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  #811  
Old May 29th, 2002, 05:55 AM

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Default Re: Babylon 5 Mod

Pathfinder:
Could be the never ending loop of doom. Still not quite sure why. Does it seem mostly to be prototypes that the AI is reusing the name?

On the brighter side, I have some new AI that makes basic fighters, mines, troops and infantry and (the best part) the AI actually uses them (amazing). I have even seen one invasion force (troop transport loaded with troops) attempt to take a planet. I'm hoping this is not a 'once in a lifetime' moment for the AI The only bad thing so far, is that the AI automatically upgrades all the troops to an 'Elite' mount - wish I could control the variety of mounts more in the AI - - anyone know how? I will post the AI when I get to work on Wednesday.

Lighthorse:
I will check into all of those, and make new pics for the ones that are missing. Also, thanks for the tips With any luck I should only be there for a month, and with not much else to do in my spare time, maybe I can get a good part of the mod done!

IF:
I'm posting the new components file (with the AI) tomorrow (Wednesday). In it are the mounts for troops and the new 'infantry level' weapons for you to check out.

All:
Only a few more small AI items, then onward to individual AIs for the races!!! (then the headaches begin to multiply like spoo)
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  #812  
Old May 29th, 2002, 06:17 AM

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Default Re: Babylon 5 Mod

Also, I have had many requests for Empire files from players, and Lighthorse was kind enough to throw a few together. Unfortunately, with the new racial traits I added yesterday, these empire files no longer work (see how quickly that happens).

What I would like to do is add all the Racial Traits we may want now, so we can start making the Empire files..

So:
1) Are there any races missing from the list that you want to see added?

2) Are there any traits in the other mods you would like to see added? (should fit in the B5 mindset)

3) Are there any traits you can come up with that are not part of any mod you know of?

4) Are there any you would remove or reprice?

Thanks again for all your input!
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  #813  
Old May 29th, 2002, 07:40 AM
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Default Re: Babylon 5 Mod

Greeting Val,

Here some racial traits ideas

1. Allow Shadow to have cloak technology Level one at start, and only half the normal mounting points, ten points.

2. Raider's ship should be able to hide within asteroid, gas cloud and storm. Thus a Raider mothership(carrier) could lay in waiting to attack any weaker ship that enter that sector.

3. Reduced the mount points for a weaker fighter weapon to two points and reduces the weapon power to 5 to 7 points. This would allow early game fighters to engaged fleeing ships.

Question; Is there anyway that B5mod could allow commence raiding/attacking of trade routes between two other players. Here my idea, when two player start a trade agreement. They trade route would be displayed on the star map and sector maps as a color line and label as trade route/owners. If enemgy vessels sit on that trade route they disrupt/destroyed/captured some of that trade. The trading player would be forced to patrol they trade route. Just an idea, if it to much programming, forget it.
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  #814  
Old May 29th, 2002, 12:45 PM
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Default Re: Babylon 5 Mod

Val: yes on the prototypes and they trying to use them in retrofitting.

If it is ok, I'll try making one races full AI (research/designcreation)..if ok, say so (or not) and if so which to you want me to go bald(er) over?

Troops: Minbari invaded two times Last game before yesterdays's update...so it can happen
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  #815  
Old May 30th, 2002, 02:57 PM

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Default Re: Babylon 5 Mod

Pathfinder:
Yeah, feel free Just let me know which race you'd like to start on.

I had a feeling it was with the prototypes...

Lighthorse:
Intel projects could be used to represent commerce raiding, maybe I can add a few new ones that were 'raider specific'.

I don't think there is a way to make a ship have 'cloaking' just when in certain places, but we can make those areas provide cloaking (as some storms already do). I may also give the raiders a unique ship that would allow low level cloaking to help them infiltrate.

Not so sold on giving the Shdaows cloaking, it was more their ability to fade into and out of hyperspace that allowed them to 'vanish'. The only race that wasw ever shown to have 'true' cloaking was the Torvalus. The Technomages had very good jammers and illusions that gave them something close, but that was about it as far as cloaking from sight went.

Here are the latest generic AIs and components. includes the weapons for infantry and troop mounts. AI now designs usable fighters/mines/troops/satellites.

Update053002.zip
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  #816  
Old May 30th, 2002, 03:47 PM

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Default Re: Babylon 5 Mod

Val,
I'd like to make a "Gold" update with your Last updates, but I'm getting lost with the files (there's 3 updates since 1.49.27 and in addition your zip files don't always have the same path )...
Can you post somewhere a "complete" Version of the mod (at least all the data files) so I can be sure to have the Last Version ?
Thx
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  #817  
Old May 30th, 2002, 06:54 PM

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Default Re: Babylon 5 Mod

Before I leave for Boston I will post all existing data/ai files as they appear on my copy at home. Look for them on 5/31.
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  #818  
Old May 31st, 2002, 12:21 AM
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Default Re: Babylon 5 Mod

Kewl, looking forward to fooling around...er *cough* testing *cough* the AI

Unless another wants to lose hair on it, I'll take a whack at the Shadows AI....

PS: Godd luck on yer trip!

[ May 30, 2002, 23:22: Message edited by: pathfinder ]
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  #819  
Old May 31st, 2002, 01:25 AM

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Default Re: Babylon 5 Mod

Shadow AI would be most welcome

I'm working on Centauri and Hyach AI now.

I made a few more changes and am testing them now, if they work I will post tomorrow with all the data files for y'all. The latest changes are to the settings file and to the compenhancements (added ranged satellite mounts to help them defend planets better). Also made all the ruins techs fall under "Ancient Tech" Category in the tech window.

I do have a helpful hint for planning your AI research. If you want it to be more unique... play a game as the Shadows and research only 4 things at a time and do not move onto the next 4 until those 4 are done. Record the tech and level researched in a text file (or excel sheet or piece of paper). Then use this as the basis of your research tree. This will make for a more viable AI (imho). I'm going to ask Simon to work on the speech files for all the AI - unless you want to do the Shadows? Make sure you lower their reproduction to almost non existant. In return I have lowered the cost of emotionless to 1000. Good luck!
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  #820  
Old May 31st, 2002, 04:35 AM

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Default Re: Babylon 5 Mod

Ok, on 5/31 I will post all the text files for the mod including AI / Data / Credits / Designnames

I will also post a folder with some of the incomplete races that are currently being worked on, either in general AI or shipsets.

So far, in my latest test game, the AI is doing ok, no RCEs... yet... Hyach seem to head right for their weapon types as planned. I didn't include the Centauri because they are being flakes so I want to rework it a bit. Satellites are actually dangerous now - to help alleviate the eventual loss of the WPs (though they may continue to exist as anti-fighter and anti-troop ground defenses).

I have received a few pics of B5 station consoles, but I'm still looking for samples - or a website that has a B5 style interface (that would actually be better in some respects). Another thing I am looking to do is to get a few different pics for each race. One for the leader pic, one for the population pics and one for the infantry pics. So if y'all can keep your eyes open for these

Be posting tomorrow!
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