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  #481  
Old March 29th, 2002, 04:50 PM

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Default Re: Babylon 5 Mod

You are a debugging god


(Edit) What about the Tech Areas? I couldn't find anything but Inert on your server so I just duped out those ones to cover them all. What prereq techs do you want for them?

[ 29 March 2002: Message edited by: Val ]

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  #482  
Old March 29th, 2002, 06:37 PM
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Default Re: Babylon 5 Mod

Were you looking in the ZIP, by any chance?

This is what you want.
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  #483  
Old March 29th, 2002, 07:50 PM

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Default Re: Babylon 5 Mod

In the zip and at the text file you posted as well - it was dated as the 22nd or 24th?
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  #484  
Old March 29th, 2002, 08:41 PM

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Default Re: Babylon 5 Mod

Hmm, I went back and now I can see them all!! I must be smoking something...


Have a new question for you, I'm trying to test the AI, how do I see what the I is building to know if it is working or not?
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  #485  
Old April 2nd, 2002, 01:49 AM
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Default Re: Babylon 5 Mod

Is there now a password for the B5 webpage or is this an April Fool's? I can't access it now...
just wanted to see what was up..
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  #486  
Old April 2nd, 2002, 04:53 PM

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Default Re: Babylon 5 Mod

Not an April Fools joke by me at least As for someone else... who knows!


I am putting out a call for help - from those currently working on this mod and any lurkers that read about our progress that might be able to help. We do have volunteers to do the AI, but as of yet they have not been successful in getting the AI to build a ship - most likely because of a problem with the engines. While this mod is usable as a multiplayer mod, the goal is to have a decent AI that will provide a challenge. So the question is, can someone get the AI to build a ship using our Component.txt file? Do not worry so much about weapons or other extras, I would be happy to see an AI build a Colony Ship with engines and a reactor - and a Colony Module of course!

I have editted the data files on the PC I have been testing AI on so the engines would include 'useless' abilities, per SJ's suggestion, but have been unsuccessful (all the AI ever build are bases) and I have used the Supply ability as a flag for the Reactors (though the ship may also purchase solar pannels, but I'm all for alternate energy sources).

If someone can get the AI to build a colony ship, then our AI volunteers can move on the make each race a specialized AI which will provide us with a rather diverse game.

Please let me know if you want to pick up this challenge and I will post the generic AI and Data files - or whatever you require to give this a shot Thanks - in advance - to all who try!


In the face of possible defeat I have begun work on a new surprise for the loyal B5 Modders - a revised Map with Hyperspace sectors (just for added excitement and fun.


Anyway, I do have a new update if anyone wants me to post it. It updates a few of the Data files, some new components & sounds.

Details on Last two updates:

1.49.23 - Added races (Technomage, Sh'Lassa, Walkers, Mind Riders, Triad, B5 Ancients), along with all corresponding techs. Made Ancient techs available to only the individual Ancient Races. Added new Armors, revised Sensor Suites, Jammers, Steath Technology (Cloak and Coating), a few racial specific crew/bridges and some new component pics (Bulkheads, indvidual racial Crew Quarters, Fighter Rails, Launch Catapult and Cargo Pod) .

1.49.22 - Added explosive warheads (Fission, Fusion, AntiMatter, Gravitic-Kirshiac only), Kirishiac Kinetic Drive/warhead for ram-fighters, Ancient level fighter cockpits, weapons (Matter, Molecular, Plasma & Particle), some new component pics, more sounds. Reordered Cascor weapons so it works to that race's advantage. Removed duplicate Spinal Laser & Cobalt Warhead. Reworked Ancient engine types into: Hyperspace Tap, HyperspaceTap, BioDrives & Advanced Gravitic Drives. Fixed numbering of Shadow Molecular weapons, Interdictor PDF typo, PDF Multiphase Slicer typo, component pic on PDF Particle Beam, beam pic on Heavy Molecular Slicer, External Cargo Pod I cargo amount typo & engines per move error on Heavy Destroyer (I was shocked to see a Heavy destroyer going 22!!)
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  #487  
Old April 2nd, 2002, 06:01 PM
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Default Re: Babylon 5 Mod

quote:
Have a new question for you, I'm trying to test the AI, how do I see what the I is building to know if it is working or not?
I would assume you would just go to the game options menu, and set the AI to human control. Alternatively, you could turn on the design minister for a human race.

Best to ask an AI Guru, of course.
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  #488  
Old April 3rd, 2002, 03:49 AM
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Default Re: Babylon 5 Mod

ATM I can't get the EA to build colony ships...no engines that will fit/work. They have to be researched. Problem 1: after researching (I prompted since that is WAY down the tech-tree) is the .bmp is missing for comp_675. Is there a compiled set of pics for these components and weapons or do I have to rename the ones I picked up (They have LP3 extension from DOGA)....


Update: Got game going (loaded components folder from my Gold setup). EA design will do engines but not the reactor (scout/escorts); therefore no supplies. I had to jumpstart the colony ships, they now have them but can go only 1 space (350 spaces for components isn't enough for colony ships atm) (1 engine-small with 1 medium reactor)

just wondering guys

your friendly beta-tester

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[ 03 April 2002: Message edited by: pathfinder ]

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  #489  
Old April 3rd, 2002, 06:20 AM

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Default Re: Babylon 5 Mod

quote:
Originally posted by pathfinder:
ATM I can't get the EA to build colony ships...no engines that will fit/work. They have to be researched. Problem 1: after researching (I prompted since that is WAY down the tech-tree) is the .bmp is missing for comp_675. Is there a compiled set of pics for these components and weapons or do I have to rename the ones I picked up (They have LP3 extension from DOGA)....


Update: Got game going (loaded components folder from my Gold setup). EA design will do engines but not the reactor (scout/escorts); therefore no supplies. I had to jumpstart the colony ships, they now have them but can go only 1 space (350 spaces for components isn't enough for colony ships atm) (1 engine-small with 1 medium reactor)

just wondering guys

your friendly beta-tester

pathfinder the losted

[ 03 April 2002: Message edited by: pathfinder ]



You found the DoGA Version of the components? Man, you must have had to dig quite a bit to find them All of the components (with a few exceptions that have yet to be submitted to SJ) can be found in the Image Mod that SJ has been dilegently working on

Thank you for helping out with the testing, I'm actually considering scrapping the engines and starting over again from scratch to see if the AI can use the new set.

Just want to double check - you actually got the AI to build a ship with the engines but no reactor? In Version 1.49?
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  #490  
Old April 3rd, 2002, 06:20 AM

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Default Re: Babylon 5 Mod

quote:
Originally posted by pathfinder:
ATM I can't get the EA to build colony ships...no engines that will fit/work. They have to be researched. Problem 1: after researching (I prompted since that is WAY down the tech-tree) is the .bmp is missing for comp_675. Is there a compiled set of pics for these components and weapons or do I have to rename the ones I picked up (They have LP3 extension from DOGA)....


Update: Got game going (loaded components folder from my Gold setup). EA design will do engines but not the reactor (scout/escorts); therefore no supplies. I had to jumpstart the colony ships, they now have them but can go only 1 space (350 spaces for components isn't enough for colony ships atm) (1 engine-small with 1 medium reactor)

just wondering guys

your friendly beta-tester

pathfinder the losted

[ 03 April 2002: Message edited by: pathfinder ]



You found the DoGA Version of the components? Man, you must have had to dig quite a bit to find them All of the components (with a few exceptions that have yet to be submitted to SJ) can be found in the Image Mod that SJ has been dilegently working on

Thank you for helping out with the testing, I'm actually considering scrapping the engines and starting over again from scratch to see if the AI can use the new set.

Just want to double check - you actually got the AI to build a ship with the engines but no reactor? In Version 1.49?
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