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  #1311  
Old September 6th, 2002, 11:10 PM

HEMAN HEMAN is offline
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Default Re: Babylon 5 Mod

To those that might be confused with research that show 0 & no teck.I just found out that Hyperspace studies shows 0 on research?, but I researched it 3 times and Whala?, jumpgate tecknlogie came up & with componet .SO Results for players. Research tecks that have 0 and eventully you will recieve somthing?.perhaps in other areas untill it is not highlighted or somthing pops up in research?.
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  #1312  
Old September 6th, 2002, 11:56 PM
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Default Re: Babylon 5 Mod

HEMAN: until the help file is put together (which I foolishly offered to help with ) you'll need to go into the Components text file (in Data folder) and search for what various technologies will allow you to build (use the search function).

Sometimes it's difficult to figure out what technology prerequisites are needed for further research, and so in that case you'll need to crawl about the underbelly of the TechArea text file.

Hope that helps.
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  #1313  
Old September 7th, 2002, 12:29 AM
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Default Re: Babylon 5 Mod

Lighthorse: the key, as jimbob puts it is in looking through componets, techarea and facilities files. Laborious undertaking ....

and you have to look for EACH race as they all have different traits/abilities/techs

and somethings Val, et al have not "turned-on" yet. In all hoensty, even though I been testing since April and have, on my own recognance, been dabbling in the research & designcreation files, I have not gotten all the techs/abilities/etc figgered out yet...

[ September 06, 2002, 23:32: Message edited by: pathfinder ]
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  #1314  
Old September 7th, 2002, 01:09 AM
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Default Re: Babylon 5 Mod

Has anyone heard from Val recently?
He may have got lost hiking and broken is mobile phone. Should we a send search party?
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  #1315  
Old September 7th, 2002, 02:11 AM
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Default Re: Babylon 5 Mod

Nomor: I haven't heard from him but Rambie is apparently deep in a PBW game on the MOD with him and several others. My guess he is deep in upgrading and fixing things in the MOD.
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  #1316  
Old September 7th, 2002, 02:33 AM
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Default Re: Babylon 5 Mod

Thanks Guys, I guess I got to do a digging into the technology tree.

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  #1317  
Old September 7th, 2002, 04:25 PM
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Default Re: Babylon 5 Mod

Hey, just wanted to take a second to post. I am really looking foward to the gold Version of this mod. Keep up the good work guys.
Just to let you know, the B5 mod was one of the main reasons I got this game. I'm sure I'm not the only one that feels that way! Thanks.
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  #1318  
Old September 7th, 2002, 04:40 PM
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Default Re: Babylon 5 Mod

Lighthorse: If you want, I'll e-mail a spreadsheet I did so I could have a bit easier time making the AI_research and AI_designcreation.txt files.
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  #1319  
Old September 7th, 2002, 11:36 PM
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Default Re: Babylon 5 Mod

Just to stir the pot whilst Val and co are off PBW-ing.....

Three things I'd like MM to implement:

1) Fighters to be able to use Jump Gates/Worm Holes.

OK ..I know it has been said that they were too powerful in the beta but it would be possible to limit them in other ways to make for a balanced game. We could have smaller point defence weapons for a start, say @ 3 to 5 kT.

2) Reactors... a component that produced 'X' amount of supplies independent of any other factors such as Suns or Nebulas

3) An ability to increase /decrease population values on a planet based on good/bad practises such as Eco friendly terraforming/hostile mining or underground habitation/industrial pollution-waste.

We should make a list. Comments anyone?

[ September 07, 2002, 23:00: Message edited by: Nomor ]
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  #1320  
Old September 8th, 2002, 12:13 AM
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Default Re: Babylon 5 Mod

Quote:
1) Fighters to be able to use Jump Gates/Worm Holes.

OK ..I know it has been said that they were too powerful in the beta but it would be possible to limit them in other ways to make for a balanced game. We could have smaller point defence weapons for a start, say @ 3 to 5 kT.
Warp capability for fighters would be great.
But when you decrease the size of point defences, you will decrease the potency of missiles too. I would hope to solve this problem by the introduction of a new ability ("fighter warp" or "hyperspace motivator") so that the player could choose to make some fighter warp capable by adding a specific component. Then we could mod this component to be larger or smaller as game balance dictates.
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