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November 29th, 2001, 03:53 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Yes, that's what we're talking about.
Creating them is not the problem, the problem is defining wich techs will be in each general trait and wich in each race. And that's what we've been discussing here.
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November 29th, 2001, 04:46 PM
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Brigadier General
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Umm, I have to work for the next couple of days. Say I try to get a rough draft to you by next wed or thur? Yo can look it over and see if you think that the techs are going to the proper places/people. This will only be a first draft so don't flip. If you like it than we can post a link to the file and let everyone else rate it?
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President Elect Shang; Tal-Re Republic of Free Worlds
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November 29th, 2001, 06:44 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
B5 Shields:
We were using some of the Agents of Gaming material for the B5 mod, and also referring to the tech books. While there really aren't that many examples, some races do have 'shields', most specifically the Vorlon, Abbai and Brakiri (also a few other ancients). The White Stars also have some sort of shield and most large EA ships have an Energy Web (mentioned by both Warner Brothers and the B5 game) that acts as a shield.
Even with this being said, I don't really recall too much shield-like tech in the actual series except with the ancients.
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November 30th, 2001, 06:22 AM
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Corporal
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I was thinking more along the lines of controlling techs with free traits, and you just have to make sure no one takes more than one general and one specific.
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November 30th, 2001, 09:47 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: FERENGI
Shield Depleters?
Engine Overload?
Can I offer a suggestion here? I would also add alegance subverters as well, as the Ferengi are masters at bribery.
Also other possible ideas for trek races:
Sub Space Weapons
Transwarp Drive
Quatum Slip Stream Drive
Transphasic Weapons
Metaphsic Weapons
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 1st, 2001, 12:55 AM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
A question on movement:
Didn't someone create a non-warp point mod of SE IV? If so, it could be used to simulate the differences btwn SW, ST, and B5.
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
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December 1st, 2001, 01:04 AM
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National Security Advisor
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
It wasn't a mod so much as a map combined with *extreme* amounts of patience. He used the map editor and placed EVERY WP by hand.
Obviously not really workable for long-term use. A quicker alternative would be making WP openers (and closers) easy to get and really cheap/small.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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December 1st, 2001, 01:20 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I was thinking of doing something like that for the B5 mod for ships with Jump Drives.
Does anyone know if there is a way to set a warp point to "automatically" close a set number of turns after opening.
Also, is there anyone who has figured out how to either create a movement delay/penalty on a warp point or in a Storm (the storm could then be placed over a warp point to simulate the delay)?
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December 1st, 2001, 01:28 AM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote: "He used the map editor and placed EVERY WP by hand."
Holy Crap!
That's a bit of work, eh?
Sort of negates what I was thinking, so I'll just keep it to myself.
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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December 1st, 2001, 02:35 AM
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Major
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Join Date: Apr 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I created a new file based in known ship stats, and comps listed in them.
http://se4kdy.cyberwars.com/temp/race&ships.htm
It looks better than the other one I had posted here before.
I found a few interesting things I didn’t know:
About Babylon 5 races and shields. Most races have no shields but use VERY HEAVY armor. If I understood correctly, largest Earth Alliance ships have an armor up to 15 meters thick. To represent this in the mod, players would have to put an important amount of armor in their ships to get a decent (balanced) protection.
Vorlons and Shadows seem to have shields, and probably the other First Ones too. Mimbaris have something called "Defense Shield Grid" that I'm not sure if is a shield or some kind of EMC or PDC like EA "Defense Grid Energy Projectors".
Please help me complete correct this file that I think would be great as raw file to make the mod.
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