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  #1  
Old April 8th, 2008, 08:33 PM
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Default Re: MOD: Space Empires V - Babylon 5

I'd recommend veering away from the 80000 weapon setup of B5Wars, aka what the SE4 mod did and the route Arpeegy is taking. You only need a few flavor weapons for each race, all of which can serve unique and useful roles. When every race as 20 weapons to pick from, all you have accomplished is wasting a lot of modding time, since real choices will boil down to a handful of best weapons anyways. Plus, its actually possible to balance a smaller number of weapons.
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  #2  
Old April 9th, 2008, 01:27 PM
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Default Re: MOD: Space Empires V - Babylon 5

Check out the CB-B5ism mod variant for one way to get a good atmosphere and a fair, playable game.


As far as ancients go, what about simply having a racial trait which reduces reproduction to zero?
Spend all the racial points you get from that on tech-boosting traits instead, and hey, you look like an ancient now.

PS:
I really hope you're not going to have a racial trait called "Minbari" as part of your scheme... that's really iron-fisty.

Quote:
The more space a vessel has, the exponential more engines does it require.
Unless the exponent is 1.0 (IE linear increase in requirements), it is not QNP. A ship twice as massive should require exactly twice as many engines to perform the same.


As far as armor...
You'll need the SE4 damage mechanics to get the leaky armor you want.
In SE5, you have a choice between percentage based leaky (Always the same fraction leaks through, no randomness) or directional armor (distribute armor to the front, back, left and right)
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Old April 9th, 2008, 01:28 PM
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Default Re: MOD: Space Empires V - Babylon 5

Before i begin actual work on my mod, can you tell if any of the things i have mind are not realizeable from a technichal point of view ?

Secondly, can you tell where the starting planets facilites are stored ?
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Old April 9th, 2008, 01:30 PM
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Default Re: MOD: Space Empires V - Babylon 5

HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
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Old April 9th, 2008, 01:50 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Captain Kwok said:
HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
But making changes to it doesn't really do anything at all.
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Old April 9th, 2008, 02:24 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Atrocities said:
Quote:
Captain Kwok said:
HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
But making changes to it doesn't really do anything at all.
It does. I just made the first 3 facilites a space port
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Old April 9th, 2008, 02:30 PM
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Default Re: MOD: Space Empires V - Babylon 5

It's not going to change existing games of course, but it works just fine.
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Old April 9th, 2008, 02:34 PM
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Default Re: MOD: Space Empires V - Babylon 5

SJ, regarding your suggestion about armor: I take it i should use the %-based leaky system then or is there any chance to implement the SEIV (modded) one ?


EDIT: Is there a tool to make the creation of pop-modifiers easier ? I want pop modifiers to have a much bigger impact on construction rate and i dont feel like writing up 101 new modifers..

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  #9  
Old April 9th, 2008, 04:54 PM
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Default Re: MOD: Space Empires V - Babylon 5

You could implement a directional armor system along the lines of Gritty Galaxy mod.
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