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  #771  
Old May 23rd, 2002, 09:44 PM

Val Val is offline
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Default Re: Babylon 5 Mod



[ May 24, 2002, 18:07: Message edited by: Val ]
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  #772  
Old May 24th, 2002, 01:57 AM
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Default Re: Babylon 5 Mod

Quote:
I want to try to integrate some of SJ's p&n components and abilities for the Drakh/Raiders races, with SJ's permission - of course
I'm pretty sure you already asked bout that, and I told you it was fine.

PS: You need a space before your smilies now
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  #773  
Old May 24th, 2002, 09:02 PM

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Default Re: Babylon 5 Mod

Working on Vehicles and Infantry (Troops) to make them useful in the game. Infantry will no longer require any sort of 'bridge', but will have a component for 'company commander' that will provide a bonus if taken. Vehicles (standard 'troops') will still require a 'bridge'. They will also get special mounts to represent their overall quality and training (Militia, Standard, Assault & Elite). Working on just their basic weapons now. At some point in the future I will add racial specific weapons as we did for the ships.
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  #774  
Old May 25th, 2002, 02:09 AM
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Default Re: Babylon 5 Mod

Val:
Do you need any help doing that?
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  #775  
Old May 25th, 2002, 03:16 PM
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Default Re: Babylon 5 Mod

Any one else testing this mod getting RCE's?

If not, I'll re-load windows or *gasp* reformat..

I get RCE's late early game, early mid game from design minister(s)...

[ May 25, 2002, 14:17: Message edited by: pathfinder ]
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  #776  
Old May 26th, 2002, 11:27 AM

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Default Re: Babylon 5 Mod

So here i am:
After playing quite a lot with the Babylon 5 GOLD Mod, i have several things to complain about

1. The AI is just CRAP. I was playing against several Races, including Vorlons, Minbari, Centauri, Drazi etc, they all just sucked, the didnt got the "Transport-pop-from-homeworld-to-colonies"-Clue, that way they had a homeworld with a few sats, and several colonies, all with 20 million pop or so. They werent using the special weapons, just the standart Bolter and Matter guns.
Maybe i should play Difficulty "hard", dont know if that helps.
Or is it just because of the Gold Conversation ?

Another thing is the Tech Tree.
its nearly impossible to specify a Research, because each one has several other techs that are needed, and i dont know which ones, except when i look in the components.txt etc.
The Techtree inside the game wont help me, as it dont show the Basic Researched that are needed.

Well yeah, guess thats it for now.
Though there are many good things, too. I just like the Babylon 5 feeling when playing the mod

Over and Out
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  #777  
Old May 26th, 2002, 04:01 PM

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Default Re: Babylon 5 Mod

Heh remember, i wasnt saying "This mod is crap" i was just saying some things could be better, and i guess they will be in the future
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  #778  
Old May 26th, 2002, 05:28 PM

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Default Re: Babylon 5 Mod

I do hope it will be better

Thanks for the heads up on what is causing trouble in Gold as well, it will save some time when I get there!

IF:
Can definately use some help, I'll post just the infantry/troop files tonight or tomorrow and see what you can add/fix up. Thanks

PF:
Working on testing another generic AI, I'm beginning to wonder if the AI is running out of design names late in the game?? I'll post that with some extra stuff.

All:
Vree are cooming along, about a dozen ships are done - this should help to expand the AI universe in larger games.

Also working on the technomages as a nomad race, though they will only use a single ship type (the smallest shipset ever).

Working on another ancient shipsset as well - Torvalus (the Dark Knife ship in the Coriana 6 battle).

Finally, redoing parts of the components, vehicle type and racial traits files to add "B5 Standard Race" and "B5 Nomadic Race" so we can add those P&N elements to some of the races. This will also allow an easier time of adding varied shipsets for the Drakh and some of the ancients...

Enjoy the holiday alll!!!

[ May 26, 2002, 16:31: Message edited by: Val ]
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  #779  
Old May 26th, 2002, 06:15 PM
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Default Re: Babylon 5 Mod

Val: On running out of design names..possible but I have seen other AI simply add a Roman numeral to denote a different Version when end gotten to. Last nights RCE, the AI race had something like 20 (or more) designs for the colony ship all but one listed as "obsolete", so it may be having some problem with colony ship design (maybe the names or lack of new ones) ...dunno....

Gunslinger: hehe, no problem, just wanted ya to know that what ya got ain't the finished deal . with the improvements Val, IF, SJ and others have made the MOD is way better than when I started testing but as always there seem to be a few things to go yet...me be having fun despite the incompleteness

[ May 26, 2002, 17:19: Message edited by: pathfinder ]
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  #780  
Old May 26th, 2002, 09:01 PM
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Default Re: Babylon 5 Mod

Val:
Okey.

Pathfinder:
Actually, as of yet, the only thing that I have contributed is the Formations.txt. RL and other stuff keep getting in the way.

Oh yeah, and about those RCEs, the only game that I played more than a few turns in got one. And I was having fun obliterating everyone with my super-ranged Shadow weapons. Just a few thousand points into racial aggressiveness and some combat sensors gave me a huge chance to hit while I was well out of the enemy's range. That, and the fact that my ships were 2.5 times as fast as theirs (5 move to 2 move).

[ May 26, 2002, 20:05: Message edited by: Imperator Fyron ]
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