Re: Babylon 5 Mod
			 
             
			
		
		
		
		Well, Tim, I look forward to getting the spreadsheet, but, alas, you approached the weapons the same way Val did (starting with damage and getting weight, etc from that) while I am apporaching it from tonnahge and deriving evrything from that.  The difference between the approaches occurs because I am primarily interested in getting the AI to build competitive shhips, and Val was looking to make a competitive human-human game. 
 
In any case, I think the supply values you come up with will be extremely useful (as I am staring at a "blank page" right now as far as methodology is concerned).  If the spreadsheet can be modded (i.e. it isn't locked like the last one) I can change the tonnage values to be fixed and not variable and use the sheet as it is designed to be used. 
 
BTW, I found out with a bit of checking that the beta mod: 
1. doesn't allow the AI to properly build units, and 
2. uses the wrong hull size for designs (and so ends up with less armor than planned). 
I am fixing and will post the fix here (it is a combination of AI_D_C, component_enhancement, and component file errors). 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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