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May 8th, 2002, 11:01 PM
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Major General
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Re: Babylon 5 Mod
Val: Kewl enough....the proportion modding sure make this veddy interesting .
Suggestion or maybe question in reference to WPs: Since it takes a good long time to build a planet to where it can "afford" to raise some planetary defense if a base is the only way...maybe the "basic" base be a bit cheaper, faster to build but maybe a bit weak??? "course if not, then this means PF may need to REALLY re-think his start strategy
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May 8th, 2002, 11:10 PM
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Re: Babylon 5 Mod
I've been rethinking the facilities a bit - both to help get a planet started and also to help AI along. I should have some changes soon.
You could also drop mines/sats in orbit when you colonize
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May 8th, 2002, 11:14 PM
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Major General
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Re: Babylon 5 Mod
Val: Gotcha...tried that in a "regular" proportions game I have going,...it can work as far as starting a colony off...
Though as one of the other suggested maybe more choices on sizes, etc maybe in order
as if ya didn't have enought to do
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May 8th, 2002, 11:28 PM
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Re: Babylon 5 Mod
More satellite sizes and mounts are definately in order! Both excellent suggestions from SJ and Captain Kwok. As far as things go, those should be among the easier to accomplish. Right up there with fixing spelling errors
I'd like to get this mod a little more solid by months end and try a PBW game with as many races as possible - I can dream
I also still have to add the various levels of ECM/Targetting Comps so the AI doesn't just choose the 'newest' one. Must also add in armor usage for the AI.
I should also have some 'end game' pics from Rambie soon. So far he has sent a cool 'human dead' pic, shouldn't be too long. The next patch should also have his new EA updates.
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May 9th, 2002, 07:56 PM
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Re: Babylon 5 Mod
If anyone here is interested in seeing the B5 flight sim game come into being (the one Sierra was going to make), visit the pole at the following URL and let your voice be heard:
B5 Game Survey
Thanks!
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May 9th, 2002, 10:59 PM
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Re: Babylon 5 Mod
Has anyone tried a game as one of the B5 Ancient races? Using the Kirishiac, Shadow, Torvalus or Vorlon Racial Ability along with the B5 Ancients Racial Ability?
I'm curious how well they are working, and also if the special fighter cockpits are working. Most of them feature a built in Neural Net ability, to simulate the command ship controling the fighters. The Kirshiac feature fighters that are meant to ram into other vessels.
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May 9th, 2002, 11:23 PM
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Major General
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Re: Babylon 5 Mod
I set the Vorlons up but really haven't played them exclusively (just checked on a 1 - 2 turn basis to see how they were doing). Guess I couold check them out
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May 9th, 2002, 11:24 PM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Quote:
I also still have to add the various levels of ECM/Targetting Comps so the AI doesn't just choose the 'newest' one. Must also add in armor usage for the AI.
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Dosen't it just choose the most powerful one?
IE: Basic ECM VIII?
The basic ECM provides 57% of the maximum ECM available. You may want to get it to add the advanced ECM as well, but the elite may not be worth it for the AI.
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May 10th, 2002, 04:12 PM
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Re: Babylon 5 Mod
All:
I have attached a zip with corrections for the facilities (had to change them a bit to make AI work), corrected the AI to use these facilities, fixed a few spelling errors and added a few components (4 new Mine warheads, ship class maint modifier - civilian, corporate, military, ancient). I believe the rest of the files were in the Last update, but I reincluded them just in case.
Update051002.zip
Pathfinder:
The Shaodws or Torvalus may be more interesting, as almost all of their weapons and bonus tech are in - where the Vorlons are missing many of theirs
SJ:
It will pick the highest - as you said - but I would like the larger AI warships to choose to use what a human player would, to make it as challenging as possible.
[ 10 May 2002, 15:14: Message edited by: Val ]
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May 10th, 2002, 10:53 PM
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Major General
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Re: Babylon 5 Mod
Val: Okies, I'll try Shadows or Torvalus
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