TobiWahn, TargetCountPerBank applies to all weapons on that facing. That is so frustrating! Nova already has count 2 for left and right bank. I'm still tinkering but the limits with mixed beam ships is annoying at best. Darvroth
Darvroth
TobiWahn, I was aiming to apply it to the various (mostly older) ships using pulse, plasma and ion turrets. Prior to the increases in targeting and precision as seen in the Minbari, Vorlon and Shadow beam weapons there was a spray and pray mentality. Hence Narn, EA and to a lesser extent Centari used a volume of fire to hit what they could not automatically target. There are lots of canon examples of EA and Centari ships engaging multiple ships on the same facing. Balance is a
TobiWahn, Target count per bank seems a formidable way of buffing any ship particularly when the fleets are larger. I've noticed all the ships I've looked at are 1 per bank. Is this intentional or simply a by product of grinding through so many files to release V 0.43? I'm finding opening 4 or 8 entity files at once is a great way to do side by side comparisons for balance within a race and between the races. At some point I may need to figure out how to write a ship abili
TobiWahn, Thanks, that helped, if not a complete response... My only other concern relates to AI behavior. Request all ship designs indicate what AI role they are assigned either in the name or description. Scouts for example have predicitve AI behavior as does planetary bombardment, carrier, cruiser and frigate, etc. This will help identify why a ship is doing what it is doing and help with bug hunting. Darvroth
TobiWahn, Still scrubbing EA and Narn, now looking at Centari...busy refining earlier observations to be more useful. I acknowledge the techs and entity files where a bit rushed (with months of effort) to get the wonderful 0.43 out when you did and it represents a major improvement. I further acknowledge the B5 history and naming convention challenges binning ships properly within the SoASE construct. The mod is a pre-Alpha, many elements are not present and balanc
Goal is to maximize B5 Canon...and make a fun game. Mod is just now barely getting to the point where canon adjustments must be made for balance and preserving the fun factor. Darvroth
TobiWahn, The EA starbase refueling station works well but the EA AM refueling stations do need tweaking. The Hermes also needs some tweaking, it is a priority target for the AI, quickly bleeds down its AM reserve and takes forever to refill. Additionally it is prone to blindly charge targets if not closely managed. It seems to have a special affinity for enemy star bases so I'm wondering if there is something in the entity file responsible for this behavior? I've
TobiWahn, Compiling a suggested revision list based on in game tech/ship observations, probably best to break it up by race. Want me to send it directly to Rodney? Post in origo, both? An example would be to demote the Hyperion from a capital ship to a cruiser class. While B5 naming conventions are a pain when trying to classify ships we are up to the challenge. The Hyperion were supposed to be in large numbers and that is not possible if they are Capital class, if they n
trekky_rudd and SpardaSon21, Comments appreciated and welcome but I would point out the mod is currently an unbalanced alpha build... Assistance is always welcome though... Darvroth
TY. What is planned for 0.43 besides continued tech tree improvements? Darvroth
So... It should be possible to enable a tech entity file that has a precursor tech path. For example a new ship design after both a weapon and an armor incremental tech. Won't work for all techs but could increase the AI's odds if the most important military techs are so aligned... Darvroth
Althought Lando would never stoop to endorsing a mere commercial product, a government program, sure but why such a vulgar and limited commercial endeavor? Darvroth
TobiWahn, Are you planning damage skins for the various ships? Does the system allow for a common skin or must it be customized to each ship model? Darvroth
TobiWahn, For the Minbari would it be possible to use station modules as a substatute for various orbital structures that have no cannon? Alternatively, the Minbari expressely did not have an armed station either, their ships more than compensating. Perhaps they don't need one... would require balancing of logistics points, ship abilities and ship costs in time and resources. Thoughts? Darvroth
I agree with Thoumsin, let's focus on and expend effort on those things we can achieve (there are still unsolved technical hurdles). While it is nice to think about the possibilities we should not take our eyes off the goal. The release of 0.42 and then the work required to release 0.43 which may need to incorporate necessary changes to be compatible with Rebellion. After that who knows... Darvroth
97%. Go Rodney go! Darvroth
Thoumsin, If I recall, the additional bays were part of the weapons upgrade refit and also included a maintenance port. Darvroth
LOL!!!! I still owe you some inputs but keep finding other life events have a higher priority. I know what could be more important that the B5 mod..... Darvroth
Progress however slight is closer to the goal. Darvroth
boshimi336, I suspect it will take time running itterations before the tech coding secrets are unlocked, which means the more people trying itterations and sharing the methodology and results will crack the code faster. Worst case we are stuck with the provided techs. What remains to be seen is how easily the data in the provided tech files can be altered before the AI goes all wonky. Darvroth
Rodney, Welcome back! I'm still recuperating from recent surgery and haven't finished the crosswalk like I wished but will endeavor to make progress. TobiWahn, NP. keep up the press, progress is progress by any measure. Peter 1x9, Agree good site, read it cover to cover 5-6 years ago and still wander back on occasion. Darvroth
Back to task however, I recommend release what works (ie limited B5 tech). That will allow for a refresh of the target audience and may draw in a few more interested and talented folks. Then in the next few months if the AI code is cracked a tech heavy version can be released that also includes any other models or art that is ready by then. Also, shortly after Rebellion comes out an upgrade will need to be released to refresh the mod with the wider audience. Thoughts... <
Maderia, Nice! No currency transactions are a bonus.
TobiWahn is on a real world vacation without the computer, then there is the tech issue. I suspect the release will be tech light with more to follow as the proverbial code is cracked. Darvroth
Thoumsin, That is a good start but I suspect there may be a build list either in the AI or that it is referencing, or a prioritization system that is not apparent. Failing that I'm at a loss. Have any other modders cracked this code before? Darvroth