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  #651  
Old April 25th, 2002, 03:13 AM
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Default Re: Babylon 5 Mod

Val: I shut the AI down completely in my little ShagToth/Hyach test game and got past the RCE there. I did notice that it was doing a good bit of calling a ship a new design but a message would pop up and say "designame X is a duplicate of designame Y".... wonder if this has something to do with the RCE? One of the shipss ( an escort I believe) was being retrofitted within a fleet but after I shut the AI down that stopped the retrofit and the ship went on its merry way with the fleet and missing a component (not sure if it was an engine or weapon)...

UPDATE: At least in this ShagToth/Hyach game shutting off the design minister seems to enable getting past the RCE in this game. The re was a message about a duplcate ship design/retrofit...

[ 25 April 2002: Message edited by: pathfinder ]

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  #652  
Old April 25th, 2002, 03:20 PM

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Default Re: Babylon 5 Mod

I would be interested in a PBW test run, though it will depend on available time - as I just switched job locations.

I've been reworking the AI, and think I may be close to fixing some of the RCEs, hoping to have one for y'all this weekend.
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  #653  
Old May 3rd, 2002, 04:51 PM

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Default Re: Babylon 5 Mod

I have some new updates I will be posting soon - which include reworked facilities, some new ship types (including Repair Tugs), typo fixes, added stars to Nebula/Black Holes (for reactors to work right) and AI_Designs for everything from Fighters through Planet Killers. Right now I am just trying to find out how to pick the starting facilities.

In the works I have specialty facilities for some of the races (the main ones and some of the major LNAW races), new weapons, new specialty race components and some new art.

Sorry for the delay since the Last post, been busy!
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  #654  
Old May 3rd, 2002, 10:34 PM
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Default Re: Babylon 5 Mod

S'ok Val. R/L can be a drag. And with the size of that components file to deal with...whew....
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  #655  
Old May 3rd, 2002, 10:57 PM

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Default Re: Babylon 5 Mod

Thanks

Here are the latest batch of changes to the Data and AI files:

DataAI050302.zip

The new AI for ship construction is not yet in there as I am still testing it, but it does have revised facilities (more will follow once these are tested) and some new ship types (repair tugs).

Just unzip the file to your B5Mod directory and let it replace the old files.

As usual, let me know what errors you find.

Also, does anyone have any ideas for race-specific facilities and abilities for them? Some of the ones I came up with:

Psi Core Base (EA) - Improved Intel, Pop Happiness decrease, less chance of bad event/intel

Great House (Centauri) - Improved Version on Manufacturing center, reduce planet value (they had a habit of 'raping' worlds)

Religious Center (Minbari/Markab) - Improved Hap, Combat bonus in system, bonus research

Hive (Gaim) - Increased production, less research

Corporate Center (Brakiri) - Production bonuses

Now y'all give me some suggestions
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  #656  
Old May 4th, 2002, 04:03 AM
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Default Re: Babylon 5 Mod

I am 50 turns in and so far so good.

Hehe, it sure takes awhile to build hubs

[ 04 May 2002: Message edited by: pathfinder ]

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  #657  
Old May 4th, 2002, 09:24 AM
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Default Re: Babylon 5 Mod

Thought it'd be different to have the 666 post here.

VAL- Some suggestions...

1) Psi Corps

2) I'll have to check out the mods, but Minbari facilities might also include something with increased production for the worker class, and something with an incresed ability or two for the warrior class. It was rumored they were delving into bio-organic tech. 3 basic Minbari Languages and 97 different subtongues should make for interesting scenario possibilities with these guys!

3)How about some of that excellent tech. only breifly glimpsed at down on Epsilon 3 (planet Bab 5 orbits)?

4) Not too sure about reduced Hap. for Psi Corps facilities- but how about intel centers with 2x, 3x, or even 4x effectiveness over regular ones with appropriate research branch, or, just th Nx modifier to reg. ones?

Can't wait to get into the new mods! Give a "hollar" if you'd like a hand in ship graphics area. I'd offer more, but not edumacated enough in modding yet.

[ 04 May 2002: Message edited by: Gil Hamilton ]

[ 04 May 2002: Message edited by: Gil Hamilton ]

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  #658  
Old May 5th, 2002, 01:48 AM
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Default Re: Babylon 5 Mod

Val: I like the premise of these hubs (and the other facilities). While they take awhile to build, they make sense in a "realism" type of sense. Also they will make strategy much different (IMHO). Is this an idea from the proportions mod?
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  #659  
Old May 5th, 2002, 03:33 PM
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Default Re: Babylon 5 Mod

1 minor quibble: on the research colony---it should be spelled: archaeological.


hehe, this Version has me intrigued..the hubs are provided some thought(uses, when/where to build, etc)

[ 05 May 2002: Message edited by: pathfinder ]

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  #660  
Old May 5th, 2002, 04:45 PM
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Default Re: Babylon 5 Mod

One thing puzzeling me: All the races, if at war early in game, seem to have a heck of a time allocating resources (they run out)...


They are also doing a lot of designing "new" ships which are actually duplicates, therefore generating an error message.

[ 05 May 2002: Message edited by: pathfinder ]

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