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  #1061  
Old August 8th, 2002, 10:00 AM
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Default Re: Babylon 5 Mod

I think many of the more obscure races don't have anything at this point.
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  #1062  
Old August 8th, 2002, 12:56 PM
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Default Re: Babylon 5 Mod

ZeroAdunn: Yes, many of them have technology, not all, but many. That darn tech.txt file is huge...trust me....

As far as fighters weapons: I remember one game with the Shadows that after I had the researched up to their unique weapon tech and placed in the fighters 10 of them killed off a 50+ ship Minbari invasion fleet. The key there was the range...they simply went to max weapon range fired, turned around then came back to fire again. Can't remember the tactic I had them use...

[ August 08, 2002, 12:06: Message edited by: pathfinder ]
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  #1063  
Old August 8th, 2002, 04:12 PM
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Default Re: Babylon 5 Mod

It seems to me that the problem is Extreme range weapons on fighters that is the problem here.

Anybody's main guns should have the range to hit fighters that are shooting at them, even if the much more accurate PD can't.
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  #1064  
Old August 9th, 2002, 04:57 AM
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Default Re: Babylon 5 Mod

Some races like the Vorlon has a special fighter tech that combines life support with cockpit. I like those type of special race features. Val should design for all the major races a anti-fighter weapon like the Earth Alliance anti-fighter missile launcher. Make some anti-fighter weapons, beam weapon like PDF, or a AFWCCN anti-fighter all weapon computer-control network that controls all the fleets weapons into a unity firing system with extra plus modifier to each weapon firing available against fighters and missiles. If the ship with network computer control system is disable or destroyed, then all the ship drop back to they our less effective Anti-fighter/missile weapons.

Or allow some race(s) to design and build anti-fighter excort class ship with multi-quick firing AF/AM laser beam weapon, good weapon range of 1 to 5 or 6, shielding and/or armor, Special ECM jamming for against fighter/missiles, special combat sensor for fighters or missiles targeting , all packed into a excort hull. A very limited capiable vessel, but useful against fighters or fleet defence against missiles.

The Narn have they energy mines weapom launcher for fighter only defense.

Isn't there a wave weapon that can be used against fighter? I remember reading about it in some SE4 game or a mod of SE4. Maybe some ancient wave weapon that needs to be mounted on a large warship that can be only fired forward, with a limited power and range against fighters, sat's, mines and missiles.

Lastly one can always launched they our own fighters againsy an enemies fighters.

Lighthorse
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  #1065  
Old August 9th, 2002, 08:34 AM
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Default Re: Babylon 5 Mod

ZeroAdunn: If you'd like to play the Hyach in particular, I'd trade you for the Minbari. I'm so unfamiliar with the B5 universe, that playing the carrion eaters wouldn't even hurt my feelings! (that's the Pakmara, right?). A buddy who knows B5 is going to help me role-play tho, so I won't be making friends with the wrong guys or anything...

B5 Moders: I'm pretty sure I can reclaim my pre-Gold SEIV, so I'm in.
I looked at the Hyach, and noticed a few "discrepancies" regarding the reload times. Several weapons have an actual reload time that is exactly one greater than what is in the description field for that same weapon.
These include Light Laser Cannon IX (description says reload = 1, actual reload = 2), Med Laser X (description 2, actual 3), Large Laser X (desc. 3, actual 4), Heavy Laser I (desc. 3, actual 4). All subsequent levels of these weapons seem to have the same problem. It also seems that some other race weapons have this problem too.

Hope this helps. The mod looks HUGE and I'm really looking forward to getting my butt handed to me by the Shadows.

[ August 09, 2002, 07:35: Message edited by: jimbob ]
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  #1066  
Old August 9th, 2002, 09:03 AM
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Default Re: Babylon 5 Mod

No, you have more to fear from veangeful Vorlons than from petty Shadows.
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  #1067  
Old August 9th, 2002, 05:37 PM
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Default Re: Babylon 5 Mod

What races are still left open in the planned game?
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  #1068  
Old August 9th, 2002, 09:05 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Val:
Ok - here is how it stands for PBW:

Pathfinder - SoulHunters
Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Gandalf - Undecided
Simon (?) - EA / BA / Raiders
Dead Meat - Shadows
Tesco Samoa - EA?
Zero Adunnn - Minbari
Jimbob - Hyach


[ August 09, 2002, 20:07: Message edited by: Imperator Fyron ]
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  #1069  
Old August 9th, 2002, 09:55 PM
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Default Re: Babylon 5 Mod

Hehe, as Lighthorse pointed out....one kewl/cool thing I have noticed is the fighter vs fighter combat... never saw it before so it was a pleasant surprise...
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  #1070  
Old August 9th, 2002, 10:08 PM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
No, you have more to fear from veangeful Vorlons than from petty Shadows.
Once again the Vorlons show the very true threat they pose to your races ways of life. They would have all of the younger races believe that their way of logic and order is the only way to survive and that to do otherwise is against very nature of the galaxy. One need only to look at their past deeds too realize their true course. With their genetic manipulation of the younger races they have, in fact, made them selves into Gods. No young jimbob, your people need not fear the Shadow, they are here to help the younger races, not control them.

What do you want?

-Mr. Morden, Shadow Representative

[ August 09, 2002, 21:10: Message edited by: Dead Meat ]
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