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  #571  
Old April 13th, 2002, 12:25 AM
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Default Re: Babylon 5 Mod

Val: my baby test of the EA v Hyach is going nicely

So I guess I'll be "enabling" all the rest of the B5 races with the current build and run a larger test run this week-end


Good job!

[ 12 April 2002: Message edited by: pathfinder ]

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  #572  
Old April 13th, 2002, 12:43 AM
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Default Re: Babylon 5 Mod

quote:
"Could not find field percentage of resources to reserve for unit construction in record 1"
According to History.txt, that line was added to AI_Construction_Units.txt in v1.66, and that file was only added in v1.64.

That narrows down where to look to fix the problem, at least, because that file is ignored if it hasn't been included in the AI's files.

I forget whether I've posted to this thread at all. In case I haven't, I'll put another plug in for my AI conVersion instructions, in the second link in my sig. These instructions get rid of the errors that pre-Gold AIs generate, but don't teach the AI how to use drones.
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  #573  
Old April 13th, 2002, 12:50 AM
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Default Re: Babylon 5 Mod

Val: Drat !

seems the escort size ships revert to "old tricks" by putting an external cargo pod and self-destruct device on them and no reactor. Saw this in escort-sized attack/sat layer/kamikaze ships. The races had just gotten standard engines and medium reactors..
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  #574  
Old April 13th, 2002, 12:55 AM

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Default Re: Babylon 5 Mod

Good to hear it is working It has been frustrating getting the AI to do what I want, and it is by no means anywhere near finished (even the basic), but it is at least providing me with a challenging game early on, with any luck we can get this developed to the point of a challenge throughout and very individualized races.

Try these files out (you may want to copy the old files elsewhere first), it should give you better results:

AIDATA041202New.zip
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  #575  
Old April 13th, 2002, 12:55 AM

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Default Re: Babylon 5 Mod

Good to hear it is working It has been frustrating getting the AI to do what I want, and it is by no means anywhere near finished (even the basic), but it is at least providing me with a challenging game early on, with any luck we can get this developed to the point of a challenge throughout and very individualized races.

Try these files out (you may want to copy the old files elsewhere first), it should give you better results:

AIDATA041202New.zip
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  #576  
Old April 13th, 2002, 01:05 AM

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Default Re: Babylon 5 Mod

Spoke too soon... actually, if you still have medium reactors then you definately need to use the latest files posted below. Your components file is out of date. Also, if the reactor is not on every ship built (before the 3rd engine is placed on board) then you are using an older AI_Design file. Both these files and a few other corrections are in the Zip in my Last post. Try loading them in and seeing how they do

So far, in my test game, I have been spreading as quickly as possible, and was pleasantly surprised to find the Narn, Vorlons and Yolu around me - all with quite a number of worlds setttled (I know it is rather UnVorlon like, but we can work on the Ancient races more later). The Narn were beligerant and went right on the offensive, the Yolu wanted trade in a bad way and the Vorlons... politely asked me to get my ships out of their system before they were 'accidently' lost.

With all luck the next set of revisions to the base AI will get me far enough that I can start some basic AIs for each of the races (would prefer to see the Narn using Narn weapons instead of the same old BLast Guns everyone else is using).

Anyway, back to work
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  #577  
Old April 13th, 2002, 01:11 AM
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Default Re: Babylon 5 Mod

Ach, thought it might be that. Me gonna d/L those files and re-build the mod my end. hehe, they ARE being rather aggressive (Hyach and EA).

I'll enable the others as I said...while I "re-build"....
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  #578  
Old April 13th, 2002, 01:19 AM

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Default Re: Babylon 5 Mod

BTW - in case you were wondering:

The External Cargo Pods are being put on because the ship sees them as Armor (which is an ability they have, to represent the fact they are usually hit first in combat). To get around this I lowered the Armor number in the AI_design to 0 and will add a different ability to all of SJs current armors so we can control the AI better.

Reactor Issue - Added this as a required ability with different sizes for each group of ship classes (well Scout through Super Dreadnought at the moment plus the generics the game comes with).

Engine Issue - After finally figuring out how the AI loads the ship up and with confirmation from SJ, the engines are now just enough to get the ship moving at a standard pace with extra engines added in after all other components are slapped on. Engines are also now all around the same size.

Self-Destruct - Removed the component from the AI_Design for now, didn't see too many people destroying their ships in B5 to avoid capture. Though some races will have this as part of their racial identity. Just means we'll have to make sure security teams are researched sooner to protect from takeover.
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  #579  
Old April 13th, 2002, 01:20 AM

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

Struggling a bit with the piccies.

What I have tried is moving the Earth Alliance directory into the main game pictures/races directory.

When I looked at the others they had about 6 or so .txt files for aggression, facilities etc, these did not appear to be with the race pics on the B5 page, and from what others have said I am not sure if they would work with SEIV gold anyway??

So I copied all the files from "Terran" into Earth alliance and changed their names. This seems to be OK and seems to work?

Did I do the right thing just to get the pictures?

Any ideas as a quick fix which .txt files I should copy for narn, vorlons, shadows etc,

or am I doing it wrong

or are the .txt files available that work on SEIV gold.

or is it irrelevant what these files are anyway??

Ta

Andy
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  #580  
Old April 13th, 2002, 01:28 AM
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Default Re: Babylon 5 Mod

Andy: Terran to EA txt files will work. Not sure whch "stock" races match up to the other B5 races but doing similar opration that you did with the EA will work across the board.

I haven't tried the B5 Gold AI yet...
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