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  #1861  
Old October 16th, 2002, 11:52 PM
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Default Re: Babylon 5 Mod

A few things regarding v...32:

1) There are still no smaller spaceport facilities. I thought this would change by this Version... do we want everyone to have to pick Natural Merchants or was this just overlooked? If no new facility is planned I definitely want to change my .emp file.

2) nomads... are they simply incomplete, or is the player supposed to choose both the "B5 nomad" and "B5 normal" traits. Most damaging is the fact that the nomads have no space stations and that the "resource ship" requires colony components - which the nomads simply do not have.
Anyway, I've compiled a list of things regarding the nomads - should I leave this till later or is now a good time?

3) I thought that ancients were going to be incapable of colonization - did this change? Pretty sure that the components exist for them to colonize planets.

4) the "Ability 6 description" field says "1" instead of a description. Should these types of typo's be reported right now, or is that just a hassel at this point.

Sorry if this message seems rushed, just taking a coffee break. These little things (like typo's) I'd be happy to work on sort of at my own pace, then who should I send these to?
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  #1862  
Old October 17th, 2002, 12:19 AM
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Default Re: Babylon 5 Mod

Timstone: think of it this way---does one use 16" rifle cannon to shoot down fighters and such? ....not normally, so one uses those weapons designed to shoot down fighters (40 mm Bofors as an example). Sats, in modern context, are very small, so it would seem anti-fighter weapons would be used gainst the sats...IMHO.
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  #1863  
Old October 17th, 2002, 01:14 AM

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Default Re: Babylon 5 Mod

Was doing some experimenting Last night and I've come to conclusion that invading a high tech prepared Vorlon/Shadow world is going to be damn near impossible. Under the current rules (after all Val is still twisting things) I simulated an attack by 8 Vorlon Battle Cruisers equipped with Heavy Mount Medium Lightning Guns (a fairly potent force in my opinon) on a Vorlon Base (what ever the largest size is, forgotten the name) equiped with Massive Base Mount Mega Lightning Guns. Only one of the BCs got a shot off - all of the BCs were one shot kills by the base.

Seeing as 4000 pop world with a level 3 Space Yard could build these bases in 0.8 years without emergency build I wouldn't expect to face just one.
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  #1864  
Old October 17th, 2002, 01:16 AM
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Default Re: Babylon 5 Mod

AGoetz: Nope, you'll see a minimum, IIRC, of 2 (if you're "lucky")

jimbob: nomads are incomplete atm..

Val: I peeked at the Shadows in that EA RCE game and noticed the following: They are using 3-4 living cpus/ship; fighters have 2 cockpits-1 regular and 1 semi-sentient one and only he kamikaze fighters have weapons (but the fighters have a bunch of engines!)

[ October 17, 2002, 00:40: Message edited by: pathfinder ]
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  #1865  
Old October 17th, 2002, 01:51 AM

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Default Re: Babylon 5 Mod

The major races should be more fighter oriented (and the Drazi), and I know there was a minor race that was really into fighters, will try to find out who. The Shadows had a good amount, the Vorlons didn't use as many.

I'm still thinking about what to do with the WP, after getting the GROPOS supplement for B5 wars and a book on the Dilgar War (where there are a LOT of planetary invasions), even they only mention orbital defenses. I really have to sit and make a list of WP weapons and bunkers. Does anyone know if Point-Defense can be used to target ships (rather than just fighters and missile)?
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  #1866  
Old October 17th, 2002, 02:55 AM
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Default Re: Babylon 5 Mod

Val: Big zip coming your way.. hope your mail box ain't full?
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  #1867  
Old October 17th, 2002, 03:07 AM

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Default Re: Babylon 5 Mod

re Pathfinder's comments :
Seeing as how I like to have at lest 5 orbital facilites on my homeworld, ouch.

Something else I noticed by going high tech start - the AI's colony ships had no engines. By the time they put on the Colony component, reactor, armor, point defence, ECM and what ever else, there was no room left for actually going anywhere.
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  #1868  
Old October 17th, 2002, 04:06 AM
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Default Re: Babylon 5 Mod

AGoetz: Just try and take on a Pak'Ma'Ra planet with a defense base using ranged fUsers....almost as bad as Shadows with base-sized heavy molecular slicers

and I too have noticed that "no engine" syndrome in full tech start games....

[ October 17, 2002, 03:07: Message edited by: pathfinder ]
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  #1869  
Old October 17th, 2002, 04:33 AM
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Default Re: Babylon 5 Mod

Pathfinder ,

Send you the excel file, enjoy.

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  #1870  
Old October 17th, 2002, 04:47 AM

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Default Re: Babylon 5 Mod

Of course my poor little Gaim just get their Particle Concentrators and Packet Torpedoes. At least the Concentrators give a bonus to hit .

[ October 17, 2002, 03:47: Message edited by: AGoetz ]
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