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  #4371  
Old December 28th, 2004, 03:47 AM
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Default Re: Babylon 5 Mod

The point is, the lower the natural to-hit is, the more effective the elite components become.

Also consider how valuable 4-8% worth of aggressiveness or defensiveness is worth to you during race setup. For just 10 kt or so per ship and a bunch of initial research investment, you get some hundred racial points worth of effect
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  #4372  
Old December 28th, 2004, 03:57 AM
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Default Re: Babylon 5 Mod

Can any one post a comprehensive list of what is done, needs to be done, and what should be done for this mod?
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  #4373  
Old December 28th, 2004, 04:22 AM

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Default Re: Babylon 5 Mod

Just an idea I had on how the armour system in the B5 mod could be made to work.
http://www.shrapnelcommunity.com/thr...?Number=320351
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  #4374  
Old December 28th, 2004, 04:28 AM
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Default Re: Babylon 5 Mod

That doesn't make the armor work, it ruins it.
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  #4375  
Old December 28th, 2004, 05:43 AM
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Default Re: Babylon 5 Mod

AT:
Why would you like to have a list of what needs to be done? Just for your entertainment...?
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  #4376  
Old December 28th, 2004, 03:14 PM
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Default Re: Babylon 5 Mod

Attached are updated armor techarea descriptions.

A sledgehammer of knowledge.
Attached Files
File Type: zip 320440-armortech.zip (815 Bytes, 122 views)
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  #4377  
Old December 28th, 2004, 03:18 PM
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Default Re: Babylon 5 Mod

Downloading them ríght, will take a look at them in just a few minutes.
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  #4378  
Old December 28th, 2004, 03:29 PM
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Default Re: Babylon 5 Mod

ok, took a look. It sounds better now, but i still dont know if we are able to keep all amors. Its mainly because we will add new weapons and most probably balance the rest. Most weapons wont have use against high-tech armor due to the large shield-from-damage abiliy. We will come back to armors later.

As promised, attached is the faciliy file i created, only featuering one level from each building. The actual values for ressource and research generation are still pending, but it looks fine this way. Homeworld produce about 12k ressources each, 12k research and construct with about 4000 of each ressource on average sized (2000 million) worlds.

Put in into a facility file if you want to take a look at it.
The way it is setup is due to homeworlds. Currently homeworlds have 1 spaceport, 1 resupply depot and the rest are homeworld complexes, called Megalopolis. Names are pending, too. If you have suggestion, come with it.





Name := Distribution Centre I
Description := 0
Facility Group := Hub
Facility Family := 2
Roman Numeral := 1
Restrictions := None
Pic Num := 225
Cost Minerals := 6000
Cost Organics := 1500
Cost Radioactives := 3000
Number of Tech Req := 0
Number of Abilities := 5
Ability 1 Type := Spaceport
Ability 1 Descr := Distributes ressources and makes them available for the empire.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Resource Storage - Mineral
Ability 2 Descr := Provides storage space, increases ressource storage by 10000 each.
Ability 2 Val 1 := 10000
Ability 2 Val 2 := 0
Ability 3 Type := Resource Storage - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 10000
Ability 3 Val 2 := 0
Ability 4 Type := Resource Storage - Radioactives
Ability 4 Descr :=
Ability 4 Val 1 := 10000
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Shield Generation
Ability 5 Descr := Increases a planets damage resistance, simulated by adding 250 shield points.
Ability 5 Val 1 := 250
Ability 5 Val 2 := 0

Name := Fuel Dock I
Description := 0
Facility Group := Hub
Facility Family := 3
Roman Numeral := 1
Restrictions := None
Pic Num := 201
Cost Minerals := 6000
Cost Organics := 1500
Cost Radioactives := 3000
Number of Tech Req := 0
Number of Abilities := 5
Ability 1 Type := Supply Generation
Ability 1 Descr := Allows vessels to get resupplied when docking at the planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Resource Storage - Mineral
Ability 2 Descr := Provides storage space, increases ressource storage by 5000 each.
Ability 2 Val 1 := 5000
Ability 2 Val 2 := 0
Ability 3 Type := Resource Storage - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 5000
Ability 3 Val 2 := 0
Ability 4 Type := Resource Storage - Radioactives
Ability 4 Descr :=
Ability 4 Val 1 := 5000
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Shield Generation
Ability 5 Descr := Increases a planets damage resistance, simulated by adding 200 shield points.
Ability 5 Val 1 := 200
Ability 5 Val 2 := 0

Name := Espionage Camp I
Description := 0
Facility Group := Intelligence
Facility Family := 51
Roman Numeral := 1
Restrictions := None
Pic Num := 230
Cost Minerals := 2500
Cost Organics := 500
Cost Radioactives := 1000
Number of Tech Req := 0
Number of Abilities := 2
Ability 1 Type := Point Generation - Intelligence
Ability 1 Descr := Agents perform training worth 500 intelligence points per cycle.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Ability 2 Type := Planet - Shield Generation
Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points.
Ability 2 Val 1 := 75
Ability 2 Val 2 := 0

Name := Medical Center I
Description := 0
Facility Group := Population Support
Facility Family := 701
Roman Numeral := 1
Restrictions := None
Pic Num := 226
Cost Minerals := 7500
Cost Organics := 3500
Cost Radioactives := 2500
Number of Tech Req := 0
Number of Abilities := 2
Ability 1 Type := Modify Reproduction - System
Ability 1 Descr := Keeps population more healthy, therefor increasing the systemwide reproduction rate by 2%.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Planet - Shield Generation
Ability 2 Descr := Increases a planets damage resistance, simulated by adding 125 shield points.
Ability 2 Val 1 := 125
Ability 2 Val 2 := 0

Name := Shield Generator I
Description := 0
Facility Group := Population Support
Facility Family := 703
Roman Numeral := 1
Restrictions := None
Pic Num := 234
Cost Minerals := 5750
Cost Organics := 2250
Cost Radioactives := 4500
Number of Tech Req := 0
Number of Abilities := 2
Ability 1 Type := Planet - Shield Generation
Ability 1 Descr := Able to protect the planet through a forcefield, severaly weakening weapons, simulated by adding 750 shieldpoints.
Ability 1 Val 1 := 750
Ability 1 Val 2 := 0
Ability 2 Type := Planet - Shield Generation
Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points.
Ability 2 Val 1 := 75
Ability 2 Val 2 := 0

Name := Entertainment Complex I
Description := 0
Facility Group := Population Support
Facility Family := 703
Roman Numeral := 1
Restrictions := None
Pic Num := 212
Cost Minerals := 6000
Cost Organics := 2500
Cost Radioactives := 2500
Number of Tech Req := 0
Number of Abilities := 2
Ability 1 Type := Planet - Change Population Happiness
Ability 1 Descr := Population can relax and enjoy here, increases happiness by 3% per cycle.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Planet - Shield Generation
Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points.
Ability 2 Val 1 := 75
Ability 2 Val 2 := 0

Name := Research Laboratory I
Description := 0
Facility Group := Research
Facility Family := 2001
Roman Numeral := 1
Restrictions := None
Pic Num := 206
Cost Minerals := 2500
Cost Organics := 500
Cost Radioactives := 1000
Number of Tech Req := 0
Number of Abilities := 3
Ability 1 Type := Point Generation - Research
Ability 1 Descr := Scientists perform experiments worth 500 research points per cycle.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Ability 2 Type := Point Generation - Intelligence
Ability 2 Descr := Security grants 50 intelliegence point per cycle.
Ability 2 Val 1 := 50
Ability 2 Val 2 := 0
Ability 3 Type := Planet - Shield Generation
Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points.
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0

Name := Mining Outpost I
Description := 0
Facility Group := Resource Extraction
Facility Family := 2051
Roman Numeral := 1
Restrictions := None
Pic Num := 202
Cost Minerals := 2500
Cost Organics := 500
Cost Radioactives := 1000
Number of Tech Req := 0
Number of Abilities := 3
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Mines 500 units of metal, ore and equivalent ressources per cycle.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Ability 2 Type := Resource Storage - Mineral
Ability 2 Descr := Increases empire storage for hard ressources by 1000 units.
Ability 2 Val 1 := 1000
Ability 2 Val 2 := 0
Ability 3 Type := Planet - Shield Generation
Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points.
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0

Name := Farming Station I
Description := 0
Facility Group := Resource Extraction
Facility Family := 2052
Roman Numeral := 1
Restrictions := None
Pic Num := 203
Cost Minerals := 2500
Cost Organics := 500
Cost Radioactives := 1000
Number of Tech Req := 0
Number of Abilities := 3
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Harvests 500 units of food, biomatter and equivalent ressources per cycle.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Ability 2 Type := Resource Storage - Organics
Ability 2 Descr := Increases empire storage for soft ressources by 1000 units.
Ability 2 Val 1 := 1000
Ability 2 Val 2 := 0
Ability 3 Type := Planet - Shield Generation
Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points.
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0

Name := Power Plant I
Description := 0
Facility Group := Resource Extraction
Facility Family := 2053
Roman Numeral := 1
Restrictions := None
Pic Num := 227
Cost Minerals := 2500
Cost Organics := 500
Cost Radioactives := 1000
Number of Tech Req := 0
Number of Abilities := 3
Ability 1 Type := Resource Generation - Radioactives
Ability 1 Descr := Creates 500 units of energy, radioactives and equivalent ressources per cycle.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Ability 2 Type := Resource Storage - Radioactives
Ability 2 Descr := Increases empire storage for power ressources by 1000 units.
Ability 2 Val 1 := 1000
Ability 2 Val 2 := 0
Ability 3 Type := Planet - Shield Generation
Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points.
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0

Name := Construction Yard I
Description := 0
Facility Group := Ship Construction
Facility Family := 2101
Roman Numeral := 1
Restrictions := None
Pic Num := 196
Cost Minerals := 12000
Cost Organics := 4000
Cost Radioactives := 12000
Number of Tech Req := 0
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Allows space-based construction of ships and bases. Constructs with 2500 units per ressource.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2500
Ability 2 Type := Space Yard
Ability 2 Descr :=
Ability 2 Val 1 := 2
Ability 2 Val 2 := 2500
Ability 3 Type := Space Yard
Ability 3 Descr :=
Ability 3 Val 1 := 3
Ability 3 Val 2 := 2500
Ability 4 Type := Planet - Shield Generation
Ability 4 Descr := Increases a planets damage resistance, simulated by adding 350 shield points.
Ability 4 Val 1 := 350
Ability 4 Val 2 := 0

Name := Cargo Warehouse I
Description := 0
Facility Group := Storage
Facility Family := 2151
Roman Numeral := 1
Restrictions := None
Pic Num := 216
Cost Minerals := 9000
Cost Organics := 2440
Cost Radioactives := 1965
Number of Tech Req := 0
Number of Abilities := 5
Ability 1 Type := Cargo Storage
Ability 1 Descr := Can store cargo worth 1000 kT.
Ability 1 Val 1 := 1000
Ability 1 Val 2 := 0
Ability 2 Type := Resource Storage - Mineral
Ability 2 Descr := Provides storage space, increases ressource storage by 7500 each.
Ability 2 Val 1 := 7500
Ability 2 Val 2 := 0
Ability 3 Type := Resource Storage - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 7500
Ability 3 Val 2 := 0
Ability 4 Type := Resource Storage - Radioactives
Ability 4 Descr :=
Ability 4 Val 1 := 7500
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Shield Generation
Ability 5 Descr := Increases a planets damage resistance, simulated by adding 25 shield points.
Ability 5 Val 1 := 25
Ability 5 Val 2 := 0

Name := Megalopolis I
Description := 0
Facility Group := Hub
Facility Family := 1
Roman Numeral := 1
Restrictions := None
Pic Num := 219
Cost Minerals := 6000
Cost Organics := 1500
Cost Radioactives := 3000
Number of Tech Req := 0
Number of Abilities := 9
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Earns 500 units of each ressource per cycle.
Ability 1 Val 1 := 501
Ability 1 Val 2 := 0
Ability 2 Type := Resource Generation - Organics
Ability 2 Descr :=
Ability 2 Val 1 := 501
Ability 2 Val 2 := 0
Ability 3 Type := Resource Generation - Radioactives
Ability 3 Descr :=
Ability 3 Val 1 := 501
Ability 3 Val 2 := 0
Ability 4 Type := Point Generation - Research
Ability 4 Descr := Earns 500 point of research and 100 points of intelligence per cycle.
Ability 4 Val 1 := 501
Ability 4 Val 2 := 0
Ability 5 Type := Point Generation - Intelligence
Ability 5 Descr :=
Ability 5 Val 1 := 100
Ability 5 Val 2 := 0
Ability 6 Type := Planet - Shield Generation
Ability 6 Descr := Majorly ncreases a planets damage resistance, simulated by adding 250 shield points.
Ability 6 Val 1 := 250
Ability 6 Val 2 := 0
Ability 7 Type := Space Yard
Ability 7 Descr := Increases construction rate by 250 ressources each and allows production of spaceborn units.
Ability 7 Val 1 := 1
Ability 7 Val 2 := 150
Ability 8 Type := Space Yard
Ability 8 Descr :=
Ability 8 Val 1 := 2
Ability 8 Val 2 := 150
Ability 9 Type := Space Yard
Ability 9 Descr :=
Ability 9 Val 1 := 3
Ability 9 Val 2 := 150
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  #4379  
Old December 28th, 2004, 03:58 PM
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Default Re: Babylon 5 Mod

You should probably attach large amounts of text like that instead of posting it all.

Large amounts of SFD? Wha?
The inert armors have none. They cover early and midgame tech.

Even the most advanced armor (emissive)provides:
10kt -> 25 SFD + 25 emissive
45kt -> 30 SFD + 30 emissive
80kt -> 35 SFD + 35 emissive
115kt -> 40 SFD + 40 emissive

End game weapons do plenty more than 50 damage per hit, and surely more than 100.
- Plus, any weapons with "skips armor" damage type get to ignore the SFD/Emissive ability of the advanced armor.
- Also, any weapons with "skips shields" damage type get to ignore half of the SFD/Emissive ability.

PS:
Should I change the ability tags on these armors from the do-nothing regular abilities to real AI Tags?
If so, which number ranges are available?
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  #4380  
Old December 28th, 2004, 04:01 PM
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Default Re: Babylon 5 Mod

In the future, you might want to attach such large blocks of text as text files, rather than put it all in the post.

You have "resource" misspelled with an extra 's'.

The Megalopolis seems a little cheap to build.
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