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  #1081  
Old August 10th, 2002, 01:03 AM

Jamorobo Jamorobo is offline
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Default Re: Babylon 5 Mod

Well if simon is not going to be Belt alliance, i will. if not i might try the raiders, even if they are crap

The incorrect reload rates are in all the light med and heavy laser weapon descriptions. which is anoying when playing EA as the best weapons they have are heavy lasers and possibly heavy pulse/laser combo.

The AI needs improving as they are just too easy at the moment. They don't move population around so everything on their colonys takes around 4 yrs, you need to get them to move populaton if it is say over a certain amount on their homeworld. Also the AI is not using any good weapons as the minbari in my game are using light lasers when i've given them the tech for medium ones, other races are still using small bLast guns on most their ships, although this could be down to their lack of research points as they have no new facilities and they take so long to build.

Another thing i have found is that if you build a colony hub on a planet it will lower the amount of minerals you can construct.
eg. if you have a planet with 1600m pop on it it will be able to use around 1000 minerals/rads etc a turn to build facilities/ troops. But if you build a colony hub it reduces it to 300 min/rads a turn which means facilities afterwards such as resaerch facilities take 30 turns insted of say 8 turns. Is this a bug or not???
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  #1082  
Old August 10th, 2002, 08:21 PM
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Default Re: Babylon 5 Mod

B5mod PBW Players

I suggested the following setting for our game.

Set the map to large cluster quadrant. There always more planets and systems in a large cluster maps, thus more room for all of us to expand in before engaging each other.

Set events to either low or medium event severity.

Player setting; High/100,000 points for starting resources. Home planet value - good. Number of starting planets to one. Score display for own score only, prevents player from dropping out to early. Teschnology level for player - low. Racial points for player - low - at 2000 points.

Player setting; Computer players difficultly set to high, with medium to high bonus. Also activated both generate random computer empires and neutral empires.

Victory conditions; When one player has 500% more points than the second place player and victory conditions don't take effect until after 100 game turns (10 years.

Game Setting; Max uniots set to 20,000+ and max ship set to 20000+ too. Player can view they complete technology tree. Allows to following;
1. Gifts & tributes, 2. Tech gifts/tributes/trades. 3. surrenders of computers empires, but NO human player is allow to surrender to everyother player ( AI or human).
Also have ruins on planets.
Last two settings are very important items for game playable. Players can only colonize planets with THEY breathable atmosphere. If you set the game so you colonize any type of planets, the game will become unmanageable by turn 200 and next to impossable for anyone to win. With most player only able to colonizes oxygen type planets, its will be easier to win and play. If you haven't tried this setting, do so. I agrued these settings with my friend Robyn six months ago, he was right, but I had to play it first before I realized it.

Later my spacefaring friends. Remember you can't suck on a vacuum, when your spaceship takes a hit to your control room.

Lighthorse

Most player must start with rock type colony & oxygen atmosphere, excepted for a few special type of races, like Vorlon.
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  #1083  
Old August 10th, 2002, 08:56 PM
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Default Re: Babylon 5 Mod

Lighthorse: sounds good to me. Whatever ya'll decide...
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  #1084  
Old August 10th, 2002, 09:04 PM
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Default Re: Babylon 5 Mod

I fail to see how the game will be unmanageable by turn 200 (much less around that long) with the ability to colonize any planet.

The victory conditions should be set to "by player agreement", and not with any of the bizzare settings. Score is irrelevant. What if 1 player has 500% more than the 2nd place player, but there are 10 players allied against him? I don't think the game should end then.
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  #1085  
Old August 10th, 2002, 10:12 PM
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Default Re: Babylon 5 Mod

1.49 + Babylon 5 Ver 1.49.30 is now available for use on PBW.

I opened it up, and I must say the mod looks great. The openeing screen is just awesome! I like the buttons graphics you replaced, and all the races look very nice. Too bad there aren't more of them though. Is that a limitation of the show (I must confess I haven't seen much of it) or just a lack of available artwork for decent shipsets?

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  #1086  
Old August 10th, 2002, 10:40 PM
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Default Re: Babylon 5 Mod

Well, if breathability is a prerequisite to colonization... hmmm, it gives the non-oxygen breathers one heck of an advantage, no? Would it be possible instead (is it even moddable??) to decrease the facility ratio of domed planets even more instead?

On the plus side, all those 'useless' planets will make for many more races per sector with greater chance of peace, which would make for far more interaction/politics wouldn't it. On the down side again, who wants Vorlon neighbours?!
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  #1087  
Old August 10th, 2002, 10:52 PM
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Default Re: Babylon 5 Mod

writes Hyach down on secret list...

Yes, you can mod how much domed planets give you, in PlanetSizes.txt. Personally, I think that domed planets should have more, not fewer, facility slots.
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  #1088  
Old August 10th, 2002, 11:06 PM
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Default Re: Babylon 5 Mod

The default ratio is 1/5th for domed planets vs. non-domed planets. This implies that the dome covers 1/5th of the habitable planetary surface (and even if it's not a direct ratio, the dome would cover some resonably HUGE area). Well heck, that's a lot of sheet metal!

Now, most obviously people would build underground instead of building gigantic (fragile) domes (but then we should add underground facilities, so that we can free up some space on those habitable planets too).
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  #1089  
Old August 10th, 2002, 11:23 PM
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Default Re: Babylon 5 Mod

The ratio is 1/5 because that is what Aaron set all of the domed values to. You can set the domed and non-domed to specific values.

And of course underground areas are used.
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  #1090  
Old August 10th, 2002, 11:24 PM
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Default Re: Babylon 5 Mod

I don't know about more facilities, but I have always been of a mind that domed colonies should have more cargo space available. All that non-domed land would be perfect for storing units that have to operate in a vacuum or hostile atmospheres for the most part anyway (fighters/drones/troops). And logically you would think weapons platfoms would not need to be inside the dome. You'd almost prefer they weren't wouldn't you?

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