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  #4771  
Old June 22nd, 2005, 08:54 PM
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Default Re: B5 MOD General

I'm going to call this version 1.9, if that is ok? What email should I list in modinfo.txt? Pathfinder has vanished, so his email isn't useful at this stage.

Also, I am working on a better "General_Readme.txt" file to include... What else needs adding to the Credits section?

http://www.spaceempires.net/files/te...ral_Readme.txt
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  #4772  
Old June 23rd, 2005, 08:56 PM
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Default Re: B5 MOD General

Is there suppose to be weapon mounts in thes D/L?
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  #4773  
Old June 23rd, 2005, 09:02 PM
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Default Re: B5 MOD General

Yes.
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  #4774  
Old June 23rd, 2005, 09:41 PM
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Default Re: B5 MOD General

Earth Fed I am up to Battle ship and no weapon mounts
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  #4775  
Old June 23rd, 2005, 09:54 PM
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Default Re: B5 MOD General

Large Ship Mount is not available. The minimum size has been set to 40000 kT. The first ship mount is available with 1000 kT ships.
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  #4776  
Old June 23rd, 2005, 10:18 PM
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Default Re: B5 MOD General

OK so then there are no mounts for ships till dred and above??
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  #4777  
Old June 24th, 2005, 11:38 AM
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Default Re: B5 MOD General

Quote:
Imperator Fyron said:
I'm going to call this version 1.9, if that is ok? What email should I list in modinfo.txt? Pathfinder has vanished, so his email isn't useful at this stage.

Also, I am working on a better "General_Readme.txt" file to include... What else needs adding to the Credits section?

http://www.spaceempires.net/files/te...ral_Readme.txt
b5grumbler@gmail.com will do as my email address. I am glad you are looking at the General_Readme.txt. I will see if I can come up with some descriptive text.
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  #4778  
Old June 24th, 2005, 11:50 AM
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Default Re: B5 MOD General

Quote:
Imperator Fyron said:
Yes.
Yes, but only for the larger ship sizes (1000 kt and above), bases, and satellites. The idea is that smaller ships use smaller, shorter-ranged-but-faster-firing weapons, while the larger ships get more range and damage but less ROF. This is for the computer designs, of course. Human players can trade off the weapons normally, but weapons are larger than they used to be.

The design intent is that a typical "balanced" ship will have about 50% of the hull dedicated to engines and control, about 20% to armor, and about 30% to weapons.

In most cases, this will result in computer designs with two primary weapons. Ships cruiser and larger will also have one or two secondary weapons (which are the same weapons as the primary weapons on the smaller ships). Heavy destroyers and above will also have point-defense weapons.

I considered continuing the weapons size distinctions to "super-heavy" and "massive" for dreadnoughts and base ships, but found that other than range and damage (both adequately handled by mounts) there was not a lot of meaningful distinction to be made.

Satellite and base mounts are pretty much unchanged from the 1.49 version, giving both a considerable, and intended, advantage over ships.
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  #4779  
Old June 25th, 2005, 10:12 PM
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Default Re: B5 MOD General

Running mod, Drazi, building troop transport on escort
They have NO WEAPONS!!
All Improved weapons = none


Edit: Hyach, Antimatter X weapons 0 damage
building only Troop transport and colony ships
systems w/o resorce sharing
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  #4780  
Old June 26th, 2005, 08:57 PM
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Default Re: B5 MOD General

Quote:
mottlee said:
Running mod, Drazi, building troop transport on escort
They have NO WEAPONS!!
All Improved weapons = none


Edit: Hyach, Antimatter X weapons 0 damage
building only Troop transport and colony ships
systems w/o resorce sharing
No one has improved weapons (yet) - I was trying to make sure what we had was balanced (especially versus armor) before commiting myself to doing all the extra work of differentiating weapons by race. I am doing that now.

No drazi weapons = I dunno how or where that happened, but will fix it.

They should not be building troop transports on escorts, since the minimum hull size for TTs is 300kt (e.g. small transport). Can you confirm there is no AI_Designcreation in the drazi folder under races? There should be none - everyone should be using Default_Ai_Designcreation.txt in the AI folder.

High-level Antimatter weapons got buggered somehow in the cut-n-paste. On the list to be fixed.

"building only Troop transport and colony ships
systems w/o resorce sharing" is unclear - could you specify?

Thanks for the catches. The mod needs just this kind of checking.
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