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  #3121  
Old May 25th, 2003, 07:49 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Jamorobo:
quote:
Originally posted by Imperator Fyron:
Then make the pop penalties much les stringent.
Why thank you for volunteering IF

What sort of pop curve to we want to change it to?
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  #3122  
Old May 25th, 2003, 08:09 AM
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Default Re: Babylon 5 Mod

I've got a program to generate pop modifiers... just give me an equation and I'll plug it in.
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  #3123  
Old May 25th, 2003, 04:03 PM
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Default Re: Babylon 5 Mod

Why would a neutral with only an AI_General.txt file not have any facilities built on the homeworld and none show up top be built? Blank spaces somewhere in the generic AI files?

[ May 25, 2003, 15:04: Message edited by: pathfinder ]
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  #3124  
Old May 25th, 2003, 11:26 PM
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Default Re: Babylon 5 Mod

Cascor AI_General.txt file fixed to allow its use as a neutral in B5 MOD (Gold Version):

1053897863.zip
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  #3125  
Old May 25th, 2003, 11:54 PM
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Default Re: Babylon 5 Mod

Update for Markab AI_General.tx file to allow them as a B5 Neutral Race:

1053899586.zip
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  #3126  
Old May 25th, 2003, 11:57 PM
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Default Re: Babylon 5 Mod

One thing that is holding up B5 Nomads is my confusion on techs and components: Are all the required ones available? If not, what is neeeded?

[ May 25, 2003, 22:57: Message edited by: pathfinder ]
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  #3127  
Old May 26th, 2003, 01:12 AM

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Default Re: Babylon 5 Mod

Hi PF,

Superb job on the EA Advanced weapons. About the B5 Nomads, I haven't noticed anything missing with them...My Shag'Toth are Nomads and they work fine. Although they don't colonize other worlds, but I thought that's part of the Nomads in the first place isn't it?
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  #3128  
Old May 26th, 2003, 01:59 AM
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Default Re: Babylon 5 Mod

Yes, but nomads are supposed to use resource ships/stations, not sure how they expand/take over systems. also, how do they start (base yard to make ships for instance). So they need some kind of start facilities). space-borne education/training facilties, etc

My head hurts: adding some Cascor weapon tech

[ May 26, 2003, 01:03: Message edited by: pathfinder ]
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  #3129  
Old May 26th, 2003, 02:52 AM

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Default Re: Babylon 5 Mod

LOL, well Suicide Junkie could answer those questions since I believe that is associated with what's used in the Pirates and Nomads mod of his. Send him a PM or E-mail maybe he can clear up your doubts.
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  #3130  
Old May 26th, 2003, 05:32 AM
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Default Re: Babylon 5 Mod

Had to add a B5 Nomad Race life support (or change resource ship to not needed that). definitely a challenge playing them!
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