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April 9th, 2008, 01:30 PM
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National Security Advisor
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Join Date: Oct 2001
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Re: MOD: Space Empires V - Babylon 5
HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
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April 9th, 2008, 01:50 PM
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Shrapnel Fanatic
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Re: MOD: Space Empires V - Babylon 5
Quote:
Captain Kwok said:
HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
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But making changes to it doesn't really do anything at all. 
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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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April 9th, 2008, 02:24 PM
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Major General
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Re: MOD: Space Empires V - Babylon 5
Quote:
Atrocities said:
Quote:
Captain Kwok said:
HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
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But making changes to it doesn't really do anything at all.
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It does. I just made the first 3 facilites a space port 
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April 9th, 2008, 02:30 PM
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Shrapnel Fanatic
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Re: MOD: Space Empires V - Babylon 5
It's not going to change existing games of course, but it works just fine.
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April 9th, 2008, 02:34 PM
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Re: MOD: Space Empires V - Babylon 5
SJ, regarding your suggestion about armor: I take it i should use the %-based leaky system then or is there any chance to implement the SEIV (modded) one ?
EDIT: Is there a tool to make the creation of pop-modifiers easier ? I want pop modifiers to have a much bigger impact on construction rate and i dont feel like writing up 101 new modifers..
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April 9th, 2008, 04:54 PM
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Shrapnel Fanatic
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Re: MOD: Space Empires V - Babylon 5
You could implement a directional armor system along the lines of Gritty Galaxy mod.
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April 9th, 2008, 06:32 PM
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National Security Advisor
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Re: MOD: Space Empires V - Babylon 5
Quote:
Fyron said:
You could implement a directional armor system along the lines of Gritty Galaxy mod.
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Which is fine if you are not interested in making an AI for the mod.
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April 9th, 2008, 11:29 PM
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Shrapnel Fanatic
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Re: MOD: Space Empires V - Babylon 5
Kwok; can the AI not work with named slots?
In GGmod, I have them all named things such as "forward edge", "forward", "core", etc.
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