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  #2201  
Old November 9th, 2002, 02:21 AM
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Default Re: Babylon 5 Mod

Any race pics for the Cascor?

Almost done with the shipset: fighters, mines and the group pics left to be done.
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  #2202  
Old November 9th, 2002, 03:37 AM
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Default Re: Babylon 5 Mod

Val:
Of course, I have a new formations file all set up that stole the formations from the 1.78 Version of the TDM mod. These formations have a bunch of extra spots in the back, so that extra ships aren't scattered randomly over the map.
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  #2203  
Old November 9th, 2002, 03:46 AM

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Default Re: Babylon 5 Mod

IF
Send 'em on over!

PF
Nope, no pics. Maybe I'll try my hand at poser again and try to make one. The description said they were reminiscent of racoon people, oy !

Not much of a 1000th post, but hey...
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  #2204  
Old November 9th, 2002, 04:04 AM
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Default Re: Babylon 5 Mod

Racoon people *evil grin* okies....

UPDATE: Militaries 2 says not really racoon-like (no mask or ringed tail). So I "borrowed" an image from Morrowind (I have it and the editor) to use as a place-holder.

Shipset is done (I thimk).

[ November 09, 2002, 02:50: Message edited by: pathfinder ]
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  #2205  
Old November 9th, 2002, 04:53 AM

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Default Re: Babylon 5 Mod

Val for the Upcoming game.

Which files do i need.

Please list all of them
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  #2206  
Old November 9th, 2002, 04:58 AM
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Default Re: Babylon 5 Mod

Val: Cascor e-mailed to ya

Timstone: capnq is the one with the non-gold to gold conVersion instructions.

They are:

How to patch a pre-Gold AI to work with Gold:

1. Pick an existing Gold race which you want the new race to act like.

2. Open the Gold race's _AI_Settings.txt

3. Highlight and copy the lines from

"Ships don't move through minefields := "

to

"Maximum Anti-Planet Drone Target System Distance := "

4. Open the new race's _AI_Settings.txt

5. Paste the copied text after

"Personality Group := "

6. Save the file.

7. Open the Gold race's _AI_Fleets.txt

8. Highlight and copy the line

"Percentage of Fleets to use for defense := "

9. Open the new race's _AI_Fleets.txt

10. Paste the copied text after

"Fleets Default Strategy := "

11. Save the file.

12. If the new race has a _AI_Strategies.txt file, open the Gold race's _AI_Strategies.txt . If the Gold race doesn't have a Strategies file, open the Default_AI_Strategies.txt file from the Ai folder.

13. Highlight and copy the lines from

"Name := Drone Attack"

to

"Break Formation Drones := "

14. Open the new race's _AI_Strategies.txt

15. Paste the copied text after the Last

"Break Formation Drones := "

entry.

16. Save the file.

17. The new race is now Gold compatible. (Note that by "compatible", I mean the race won't produce all those error Messages; this patch will /not/ teach the AI to research drones.)

[ November 09, 2002, 04:15: Message edited by: pathfinder ]
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  #2207  
Old November 9th, 2002, 06:16 AM
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Default Re: Babylon 5 Mod

Val,

Finally overrunned the Shadow home world, but lost a third of the Narn's fleet to do it. Now fighting against everyone else, since the Narn now are way ahead in the victory score department. The Vorlon are pretty rough customer. Tried surprise attack against they home world, but I was the one surprised by 500 fighters. Excellent fighter weapon those organic lighting guns, range 4, hitting power in the range 4.
The other computer empire have problem with very poorly designed ships (armed with matter guns), speeds of two or three and next to nothing weapons. I checked what they were researching, some of the research items really were strange stuff. You may want to redesigned what they research areas, to propulsion, racial weapon and technology first, until they got good some racial weapons and speed. then switched it to other research fields.
I would be happy to assist, but it take me about a 2 weeks of playing two to three hours a night for play test a new race, up to hundred turns plus.
So instead playing each race, would it be easlier to set new research guideline for all AI empires. Research they own racial technology first, then racial weapon(s) to a effective level, increase propulsion, plus fighters, mines and ground vehicles.
That should stenghten their combat ability against human's players.

My two cent worth
Lighthorse

[ November 09, 2002, 23:16: Message edited by: Lighthorse ]
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  #2208  
Old November 9th, 2002, 06:20 AM
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Default Re: Babylon 5 Mod

Lighthorse: Which races are behind the research power curve? Some simply do not have any special racial techs.
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  #2209  
Old November 9th, 2002, 08:43 AM

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Default Re: Babylon 5 Mod

Lighthorse
We probably should work a little on updating the generic AI, as a sort of springboard for future AIs.

Glad to hear PFs AIs are proving challenging, rather shocked you were able to take the Shadow homeworld, they are pretty tough hombres!

Tesco
The majority of what you need can be downloaded at Rambie's website (first link in my signature). Then you need the next 3 updates (also all found in my signature). When I release .34, I will also go back and recreate the Core Mod, Data 1.49 & Shipset main files, just to be sure it is all in there.

PF
Thanks! Between you and Simon I can get almost a new race each night

I am having a slight problem with the Dilgar DoGA files. The front 'fork' and some other pieces don't appear to be in my part catalog, do u have the zip for those extra parts still?

Working on the Abbai and having a nightmare of a time getting them to look right. Stuck with your purplish color, at least they'll be easy to spot

Cascor -
Anybody up for making a pic of a human/racoon mix (sans the bandit mask) ?
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  #2210  
Old November 9th, 2002, 09:04 AM
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Default Re: Babylon 5 Mod

Val:
Formations have been emailed to you.
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