subfolders for the 'named' neutral races (eg: Gaim) and see what happens.
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