![]() |
Re: Babylon 5 Mod
Tim,
You don't have to put everything in one structure, now that I think it through. You can ignore spaceyard abilities for the start of the colony, as the default colony build rate is 2,000. What you need are "added abilities" at your 6th, 11th, 16th, and 21st structures, to corespond with increasing abilities as planets get bigger. Somethin I found in a recent test game is that the current system of having very small populations sent with the colony modules is very much inferior to having larger populations (say 50 or even 100) as the AI so seldom (maybe never?)sends out population transports to its colonies. Just make the colony mod bigger and more expensive (so that the AI doesn't deplete the home planet population too much) and I think the AI will be much stronger. In my test case, I gave the Minbari a colony mod that carried 100 pop. After 100 turns, they had more than three times the points of any other standard race - and had three times the research rate of the ancient races! |
Re: Babylon 5 Mod
Okay, I'll change the pop of the colony modules to 50. I'll also see what I'll change about the facilities. Maybe I just leave them the way they are. After some playtesting by other people (and of course you and me) we'll tweak them.
Grumbler: What about the RacialTraits.txt I send you? I'm really would like to know what you think of it and if the spelling of the Phonetic stuff is right. |
Re: Babylon 5 Mod
Tim,
the only questions your RacialTraits.txt raised for me were the following: [URF A-lai-jans] I think you have a typo here, or something. [DRAA-see] I am pretty sure that even the Drazi use the "zee" sound and not the "ess" [IP-sjaa] I am not sure how to pronounce this phonetic spelling (the "sj" sound). I also don't recall anyone ever saying the name, so i don't know how close you are to "canon." I would add to the Narn they they are primarily using Centauri-designed or derived weapons. [SJAA-doo] Again, the "sj" sound. Also, the second syllable is definatly the "doh" sound vice "doo". You also dupe the Yolu at the end. |
Re: Babylon 5 Mod
Haha... you Americans can't pronounce the "sj" sound? Haha... strange people are aound the world. I designed the phonetic stuff to be readable by Dutch people in particulary and was hoping that the tones were more or less the same for English speaking people. I'll change the ones you said were strange. Oh, and what was wrong with the Yolu?
Edit: Never mind about the Yolu, I've discovered that one. The reason I haven't filled in all the empty slots with a full descriptions is that I haven't got the books (yet) to fill them with appropriate info. [ July 28, 2003, 08:56: Message edited by: Timstone ] |
Re: Babylon 5 Mod
could you add a new racial trait "computer player"? Then you could add in the technologies you need to make the computer "smart" without changing the components used by all.
Now I'm not suggesting that any components be added to this tech tree that would give an unfair advantage to the computer (and so it wouldn't matter if a human player actually chose this racial trait), but you could do things like a customized sized colony component (with larger volume and subsequently higher price) to "force/coherce" the computer into being smarter. I don't know if this would be worthwhile for just the colonization problem, but it seems to me that there were a number of other AI intelligence issues that may be solved this way. Timstone: Oh yeah, well "sj" you too! http://forum.shrapnelgames.com/images/icons/icon12.gif [ July 28, 2003, 17:59: Message edited by: jimbob ] |
Re: Babylon 5 Mod
Well, it's good idea. But the downside of it would be that I would hvae to duplicate the whole contens of the mod. Also that problem isn't that big or difficult, but it would take time. Also I would have to implement 48 new racialtraits. Now that is a hell of a job. Implement both the computer controled racialtraits and the duplication of all the facilities, components, cover ops, etc. One big job. Till now the mod is holding up great and with good AI makers like Pathfinder and all the others at this board, I think it would be a bit of a big job to do rightout. I tell you what if there will be more voices about this idea, I'll try to implement it into the next Version (2.1), alright?
edit: Oh, I would need to implement 48 new racialtraits because of the various racial based facilities. [ July 28, 2003, 18:08: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Quote:
Also, you only need to add extra Versions of those items that would need changes to make the AI smarter. Otherwise, there is no point in making a duplicate of them. [ July 28, 2003, 19:50: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Quote:
Vorlon Active Armor - size 2, hp 50. Cost 40/80/40 5 crystalline points, 20 OA regen Shadows - same but 20 CA, and 5 OA. Triad - Size 5, hp 50, Cost 40/20/120 10 OA, 5 CA, Is Armor. Mindriders - Suggested: -999% to hit on their ship hulls, since they have little to no physical form? [ July 28, 2003, 23:48: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
Quote:
|
Re: Babylon 5 Mod
That should be 50 hp
|
Re: Babylon 5 Mod
That makes a huge difference. http://forum.shrapnelgames.com/images/icons/icon10.gif
|
Re: Babylon 5 Mod
Imperator: rather important (to me http://forum.shrapnelgames.com/images/icons/icon12.gif ) PM
|
Re: Babylon 5 Mod
Mindriders - Suggested: -999% to hit on their ship hulls, since they have little to no physical form?
Hmm... isn't that a bit over the op? I mean, they are made of pure energy, but most of the weapons are energy weapons. |
Re: Babylon 5 Mod
Hi all, I have been playing this Mod for a short while and I must say it seems really good. It is nice to see a decent adaptation of B5 as an actual mod.
While playing this game though I have discovered a large number of bugs and problems, and was wondering if you would like details of them. However I am using the "Gold" Version rather than the 1.49 Version, so I thought I'd ask rather than just post a list of things that don't work that you may have fixed. By the way why have you chosen to stay pre gold with the mod rather than updating it to the newest Version? I ask this simply because it seems to me that once you have the mod ready you'll have to do a lot of work to move it to the new Version, and then playtest it to check for any mistakes made when moving it over... |
Re: Babylon 5 Mod
Going from classic to gold is easier that the reverse.
Since a Version for both was wanted, developing the mod for classic first was the natural choice. My worst complaint right now is the unfinished ability descriptions. PS: Who did those, and why haven't they finished it? |
Re: Babylon 5 Mod
Quote:
|
Re: Babylon 5 Mod
My worst complaint right now is the unfinished ability descriptions.
Ehh... it might sound a bit noobish, but what do you mean? http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif |
Re: Babylon 5 Mod
Half of the facilities have abilities or descriptions labelled as "0" or just blank Last I checked (The PBW game files)
Same with many weapons. We need to get them filled in, and distributed. |
Re: Babylon 5 Mod
Quote:
|
Re: Babylon 5 Mod
I could make a little utility to set the descriptions on abilities to
"[ability name] - [Ability amount 1] ([ability amount 2])" If that would help... I'd have it change only descriptions less than 3 characters long, to protect the ones that have been done already... |
Re: Babylon 5 Mod
Laser beams and flashlights generate energy beams, and they don't have any effect on each other.
At least when throwing rocks, the rocks could absorb some energy as they pass through. Of course, it all depends on exactly what kind of energy is meant by the "beings of pure energy" [ July 29, 2003, 12:49: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
You see SJ, that's why you're brilliant and... well, I'm not http://forum.shrapnelgames.com/images/icons/icon12.gif . I'd have gone in and changed them individually by hand. More accurately, I wouldn't have gone in and changed them all by hand http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Babylon 5 Mod
No, he is just a programmer. The first rule of programming is that if you are going to do a task more than once, you might as well write a program to do it for you.
|
Re: Babylon 5 Mod
Well, just to be on the safe side I do an overall change... http://forum.shrapnelgames.com/images/icons/icon10.gif
|
Re: Babylon 5 Mod
From what I can gather the most up to date Version of this mod is the updated 1.49 Version, and the 1.84 Version is now slightly out of date.
Is there an FAQ or some well written explanations of how to convert from 1.49 to 1.84 out there anywhere, it might give me something to do over the school holidays (being a teacher has some benefits). |
Re: Babylon 5 Mod
There is a Gold Version around. I don't know where you DL that Version. But the next Version of The Mod is under construction by yours truly. Well, it's not the next Version. It's a remake of the contans of the mod so far. But I hope this Version will become the first choice with the players around. As I said it's still under construction, so you'll have to wait a little longer.
|
Re: Babylon 5 Mod
Quote:
|
Re: Babylon 5 Mod
Thanks, I'll let you all know when I have something usefull to do.
|
Re: Babylon 5 Mod
Quote:
|
Re: Babylon 5 Mod
b5mod@yahoo.com
Val would appear to have severed his links. Come back Val. All is forgiven. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif [ July 31, 2003, 19:42: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Hey there Nomor! Good to see you again. Where have you been?
|
Re: Babylon 5 Mod
I cannot remember what the justification was for abandoning the B5 canon that starships were built in base spaceyards for the SE4 canon that starships are built on planetary spaceyards. I just was thinking about this the other day (as part of my facilities analysis) and was wondering if anyone could remind me. I am pretty sure this was discussed at one time, but cannot search through all 200+ pages of the thread to recover the argument.
Can anyone help with the justification or at least the timeframe when it was reached? I cannot finish my v2.0 facilities recommendations without it or the risk of looking like the ADD idiot I am! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
This is from a guy who has not the time to aid in this monumental task, but idly wonders are there any playable 1.84 Versions?
Quote:
|
Re: Babylon 5 Mod
Omnicron1, that statement was a bit harsh. He indeed volunteered his time to help out...
|
Re: Babylon 5 Mod
Quote:
Anyway for gold download and install the stuff from Rambies site, and then you need:- The data files (Gold) http://forum.shrapnelgames.com/newup...1055128545.zip And the ai files (gold) http://forum.shrapnelgames.com/newup...1055690978.zip These were upped by pathfinder. |
Re: Babylon 5 Mod
Timstone: Went back to lurking. http://forum.shrapnelgames.com/images/icons/tongue.gif
|
Re: Babylon 5 Mod
Nomor: Ah yes...
|
Re: Babylon 5 Mod
yes sorry for any confusion FMMonty was correct i was just looking for a working Gold Version sorry for the confusion
Quote:
Anyway for gold download and install the stuff from Rambies site, and then you need:- The data files (Gold) http://forum.shrapnelgames.com/newup...1055128545.zip And the ai files (gold) http://forum.shrapnelgames.com/newup...1055690978.zip These were upped by pathfinder.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> |
Re: Babylon 5 Mod
I did a bit of spreadsheet number-crunching while it rained today, and this is what I was able to
come up with in terms of a cursory fighter weapons analysis. Please excuse any formatting issues. Comments are welcome. Summary: There are 18 unique weapons that fighters can carry. Of these, 3 are seekers, one is point defense, and 15 direct fire. Of the three seeker types, all are race-specific: 1. The Fighter missile to the Drazi, Dilgar, and Earth Alliance; 2. The Light Ballistic Torpedo to the Centauri; and 3. The Light Ion Torpedo to the Narn and Cascor. The PD weapon, the Dogfight Missile, is unique to the Earth Alliance. Of the Direct fire weapons, all but one are race-specific: 1. The Light Antiproton Gun to the Vree 2. The Ion Bolt to the Centauri and the Cascor 3. The Matter Gun is unrestricted through MG III, then restricted to the Belt Alliance 4. The Light Particle Beam to the Gaim and the Llort 5. The Ultralight Particle Beam to the Abbai and the Raiders 6. The Uni-Pulse Cannon to the Earth Alliance 7. The Gatling Pulse Cannon to the Earth Alliance 8. The Paired Particle Gun to the Narn and the Drazi 9. The Particle BLaster to the Drazi 10. The Light Fusion Cannon to the Minbari 11. The Polarity Cannon to the Shadows 12. The Light Discharge Gun to the Vorlons 13. The Light Plasma Gun to the Pakmara 14. The Light EM Wave Disruptor to the Streib The Light EM Wave Disrupter is a different style of weapon than the others, because it disrupts reload time rather than inflicting damage. Thus, I will not consider it further. For the remaining weapons, I will evaluate using five criteria: 1. Damage/turn/ton of fighter hull taken up (including mod for weapon to hit); 2. Target type 3. Range and loss of power over range; 4. Seeker speed (where appropriate); and 5. Cost in minerals and research points. In all cases, I will use the “X” model of the weapon to be consistent. First, I will look at the seekers. For reference, the following table lists the hull space taken by the X model: Fighter Missile X 2 Light Ballistic Torpedo X 2 Light Ion Torpedo X 2 Dogfight Missile X 3 Damage/turn/hull is as follows: Fighter Missile X 3.38 Light Ballistic Torpedo X 4.07 Light Ion Torpedo X 3.38 Dogfight Missile X 1.36 All but the dogfight missile seek only ships. The dogfight missile seeks Ftr\Sat\ Seekers\Drone Range is as follows (with all seekers keeping the same damage over range): Fighter Missile X 5 Light Ballistic Torpedo X 13 Light Ion Torpedo X 11 Dogfight Missile X 4 All of the seekers have a speed of 3, except the Dogfight missile, which has a speed of 6. Note that ship-based seekers at level 10 generally have a speed of 6. The cost of the weapons is as follows (minerals, then RPs to level 10 rounded to nearest k): Fighter Missile X 20 759k Light Ballistic Torpedo X 65 759k Light Ion Torpedo X 39 759k Dogfight Missile X 30 759k Summary on seekers: While I remain highly dubious that the B5 universe accommodates seekers fired in space by fighter types (never having seen it in the series or movies), it seems that the seekers as set up are a good balance of cost versus effectiveness and they are uniquely different. I would say that the seeker speed of 3 makes them much less effective than they should be in combat, since it makes it possible for ships to outrun them rather easily. I would think it better to make the missiles move 6. I also do not understand the rationale for having the missiles reload in combat. Where would the reloads come from? By making reload time 35 turns you can counter-balance the effects of increasing the speed: the fighters then are very effective on the turn they fire, and then have to rely on direct fire weapons. Next, the Direct Fire fighter weapons: Again, for reference, the number of hull spaces taken by each weapon: Name Space Taken Light Antiproton Gun X 5 Ion Bolt X 4 Matter Gun X 2 Light Particle Beam X 4 Ultralight Particle Beam X 3 Uni-Pulse Cannon X 2 Gatling Pulse Cannon X 8 Paired Particle Gun X 9 Particle BLaster X 19 Light Fusion Cannon X 5 Polarity Cannon X 6 Light Discharge Gun X 5 Light Plasma Gun X 3 The damage/hull/turn of these weapons is as follows: Light Antiproton Gun X 9.37 Ion Bolt X 10.06 Matter Gun X 10.90 Light Particle Beam X 9.80 Ultralight Particle Beam X 10.35 Uni-Pulse Cannon X 11.50 Gatling Pulse Cannon X 11.21 Paired Particle Gun X 10.99 Particle BLaster X 2.51 Light Fusion Cannon X 9.20 Polarity Cannon X 22.53 Light Discharge Gun X 23.88 Light Plasma Gun X 12.10 All of these weapons fire at Ships\Planets\Ftr\Sat\Drone except the Particle BLaster which fires at ships only. Max Range is as follows Light Antiproton Gun X 2 Ion Bolt X 6 Matter Gun X 2 Light Particle Beam X 2 Ultralight Particle Beam X 3 Uni-Pulse Cannon X 3 Gatling Pulse Cannon X 3 Paired Particle Gun X 3 Particle BLaster X 8 Light Fusion Cannon X 3 Polarity Cannon X 4 Light Discharge Gun X 5 Light Plasma Gun X 4 Here we see some of the “payback” for the Particle BLaster’s low damage levels: its range. Generally speaking, PD weapons cannot reach this far out. Of these weapons, most follow the 10% loss per square of range. The exceptions are the particle bLaster and Ion bolt, both less than 5%, and the Plasma gun, at 15% The costs of the weapons are as follows (first, cost in minerals, second cost in 100k RPs): Light Antiproton Gun X 3 14.81 Ion Bolt X 13 9.34 Matter Gun X 0 7.59 Light Particle Beam X 1 7.59 Ultralight Particle Beam X 1 7.59 Uni-Pulse Cannon X 3 7.59 Gatling Pulse Cannon X 8 12.63 Paired Particle Gun X 9 12.63 Particle BLaster X 62 12.63 Light Fusion Cannon X 4 14.81 Polarity Cannon X 9 14.81 Light Discharge Gun X 3 10.00 Light Plasma Gun X 4 5.19 Evaluation of DF weapons: First, it must be noted that some accommodations needs to be made for races not presently allowed any fighter weapons other than Matter Cannons I-III. Having noted that, it is quite apparent that the Ancient races have the best weapons, as it should be. They are both over 20 hits/hull/turn, and the younger races average around 10. Overall, the EA comes out best when comparing weapons, because the Uni-Pulse Cannon is one of the cheaper weapons (both to research and field), is small, has an average range, and inflicts above-average damage. The Gatling Pulse Cannon has poorer performance and is more expensive, however. The Pakmara light Plasma Gun fares surprisingly well in this comparison. It is cheap, does above-average damage, has an above-average range (even accounting for its faster range degeneration) and is small. There are several weapons that probably are worse than the strict analysis of the numbers would indicate: the Matter Gun, the Ultralight Particle Beam, and the Light Antiproton Gun. However, the MG has more structure than hull spaces taken, and so resists damage. It also costs nothing to install. The UPG costs no supplies to fire (which may or may not be a moot point, as supply limits have seldom kept fighters from firing in my experience). The LAG is the exception to the rule that every weapon has a plus side. It is more expensive than average to research, is big, short-ranged, and doesn’t inflict a lot of damage. I think it should be reduced in size to 3 hull spaces so that it becomes a more worthwhile weapon. Of the other weapons, two stand out. The Ion Bolt would be above average (because of damage, and range) but is limited to one per fighter and costs a lot to research. The Particle BLaster looks good on paper, but its targeting deficiencies, combined with the facts that it is huge, is slow to reload, and uses a lot of supply, make it inferior to the other option available to the Drazi, which is to mount two paired particle guns in (less than) the same space. I cannot think of the circumstances under which the extra range of the PB would make me want to build a special class of fighters to contain it. If you were to categorize the races according to the fighter weapons they get, you might conclude that: 1. The Vree should stay away from fighters, by and large. They get to produce the Extra Light Fighter, but have nothing to arm it with. 2. The Cascor and Centauri can produce some interesting fighters based on the Ion bolt and some torpedoes, but why the Centauri can produce the Ion Bolt and not the Ion torpedo escapes me. 3. The Narn can produce no really worthwhile fighters until they can employ the Paired particle Beam, and even then their fighters will be slow. They will have to rely on the slow Ion Torpedo as their main fighter weapon until they get large fighters. 4. The Drazi have lots of choices when it comes to fighters, but few good ones. Like the Narn, they will have poor fighters (armed with missiles or low-grade Matter Guns) until they can produce very large fighters. 5. The Dilgar have almost no choices. 6. The Earth Alliance has the only broad range of weapons to choose from. Some of the later choices are counter-productive, but this can be remedied. 7. The Gaim and Llort have no good fighter weapons, but the one they have isn’t hopelessly outclassed like the Vree’s. Their fighters will just be inferior. 8. The Abbai and Raiders are similar. The weapon they have is just inferior, not totally outclassed. 9. The Minbari have a good weapon but it is too large to allow them to have the kind of fast and nimble fighters we know that had. Also, their weapon is inferior to the EA weapons, and we know this was not true, even late in the series. 10. The Streib are incomplete. The specific changes I would suggest are: 1. Either eliminate the Particle BLaster or give it much more damage. 2. Change the following weapons sizes (and adjust damage inflicted somewhat to bring them near 10 dam/turn/hull): Name Now Should be Light Antiproton Gun X 5 3 Matter Gun X 2 3 Uni-Pulse Cannon X 2 3 Paired Particle Gun X 9 6 Light Fusion Cannon X 5 4 3. Make the Matter Gun through level 10 available to all races. 4. Consider making the default weapons size for all types something like 2 hull, and then create weapons mounts for the larger fighters that would add damage, range, and cost. This would really only work well with QNP for fighters, which is easily doable (and in fact I have done it, if anyone is interested in seeing the still-in-test-stage results). A nit from the TV series and movies isn’t reflected in the game: we know from Endgame that both EA and Minbari fighter DF weapons can target missiles. The game does not allow such weapons (that can target ships and seekers). Is it worthwhile creating weak PD weapons that can only be mounted one per ship to get this effect? |
Re: Babylon 5 Mod
http://forum.shrapnelgames.com/images/icons/shock.gif
dats alot o writting, but very insightful good work grumbler http://forum.shrapnelgames.com/images/icons/icon10.gif [ August 11, 2003, 00:58: Message edited by: The Canuck ] |
Re: Babylon 5 Mod
First off, keep in mind that gameplay and balance ALWAYS outweigh canonical issues by far.
All of this analysis was done when Val set up the weapons, you know. He did not just pick random numbers out of the blue. http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
Quote:
Quote:
[ August 11, 2003, 01:21: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Quote:
Even so, I don't see how "gameplay issues" and "balance" relate to the "fighter missile weapons are not canon" issue. Quote:
Quote:
Quote:
I just ran a series of simulations seeing how many of each type of heavy fighter (one with two PPB, one with one PB) it would take to knock out a level 10 Centauri battleship (equipped the same way in both runs, with one Heavy Array as the anti-fighter weapon) half the time. For the PPB, it was between 20 and 25 (I didn't try for granularity greater than that) and for the PB it was between 40 and 45. That tells me the PB isn't worth it, which is what i suspected from the numbers. So, it should either be improved or scrapped, as it is a weapon people should not buy. As a side note, I ran the same test using EA fighters, one with fighters having 6 Unipulse cannons, and one with the same fighters having 6 Fighter missiles (both weapons being the same size, it was the same hull otherwise). It took 20 fighters with unipulse cannons to take out the BB half the time. The test with fighter missiles I gave up on after they lost 100% of the time when they had 150 fighters! However, a fighter with 3 of each weapon required only 15 fighters to defeat the BB half the time, so the mix of weapons appears to be best - giving a significant advantage in ship-ship action to those races having both seekers and DF weapons. When I ran a BB escorted by 10 fighters on each side, the mixed-weapon-equipped fighters still seemed to hold a slight edge (but how much wasn't clear, as I din't run the full 100 reps in any of these tests). So, what can I say? I am trying to help here, and maybe stimulate some interest. I have concluded from my analysis that including fighter-mounted seekers does not appear to improve gameplay or balance (probably the opposite) and it isn't canon to boot, so at least future mods might want to seriously consider scrapping them. If analysis was done that indicates otherwise, I would love to see it. |
Re: Babylon 5 Mod
Quote:
Quote:
Quote:
|
Re: Babylon 5 Mod
I'm pretty sure I've seen missiles on the fighters... little tubes hanging from the wings.
They just don't use 'em much. I wouldn't use 'em too much myself when I have an effective (one hit either kills or totally cripples the enemy fighter), unlimited ammo energy weapon as the alternative. |
Re: Babylon 5 Mod
Hi all!
Sorry for the long silence, but I've been busy with work, women and... well, let's leave the other thing to the imagination of the readers. Good work on the weapon analysis Grumbler! Must have been tough dull work. But very insightfull and usefull. Great work. It might seem a little bit noobish to react in the manner I'm going to but I think it's the best thing to do. Val has done loads of work and will remain the ferm basis for the 2.0 Version. I have a mayor part of the B5 Wars books and I have found almost every weapon from the mod in these books. He used the books as a direct source for the damage, the weight and the fire rate. The cost of the weapons is yet to be researched by me. With the B5 Wars books being the basis for it all, I think it be wise to use the books again as the basis for the 2.0 Version. The books themselfs are already balanced (to the mechanics of the tabletop game), so the only think we have to do is to translate them into SE 4 terms. This is a very labourous work so it takes a lot of dedication and time (time is very, very important) and just a tiny bit of knowledge of the serie. As Imperator Fyron already noticed. Gameplay before Canon. Again, the books already are as canon to the serie as possible (and balanced), the only thing that remains is the translation to SE 4. To make the translation to SE 4 easier, I'm busy making a sort of calculation program (sorry SJ, I'm not a programmer, just a simple engineer, so I'm making it in Excel). I hope this program will be the tool for the many weapons in the 2.0 Version of the beautiful mod. This program is the the only thing I would like to finish before I have anything usefull to do for the ones who so willingly said they want to help in the creation of 2.0. SJ: How is the armor thingy coming along? |
Re: Babylon 5 Mod
Quote:
Vorlon Active Armor - size 2, hp 50. Cost 40/80/40 5 crystalline points, 20 OA regen Shadows - same but 20 CA, and 5 OA. Triad - Size 5, hp 50, Cost 40/20/120 10 OA, 5 CA, Is Armor. Mindriders - Suggested: -999% to hit on their ship hulls, since they have little to no physical form? Kirishiac - max OA & CA, non-armor, 5/50 size/hp Walkers - little bit of everything - Size 7, hp 50, 20 OA, 10CA, is armor Torvalus - size 2 hp 50, 10 OA 10 CA (shadow/vorlon middle ground) ----- I'd really like some feedback on how this all sounds. There will be a tech progression so the ancient races have something to spend their research points on. No extreme differences though. [ August 11, 2003, 14:52: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
Nice work there on the fighter weapons.
How long would a side by side comparison of fighers and anti-fighter weapons take by race? Just thinking from the Gaim point of view, a sub-par fighter weapon and a very short range point-defence weapon points to a lot of trouble with the little guys ... |
Re: Babylon 5 Mod
To all: I have to reiterate that I lack the B5 wars books and (to be a bit snotty about it) don't regard them as canon, except where they correspond to the TV series and movies.
I am interested purely in what works for the mod. If people want to disregard what "works" in favor of "what is canon accoring to B5 wars" I am okay with that completely. My "personal mod" is already pretty far from the "official Version" anyway. I think I can demonstrate, for instance, that the "Manuufacturing facility" is a net loss to produce, and that the whole issue of planetary versus orbital starship production of spaceships is contrary to canon, but I won't, unless people are willing to acccept that Val's work was preliminary. If Val's work is set in concrete, then there is little I can add, and I will just make quiet adjustments based on my analysis for my own use. |
Re: Babylon 5 Mod
Quote:
Or, to give the alternate answer: Val already analyed that and gave the Gaim exactly what they deserved. [ August 13, 2003, 03:31: Message edited by: grumbler ] |
Re: Babylon 5 Mod
After Val's Last disappearance, there has been little to no direction to this mod...
I never said anything about staying canon to anything. In fact, I said staying strictly canon is a bad idea. |
All times are GMT -4. The time now is 03:13 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.