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Re: Babylon 5 Mod
Nomor,
These are "dummy abilities" that force the AI to build specific facilities on a planet, as opposed to the "generic abilities" like "SpaceYard" that would never have the AI building Manufacturing facilities because there is a facility with greater spaceyeard capabilities (namely, the spaceyard itself). They are used only to link a specific facility type to a specific planet type, they mean nothing in and of themselves. They are needed because in this mod facilities have far more abilities than in the basic game. For instance, "Quantum Reactor" is used as a tag so we can tell the AI to build a depot in that planetary slot. "Ship Auxiliary Control" tells it to build a manufacturing colony. Does this explanation make sense? |
Re: Babylon 5 Mod
Can anybody tell me how the AI decides which attack ship design it selects to build on any given turn in any given spaceyard? I still have races building almost exclusively scouts on turn 240, even after I have played around a bit with the planets per ship requirements in AI_Construction_Vehicles.txt. They are designing large attack ships, they are just not building them.
Also, does anyone know (or have a link to where I can find out) what changes the AI state and how I can tell what the AI state of a race is? |
Re: Babylon 5 Mod
Yes
Thanks So I was right to not describe these "abilities", yes? http://forum.shrapnelgames.com/images/icons/shock.gif phew Now who wants this txt file I seem to have spent the weekend working on? http://forum.shrapnelgames.com/image...s/rolleyes.gif PM me with an email address and I send it off. Backup the original first. http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 16, 2004, 12:38: Message edited by: Nomor ] |
Re: Babylon 5 Mod
I should have checked you were only speaking of the facilities.txt file. *Grumbles* Giving the explanation wasn't exactly needed, as a facility will have a hard time doing any kind of minesweeping. (The only one that is actually a facility ability is the Stop Black Hole Creator in your list, as the others do not quite make much sense here. http://forum.shrapnelgames.com/images/icons/icon12.gif )
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Re: Babylon 5 Mod
The Brakiri research for medium and heavy weapons are non-exsistant; is this on purpose or will there be weapons for this in the final Version?
[ May 17, 2004, 02:28: Message edited by: The One ] |
Re: Babylon 5 Mod
what weapons do the Brakiri have in their arsenal that can allow them to stand up to other races?
[ May 17, 2004, 02:29: Message edited by: The One ] |
Re: Babylon 5 Mod
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[ May 17, 2004, 04:57: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
In what order should the Brakiri research so that one can get all weapons that that race should have, and why are some of these weapons for the Brakiri blank and give you nothing when you researh it.
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Re: Babylon 5 Mod
TO,
The mod is not complete as it is. Whether anyone will complete the Brakiri in the current Version I couldn't say. Timstone and I are working on a "Version 2.0" of this mod that pretty much rethinks everything here, including weapons. In Version 2.0 the brakiri will have weapons of all sizes, some of them Brakiri-unique and some generic. Our goal is to have 2.0 done by the end of summer. Until then, you can either make up your own brakiri weapons of simply "turn off" the inapplicable research by making its prerequisite research higher than possible (e.g. Brakiri racial tech level 3). |
Re: Babylon 5 Mod
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