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  #1121  
Old August 18th, 2002, 06:00 PM
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Default Re: Babylon 5 Mod

Any one know the name and title of the Brakiri leader?

[ August 18, 2002, 17:01: Message edited by: pathfinder ]
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  #1122  
Old August 18th, 2002, 06:17 PM
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Default Re: Babylon 5 Mod

I believe it should be something like:
EA: Low-end inert.
Centauri/Narn: Middle to high-end inert.
Minbari: Minimum scattering armor
Vorlons & Shadows: All armor in your list, plus racial tech armor.

This would have to be set up in a scenario, of course.

As for a low-tech start, everybody should pretty much walk up the tree.
Get some basic inert armor, and research upgrades to it until that particular race feels it should do more basic research.
At that point jump up into the passive armor techs. Start researching scattering in order to get a return on your investment, and then skip over some of the intermediate armor types on your way to Emissive armor.
How many intermediate steps the race decides to skip will depend on how aggressive they are. Skipping steps is somewhat risky, because you will be stuck using inferior armor until you stop skipping and do some applied armor research.
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  #1123  
Old August 18th, 2002, 06:25 PM
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Default Re: Babylon 5 Mod

SJ: Yeah, I'm trying to set-up low tech start AI_research. How do you designate in designcreation what armors are to be used? or can that be done?

Checked other AI_designcreation files and nothing see for armor. So how does one tell the AI to put armor in a ship or base or whatever?

[ August 18, 2002, 17:34: Message edited by: pathfinder ]
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  #1124  
Old August 18th, 2002, 07:20 PM
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Default Re: Babylon 5 Mod

I am quite sure that a few of the useless abilities will have to be used to specify which armors to use.
You can call for "armor" and that will get you the heaviest inert armor available.

Someone will have to look through the components.txt, and make a list of all the unused useless abilities.

The armor will need to use three to five of those abilities so you can specify how much inert and passive armors of each type you want to use on a ship.
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  #1125  
Old August 18th, 2002, 10:16 PM
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Default Re: Babylon 5 Mod

Val, anyone: No electromagnetic weapons (poor Vorlons!). Or have I missed a Version of the MOD?
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  #1126  
Old August 18th, 2002, 10:26 PM
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Default Re: Babylon 5 Mod

Did you get the latest Version from PBW?
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  #1127  
Old August 18th, 2002, 10:47 PM
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Default Re: Babylon 5 Mod

I just d/l it. Me gonna go look

Nope, no components for electromagnetic weapons.

Sooooo, them ol' Vorlons is poop outta luck atm

[ August 18, 2002, 21:59: Message edited by: pathfinder ]
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  #1128  
Old August 18th, 2002, 11:10 PM

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Default Re: Babylon 5 Mod

Didn't val say Last week that he was working on the vorlon weapons and race-specific non-weapon components eg, types of sensors only the shadows can get etc. ( this is not what he said but u get the picture )

These were going to be added in the next and Last patch before the start of the PBW game.
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  #1129  
Old August 18th, 2002, 11:25 PM
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Default Re: Babylon 5 Mod

Jam: Yeah, hope so, otherwise it won't be much fun for Imperator to be those souless Vorlons
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  #1130  
Old August 19th, 2002, 01:16 AM
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Default Re: Babylon 5 Mod

*grumble*

darn Narn and EA have too many weapon choices....beatch figgerin' out the design creation
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