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April 14th, 2002, 09:48 PM
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Corporal
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Join Date: Mar 2002
Location: Reading, UK
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Re: Babylon 5 Mod
Val,
Yep I have SEIV Gold and modded it up to 1.67 with the latest patch
Andy
Andy:
You have Gold, right? I will try to check all the B5 Gold AI sometime this week and repost in an 'easier to use' format. One thing MM recomends is that you create a subfolder in the SEIV folder andd put all your mod stuff in there, then use mod launcher (which is on the CD) to run the mod. This way, if you mess something up in the mod, you don't mess up your game. The way the whole B5Mod started for me was when I was trying to collect all the B5 races in one mod folder to play normal SE IV, then I got this bright ide
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April 14th, 2002, 10:26 PM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Fyron:
Colony construction rate begins at 10%.
Add +1% for every 25M people after that
Resource production follows a sine wave up from 0% @ zero people, peaking at 225% for populations between 520M and 620M, and then falling to 100% at 1.73 Billion population.
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April 15th, 2002, 06:30 AM
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Major
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Re: Babylon 5 Mod
IF:
As SJ posted, he had the pop proportions thing done a while back, though I may ask PvK if he minds us stealing a page from Proportions in using the "Cultural Centers". I had had a similar idea for the B5 Mod with multifunction 'cities', 'mining colonies', 'Centauri Houses' and so forth, but hadn't thought it out to the extent PvK had (kudos to him). Once the basic stuff is done (we are almost there) we will move on to facilities and then (finally) each race will be fleshed out with extra goodies. Should make for a diverse game.
Andy:
Once I test the Gold AI I will post and let you know.
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April 15th, 2002, 06:35 AM
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Major
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Re: Babylon 5 Mod
Maint rates are going to have to be adjusted as well, else there is no way you could maintain the huge B5 fleets. My favorite quote was for the Gaim race (which only has a single homeworld, no colonies) saying they had a small fleet... of a couple thousand ships!
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April 15th, 2002, 07:05 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
SJ:
So, which production curve is that, the P&N one or the Proportions one? Or is it a new one?
Val:
Small fleet of 1000s of ships? Damn. What would they consider a large fleet? 100000000?
Technically, Shadow and Vorlon ships should be maintainence free. They are completely self sufficient. And besides, all of the Shadow fleet remained in hibernation for 1000 years, all without any resource production what so ever (at least by the Shadows themselves; their "allies" still did stuff during that time period, but nothing could have gotten to the ships).
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April 15th, 2002, 06:48 PM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
So, which production curve is that, the P&N one or the Proportions one? Or is it a new one?
That is the one from the B5 datafiles.
I think I'm using the same thing for P&N v2.6
quote: Technically, Shadow and Vorlon ships should be maintainence free. They are completely self sufficient. And besides, all of the Shadow fleet remained in hibernation for 1000 years, all without any resource production what so ever (at least by the Shadows themselves; their "allies" still did stuff during that time period, but nothing could have gotten to the ships).
Sounds like mothballing to me
Something like a -98% to maintenance built into the hulls of ships, and -99% for bases?
In that case, purchasing racial maintenance bonuses can reduce your maintenance from 2% down to 0.5%
A ship would be good for 50 turns before you've paid enough maintenance to buy a new one.
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April 15th, 2002, 06:52 PM
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Major
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Re: Babylon 5 Mod
It's the same as the P&N one (IIRC).
I can't recall, but the Earth Force fleet was incredibly HUGE in the 'official' storyline - some ridiculous amount! So I think adjustments will have to be made to maint. Also, been trying to figure out a way to do the Ancients so they aren't really building colonies and spreading about the universe at large. Rather have them more nomadic. What's the opinion of Joe (or Jane) Public?
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April 15th, 2002, 08:26 PM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Remember that SE4 has a limit of 10,000 ships & bases, and human players can't be expected to deal with that many ships. Scale down the numbers to manageable levels first, and then reduce the maintenance appropriately.
Giving the ancient races powerful remote extraction tech would cause them to generally drift around, holding only a few colonies for maintaining contact with aliens, and to get research points.
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April 15th, 2002, 08:36 PM
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Sergeant
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Re: Babylon 5 Mod
I'd like to make a recomendation. You may want to think about simplifing the engine tech. Maybe getting it back to the way SEIV origanlly had set for them. Customize around that in stead of the Quasi-Neutonian Version. I think it would make developement a little bit easier.
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April 15th, 2002, 08:53 PM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
From what I've heard, it is not the QNP itself that is causing the biggest problems. It is the many different sizes of engines (Small, medium, large, massive) The AIs always like to add the biggest engines, and that throws things out of whack, especially on the smallest shipsizes.
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