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October 4th, 2001, 08:37 PM
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Sergeant
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Re: Anyone up to making a B5 tech mod?
Any other resources out there that describe important systems in Babylon 5? I need to find out where Za'ha'dum should be located. Also what is in Centauri Prime, Narn, LNAW, Vorlons, ect.
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October 4th, 2001, 09:09 PM
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Re: Anyone up to making a B5 tech mod?
For the map.
If you place Sol in the middle.
Your looking at placing bab 5 with 100 light years. And all the other non-align worlds within the 200 to 300 light year range.
The old ones etc... should be located at the edges of the map.
If it was done with clusters. I would populate the middle 4 clusters with the races that we know of from the series years 1 to 4
The shadow races should follow the same pattern but off towards the edges and the edges should be the vorlons and shadows ( one on each side )
Just a suggestion.
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October 4th, 2001, 09:13 PM
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Re: Anyone up to making a B5 tech mod?
Thanks for the tips. When I begin work on the senario I think I'll dot the Shadows all over the map. Make them High tech but low resources. Is there any way to make victory conditions such as if the the Centauri fall the Narns win,ect. I'd like to set a senario that is like this bellow.
EarthAlliance wins if the Shadows fall and they have 3/4 of the tech tree.
Centauri win if the Narn fall and their empire is 300% bigger then the 2nd place player.
Narns win if the Shadows and Centauri fall.
Minbari win if the Shadows fall and there is peace for 5 years.
LNAW win if the Centauri fall and their empire is 300% bigger then 2nd place player.
Vorlons win if the Shadows and Centauri fall.
Shadows win if everyone is defeated.
[This message has been edited by atomannj (edited 04 October 2001).]
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October 16th, 2001, 10:26 PM
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Sergeant
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Re: Anyone up to making a B5 tech mod?
Well I'm still designing the B5 mod. I'm also going to put up a web site some time soon. I'm working on redoing the Shadows and Vorlons. This mod will be simpler then I thought.
Still working on the galaxy map. I will be adding and changing the current weapons. Adding lasers and energy mines. Changing weapon reload time to reflect B5 more accurately.
I need help with creating a senario. How do you create one?
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October 16th, 2001, 11:08 PM
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Shrapnel Fanatic
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Re: Anyone up to making a B5 tech mod?
For the mod, what about quasi-newtonian propulsion, and for sure you need lots of balanced armor types.
As for those specific winning conditions, you'll need either a separate scenario for each, or a GM to watch over the game.
[This message has been edited by suicide_junkie (edited 16 October 2001).]
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October 17th, 2001, 02:52 AM
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Re: Anyone up to making a B5 tech mod?
how are you doing the armour???
To me that would be a hard area to balance.
Cannot wait to see your tech trees esp. what ever it takes for the volorns and shadows to build the planet killers.
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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October 17th, 2001, 09:23 PM
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Sergeant
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Re: Anyone up to making a B5 tech mod?
I'm probably not going to do much with the armor. It seems pretty good as is.
Weapons will be modified to have more armor piercing. For example, Depleated UM cannons will be armor piercing but have a reload of 3. Heavy battle lasers will be powerful but bulky, cheap, and have a long reload. Like 4 turns. I think I'll make Shadow tech a new type of tech tree. That way I can make slicer beams and planet killers. Watching B5, armor provides little defense. But the weapons tend to need time to charge up. Shields will be turned off or made extremely expensive. This isn't Star Trek.
Technology for this senario will be highly priced. I think victory contitions will simply be peace for 5 years, Empire growth increased by 300%, something along those lines. Are there any docs out there on how to create a senario? I will also set the politics and redo ship sets.
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