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				December 28th, 2004, 03:47 AM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		The point is, the lower the natural to-hit is, the more effective the elite components become. 
Also consider how valuable 4-8% worth of aggressiveness or defensiveness is worth to you during race setup.  For just 10 kt or so per ship and a bunch of initial research investment, you get some hundred racial points worth of effect    
		
	
		
		
		
		
		
		
			
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				December 28th, 2004, 03:57 AM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		Can any one post a comprehensive list of what is done, needs to be done, and what should be done for this mod?    
		
	
		
		
		
		
		
		
			
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				December 28th, 2004, 04:22 AM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		Just an idea I had on how the armour system in the B5 mod could be made to work.  
http://www.shrapnelcommunity.com/thr...?Number=320351 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 28th, 2004, 04:28 AM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		That doesn't make the armor work, it ruins it.    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				December 28th, 2004, 05:43 AM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		AT: 
Why would you like to have a list of what needs to be done? Just for your entertainment...?       
		
	
		
		
		
		
		
		
			
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				December 28th, 2004, 03:14 PM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		Attached are updated armor techarea descriptions. 
 
A sledgehammer of knowledge. 
		
	
		
		
			
		
		
		
		
		
		
		
			
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				December 28th, 2004, 03:18 PM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		Downloading them ríght, will take a look at them in just a few minutes. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 28th, 2004, 03:29 PM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		ok, took a look. It sounds better now, but i still dont know if we are able to keep all amors. Its mainly because we will add new weapons and most probably balance the rest. Most weapons wont have use against high-tech armor due to the large shield-from-damage abiliy. We will come back to armors later. 
 
As promised, attached is the faciliy file i created, only featuering one level from each building. The actual values for ressource and research generation are still pending, but it looks fine this way. Homeworld produce about 12k ressources each, 12k research and construct with about 4000 of each ressource on average sized (2000 million) worlds. 
 
Put in into a facility file if you want to take a look at it. 
The way it is setup is due to homeworlds. Currently homeworlds have 1 spaceport, 1 resupply depot and the rest are homeworld complexes, called Megalopolis. Names are pending, too. If you have suggestion, come with it. 
 
 
 
 
 
Name                := Distribution Centre I 
Description         := 0 
Facility Group      := Hub 
Facility Family     := 2 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 225 
Cost Minerals       := 6000 
Cost Organics       := 1500 
Cost Radioactives   := 3000 
Number of Tech Req  := 0 
Number of Abilities := 5 
Ability 1 Type      := Spaceport 
Ability 1 Descr     := Distributes ressources and makes them available for the empire. 
Ability 1 Val 1     := 0 
Ability 1 Val 2     := 0 
Ability 2 Type      := Resource Storage - Mineral 
Ability 2 Descr     := Provides storage space, increases ressource storage by 10000 each. 
Ability 2 Val 1     := 10000 
Ability 2 Val 2     := 0 
Ability 3 Type      := Resource Storage - Organics 
Ability 3 Descr     :=  
Ability 3 Val 1     := 10000 
Ability 3 Val 2     := 0 
Ability 4 Type      := Resource Storage - Radioactives 
Ability 4 Descr     :=  
Ability 4 Val 1     := 10000 
Ability 4 Val 2     := 0 
Ability 5 Type      := Planet - Shield Generation 
Ability 5 Descr     := Increases a planets damage resistance, simulated by adding 250 shield points. 
Ability 5 Val 1     := 250 
Ability 5 Val 2     := 0 
 
Name                := Fuel Dock I 
Description         := 0 
Facility Group      := Hub 
Facility Family     := 3 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 201 
Cost Minerals       := 6000 
Cost Organics       := 1500 
Cost Radioactives   := 3000 
Number of Tech Req  := 0 
Number of Abilities := 5 
Ability 1 Type      := Supply Generation 
Ability 1 Descr     := Allows vessels to get resupplied when docking at the planet. 
Ability 1 Val 1     := 0 
Ability 1 Val 2     := 0 
Ability 2 Type      := Resource Storage - Mineral 
Ability 2 Descr     := Provides storage space, increases ressource storage by 5000 each. 
Ability 2 Val 1     := 5000 
Ability 2 Val 2     := 0 
Ability 3 Type      := Resource Storage - Organics 
Ability 3 Descr     :=  
Ability 3 Val 1     := 5000 
Ability 3 Val 2     := 0 
Ability 4 Type      := Resource Storage - Radioactives 
Ability 4 Descr     :=  
Ability 4 Val 1     := 5000 
Ability 4 Val 2     := 0 
Ability 5 Type      := Planet - Shield Generation 
Ability 5 Descr     := Increases a planets damage resistance, simulated by adding 200 shield points. 
Ability 5 Val 1     := 200 
Ability 5 Val 2     := 0 
 
Name                := Espionage Camp I 
Description         := 0 
Facility Group      := Intelligence 
Facility Family     := 51 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 230 
Cost Minerals       := 2500 
Cost Organics       := 500 
Cost Radioactives   := 1000 
Number of Tech Req  := 0 
Number of Abilities := 2 
Ability 1 Type      := Point Generation - Intelligence 
Ability 1 Descr     := Agents perform training worth 500 intelligence points per cycle. 
Ability 1 Val 1     := 500 
Ability 1 Val 2     := 0 
Ability 2 Type      := Planet - Shield Generation 
Ability 2 Descr     := Increases a planets damage resistance, simulated by adding 75 shield points. 
Ability 2 Val 1     := 75 
Ability 2 Val 2     := 0 
 
Name                := Medical Center I 
Description         := 0 
Facility Group      := Population Support 
Facility Family     := 701 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 226 
Cost Minerals       := 7500 
Cost Organics       := 3500 
Cost Radioactives   := 2500 
Number of Tech Req  := 0 
Number of Abilities := 2 
Ability 1 Type      := Modify Reproduction - System 
Ability 1 Descr     := Keeps population more healthy, therefor increasing the systemwide reproduction rate by 2%. 
Ability 1 Val 1     := 2 
Ability 1 Val 2     := 0 
Ability 2 Type      := Planet - Shield Generation 
Ability 2 Descr     := Increases a planets damage resistance, simulated by adding 125 shield points. 
Ability 2 Val 1     := 125 
Ability 2 Val 2     := 0 
 
Name                := Shield Generator I 
Description         := 0 
Facility Group      := Population Support 
Facility Family     := 703 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 234 
Cost Minerals       := 5750 
Cost Organics       := 2250 
Cost Radioactives   := 4500 
Number of Tech Req  := 0 
Number of Abilities := 2 
Ability 1 Type      := Planet - Shield Generation 
Ability 1 Descr     := Able to protect the planet through a forcefield, severaly weakening weapons, simulated by adding 750 shieldpoints. 
Ability 1 Val 1     := 750 
Ability 1 Val 2     := 0 
Ability 2 Type      := Planet - Shield Generation 
Ability 2 Descr     := Increases a planets damage resistance, simulated by adding 75 shield points. 
Ability 2 Val 1     := 75 
Ability 2 Val 2     := 0 
 
Name                := Entertainment Complex I 
Description         := 0 
Facility Group      := Population Support 
Facility Family     := 703 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 212 
Cost Minerals       := 6000 
Cost Organics       := 2500 
Cost Radioactives   := 2500 
Number of Tech Req  := 0 
Number of Abilities := 2 
Ability 1 Type      := Planet - Change Population Happiness 
Ability 1 Descr     := Population can relax and enjoy here, increases happiness by 3% per cycle. 
Ability 1 Val 1     := 3 
Ability 1 Val 2     := 0 
Ability 2 Type      := Planet - Shield Generation 
Ability 2 Descr     := Increases a planets damage resistance, simulated by adding 75 shield points. 
Ability 2 Val 1     := 75 
Ability 2 Val 2     := 0 
 
Name                := Research Laboratory I 
Description         := 0 
Facility Group      := Research 
Facility Family     := 2001 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 206 
Cost Minerals       := 2500 
Cost Organics       := 500 
Cost Radioactives   := 1000 
Number of Tech Req  := 0 
Number of Abilities := 3 
Ability 1 Type      := Point Generation - Research 
Ability 1 Descr     := Scientists perform experiments worth 500 research points per cycle. 
Ability 1 Val 1     := 500 
Ability 1 Val 2     := 0 
Ability 2 Type      := Point Generation - Intelligence 
Ability 2 Descr     := Security grants 50 intelliegence point per cycle. 
Ability 2 Val 1     := 50 
Ability 2 Val 2     := 0 
Ability 3 Type      := Planet - Shield Generation 
Ability 3 Descr     := Increases a planets damage resistance, simulated by adding 50 shield points. 
Ability 3 Val 1     := 50 
Ability 3 Val 2     := 0 
 
Name                := Mining Outpost I 
Description         := 0 
Facility Group      := Resource Extraction 
Facility Family     := 2051 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 202 
Cost Minerals       := 2500 
Cost Organics       := 500 
Cost Radioactives   := 1000 
Number of Tech Req  := 0 
Number of Abilities := 3 
Ability 1 Type      := Resource Generation - Minerals 
Ability 1 Descr     := Mines 500 units of metal, ore and equivalent ressources per cycle. 
Ability 1 Val 1     := 500 
Ability 1 Val 2     := 0 
Ability 2 Type      := Resource Storage - Mineral 
Ability 2 Descr     := Increases empire storage for hard ressources by 1000 units. 
Ability 2 Val 1     := 1000 
Ability 2 Val 2     := 0 
Ability 3 Type      := Planet - Shield Generation 
Ability 3 Descr     := Increases a planets damage resistance, simulated by adding 50 shield points. 
Ability 3 Val 1     := 50 
Ability 3 Val 2     := 0 
 
Name                := Farming Station I 
Description         := 0 
Facility Group      := Resource Extraction 
Facility Family     := 2052 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 203 
Cost Minerals       := 2500 
Cost Organics       := 500 
Cost Radioactives   := 1000 
Number of Tech Req  := 0 
Number of Abilities := 3 
Ability 1 Type      := Resource Generation - Organics 
Ability 1 Descr     := Harvests 500 units of food, biomatter and equivalent ressources per cycle. 
Ability 1 Val 1     := 500 
Ability 1 Val 2     := 0 
Ability 2 Type      := Resource Storage - Organics 
Ability 2 Descr     := Increases empire storage for soft ressources by 1000 units. 
Ability 2 Val 1     := 1000 
Ability 2 Val 2     := 0 
Ability 3 Type      := Planet - Shield Generation 
Ability 3 Descr     := Increases a planets damage resistance, simulated by adding 50 shield points. 
Ability 3 Val 1     := 50 
Ability 3 Val 2     := 0 
 
Name                := Power Plant I 
Description         := 0 
Facility Group      := Resource Extraction 
Facility Family     := 2053 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 227 
Cost Minerals       := 2500 
Cost Organics       := 500 
Cost Radioactives   := 1000 
Number of Tech Req  := 0 
Number of Abilities := 3 
Ability 1 Type      := Resource Generation - Radioactives 
Ability 1 Descr     := Creates 500 units of energy, radioactives and equivalent ressources per cycle. 
Ability 1 Val 1     := 500 
Ability 1 Val 2     := 0 
Ability 2 Type      := Resource Storage - Radioactives 
Ability 2 Descr     := Increases empire storage for power ressources by 1000 units. 
Ability 2 Val 1     := 1000 
Ability 2 Val 2     := 0 
Ability 3 Type      := Planet - Shield Generation 
Ability 3 Descr     := Increases a planets damage resistance, simulated by adding 50 shield points. 
Ability 3 Val 1     := 50 
Ability 3 Val 2     := 0 
 
Name                := Construction Yard I 
Description         := 0 
Facility Group      := Ship Construction 
Facility Family     := 2101 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 196 
Cost Minerals       := 12000 
Cost Organics       := 4000 
Cost Radioactives   := 12000 
Number of Tech Req  := 0 
Number of Abilities := 4 
Ability 1 Type      := Space Yard 
Ability 1 Descr     := Allows space-based construction of ships and bases. Constructs with 2500 units per ressource. 
Ability 1 Val 1     := 1 
Ability 1 Val 2     := 2500 
Ability 2 Type      := Space Yard 
Ability 2 Descr     :=  
Ability 2 Val 1     := 2 
Ability 2 Val 2     := 2500 
Ability 3 Type      := Space Yard 
Ability 3 Descr     :=  
Ability 3 Val 1     := 3 
Ability 3 Val 2     := 2500 
Ability 4 Type      := Planet - Shield Generation 
Ability 4 Descr     := Increases a planets damage resistance, simulated by adding 350 shield points. 
Ability 4 Val 1     := 350 
Ability 4 Val 2     := 0 
 
Name                := Cargo Warehouse I 
Description         := 0 
Facility Group      := Storage 
Facility Family     := 2151 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 216 
Cost Minerals       := 9000 
Cost Organics       := 2440 
Cost Radioactives   := 1965 
Number of Tech Req  := 0 
Number of Abilities := 5 
Ability 1 Type      := Cargo Storage 
Ability 1 Descr     := Can store cargo worth 1000 kT. 
Ability 1 Val 1     := 1000 
Ability 1 Val 2     := 0 
Ability 2 Type      := Resource Storage - Mineral 
Ability 2 Descr     := Provides storage space, increases ressource storage by 7500 each. 
Ability 2 Val 1     := 7500 
Ability 2 Val 2     := 0 
Ability 3 Type      := Resource Storage - Organics 
Ability 3 Descr     :=  
Ability 3 Val 1     := 7500 
Ability 3 Val 2     := 0 
Ability 4 Type      := Resource Storage - Radioactives 
Ability 4 Descr     :=  
Ability 4 Val 1     := 7500 
Ability 4 Val 2     := 0 
Ability 5 Type      := Planet - Shield Generation 
Ability 5 Descr     := Increases a planets damage resistance, simulated by adding 25 shield points. 
Ability 5 Val 1     := 25 
Ability 5 Val 2     := 0 
 
Name                := Megalopolis I 
Description         := 0 
Facility Group      := Hub 
Facility Family     := 1 
Roman Numeral       := 1 
Restrictions        := None 
Pic Num             := 219 
Cost Minerals       := 6000 
Cost Organics       := 1500 
Cost Radioactives   := 3000 
Number of Tech Req  := 0 
Number of Abilities := 9 
Ability 1 Type      := Resource Generation - Minerals 
Ability 1 Descr     := Earns 500 units of each ressource per cycle. 
Ability 1 Val 1     := 501 
Ability 1 Val 2     := 0 
Ability 2 Type      := Resource Generation - Organics 
Ability 2 Descr     :=  
Ability 2 Val 1     := 501 
Ability 2 Val 2     := 0 
Ability 3 Type      := Resource Generation - Radioactives 
Ability 3 Descr     :=  
Ability 3 Val 1     := 501 
Ability 3 Val 2     := 0 
Ability 4 Type      := Point Generation - Research 
Ability 4 Descr     := Earns 500 point of research and 100 points of intelligence per cycle. 
Ability 4 Val 1     := 501 
Ability 4 Val 2     := 0 
Ability 5 Type      := Point Generation - Intelligence 
Ability 5 Descr     :=  
Ability 5 Val 1     := 100 
Ability 5 Val 2     := 0 
Ability 6 Type      := Planet - Shield Generation 
Ability 6 Descr     := Majorly ncreases a planets damage resistance, simulated by adding 250 shield points. 
Ability 6 Val 1     := 250 
Ability 6 Val 2     := 0 
Ability 7 Type      := Space Yard 
Ability 7 Descr     := Increases construction rate by 250 ressources each and allows production of spaceborn units. 
Ability 7 Val 1     := 1 
Ability 7 Val 2     := 150 
Ability 8 Type      := Space Yard 
Ability 8 Descr     :=  
Ability 8 Val 1     := 2 
Ability 8 Val 2     := 150 
Ability 9 Type      := Space Yard 
Ability 9 Descr     :=  
Ability 9 Val 1     := 3 
Ability 9 Val 2     := 150 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				December 28th, 2004, 03:58 PM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		You should probably attach large amounts of text like that instead of posting it all. 
 
Large amounts of SFD?  Wha? 
The inert armors have none.  They cover early and midgame tech. 
 
Even the most advanced armor (emissive)provides: 
10kt -> 25 SFD + 25 emissive 
45kt -> 30 SFD + 30 emissive 
80kt -> 35 SFD + 35 emissive 
115kt -> 40 SFD + 40 emissive 
 
End game weapons do plenty more than 50 damage per hit, and surely more than 100. 
 - Plus, any weapons with "skips armor" damage type get to ignore the SFD/Emissive ability of the advanced armor. 
 - Also, any weapons with "skips shields" damage type get to ignore half of the SFD/Emissive ability. 
 
PS: 
Should I change the ability tags on these armors from the do-nothing regular abilities to real AI Tags? 
If so, which number ranges are available? 
		
	
		
		
		
		
		
		
			
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				December 28th, 2004, 04:01 PM
			
			
			
		  
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				Re: Babylon 5 Mod
			 
             
			
		
		
		
		In the future, you might want to attach such large blocks of text as text files, rather than put it all in the post. 
 
You have "resource" misspelled with an extra 's'. 
 
The Megalopolis seems a little cheap to build. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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