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  #1141  
Old August 20th, 2002, 12:09 AM
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Default Re: Babylon 5 Mod

JimBob, these are the ones taken, maybe one of the neutrals?:

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

Brakiri seem to be available unles Gandalf is gonna play them..
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  #1142  
Old August 20th, 2002, 12:25 AM
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Default Re: Babylon 5 Mod

What about the carrion eaters? (can't remember their name, but he said jokingly that he'd even be willing to play them).
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  #1143  
Old August 20th, 2002, 01:47 AM

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Default Re: Babylon 5 Mod

I've had a look on b5 tech site and this is what i've found....

Omega class Destroyer ( Battle cruser in se4 )

Unfortunatly you can't have all these weapons on a BC in se4 as is comes to 1558kt with the weapons alone ( non are large mounts ) !!!!

6 Heavy Particle/Lasers
6 Heavy Pulse Cannons
12 Particle/Lasers
12 Pulse Cannons
Fusion missiles [2 launchers]

NOVA CLASS DREADNOUGHT ( Destroyer picture in se4 )

I guess is was called a dreadnought as it was the largest ship they had at the time of the EA/Minbari war.
This ship is what the omega class is based on.

22 Twin Plasma Cannons !!!!!
6 Particle Beam Guns
Fusion missiles [2 launchers]

HYPERION HEAVY CRUISER ( Light cruser picture in se4 )

2 Particle/Lasers
1 Heavy Plasma Cannon
8 Medium Pulse Cannons
Fusion missiles [2 launchers]

I guess this shows that EA starts off using plasma cannons and then moves on to pulse cannons and laser/pulse cannons, they don't really use normal laser cannons at all

What i want to know is why pulse cannons take up so much room in the game, about 100kt compared to other weapons????
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  #1144  
Old August 20th, 2002, 01:54 AM
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Default Re: Babylon 5 Mod

JimBob: The Gaim are one of the "neutral" AI's but their shipset (what there is of it) is available. Their specialty is biochemical weapons (planet-killer type ones that is), they do have some special racial weapons off of the ballistic and particle beam techs.

Oleg: I like that race picture of the Minabari!

Hehe, this MOD gonna be different. Even the "neutrals" will have their own racial tech/research/designcreation

[ August 20, 2002, 01:19: Message edited by: pathfinder ]
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  #1145  
Old August 20th, 2002, 02:35 AM
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Default Re: Babylon 5 Mod

BTW folks, not that what I do is "official", but I have gotten together AI research and designcreation for the Narn, Minbari and Brakiri. Working on the EA. Did this 'cause I got kinda tired of the same old same old in the AI designs, etc.

I don't understand the other files so I haven't messed with them.

Any interest in them?
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  #1146  
Old August 21st, 2002, 12:58 AM
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Default Re: Babylon 5 Mod

Anyone know what the psych tech is that the EA develope to counter the Shadow living cpu?

Never mind: combat telepaths

Darn EA have a convoluted, twisted tech tree

Whee...my Version of the EA research and designcreation are done....

[ August 21, 2002, 01:27: Message edited by: pathfinder ]
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  #1147  
Old August 21st, 2002, 01:33 AM
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Default Re: Babylon 5 Mod

Arrrgghh......
in the parlance of FPS gamers...me (EA) just got "owned" by the Narn in Trembas system....

Seems the *&^%$ research and designcreation files are working

Slowly but surely me getting the upper hand...er claw...er tentacle.....

Bleah...me spoke too soon....Those Ion Torpedo cannon as nasty! I have a bad feeling....Narn are on the verge of kicking me out of the Trembas system and the Minbari are getting angry...they were partners, now nothing...

[ August 20, 2002, 23:58: Message edited by: pathfinder ]
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  #1148  
Old August 21st, 2002, 03:02 AM
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Default Re: Babylon 5 Mod

Val: In Centauri tech--Ion bolt is listed as 1: requiring Centauri advanced ion & centauri tiny; 2: ionic 9 & centauri light

me be confused....
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  #1149  
Old August 21st, 2002, 03:46 AM
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Default Re: Babylon 5 Mod

Val et al.

Would it be possible to give Asteroid Belts a ship cloaking ability. If a ship enters an Asteroid Belt it in effect disappears and can only be detected by say a Ship/Sat/Recon fighter with scanning equipment.

Make it so that the Ship/Sat/Rec.Ftr has to be within one sector of Asteroid to detect anything hiding there.
Also; ships in orbit half the effective range of scanners from other players due to atmospheric/magnetic field interference.

Also can we not have Listening Post's with a range factor e.g.

LPost #1 : Allows scanning of targets 10 sectors away

LPost #2 : Allows scanning of targets 12 sectors away etc

This would force ships to take evasive routes if they did not wish to reveal the contents of their vessels.

PS. How do you make Fighters Jump Gate/Worm Hole capable?
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  #1150  
Old August 21st, 2002, 04:08 AM
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Default Re: Babylon 5 Mod

Would it be possible to give Asteroid Belts a ship cloaking ability. If a ship enters an Asteroid Belt it in effect disappears and can only be detected by say a Ship/Sat/Recon fighter with scanning equipment.

Yes, it is possible. However, real asteroid belts have vast stretches of empty space between asteroids. So, you wouldn't really be able to hide well in them.

Make it so that the Ship/Sat/Rec.Ftr has to be within one sector of Asteroid to detect anything hiding there.

That is not possible. Tachyon-type scanners are always system-wide.

Also; ships in orbit half the effective range of scanners from other players due to atmospheric/magnetic field interference.

Not possible.

Also can we not have Listening Post's with a range factor e.g.

The scanning ability on facilities is Long Range Scanner - System. It always has unlimited range within a system.

I do not know if the Long Range Scanner ability used on components works on facilities. It probably does. If so, then it would work. However, range 10 covers the entire system unless the planet is on the border of the system. Then, it would miss the opposite border.

PS. How do you make Fighters Jump Gate/Worm Hole capable?

The only way to do that would be to make them Ships. But then, they wouldn't be able to be carried anymore.
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