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August 22nd, 2002, 06:43 AM
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Sergeant
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Join Date: Jul 2000
Location: Centerville, Utah, USA
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Re: Babylon 5 Mod
Quote:
Originally posted by Nomorlurk:
Re: Fighters. I think it would be cool if fighters could use Jump Gates/Warp Points. [/QB]
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This feature didn't make it out of the first Beta. It made fighters TOO powerful.
A scout sized ship is a good recon ship.
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August 22nd, 2002, 06:49 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
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August 22nd, 2002, 06:52 AM
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Sergeant
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Re: Babylon 5 Mod
I ment to put this here, not in it's own topic! Grrrr... (bangs head against desk)
Val asked me if I could host the B5Mod... so I've spent some free time working on a new site for it. Check it out: http://www.xmission.com/~rstulce/
If you have suggestions let me know. I can also host shipsets if you have one you'd like posted.
I'd also like to "Mod Contributors" list to give credit to all you guys who worked so hard on the Mod.
Also, if anyone has B5 or SE4 related pages that'd like links let me know.
Thanks,
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August 22nd, 2002, 12:20 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
Nice site Rambie!
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L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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August 23rd, 2002, 12:58 AM
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Corporal
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Join Date: Aug 2002
Location: UK, NW
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Re: Babylon 5 Mod
[quote]Originally posted by Imperator Fyron:
You cannot build bases without a Space Yard. That is hard-coded.
So if there was a 500kT super satellite somewhere could it not achieve the same end if the components listed could be made to be satellite mountable? (i.e.1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays)
Then it could be shipped on a Large Colony Ship (600kT) fitted with External Cargo Bay and Satellite Bay and launched prior to establishing the new colony.
This would be an AI nightmare but might work for PBW?
MM listens to the masses. If enough people request a feature (that isn't impossible to do within the game code), he usually adds it to the game.[/QB]
Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort.
Quote:
"The Hurr are an obnoxious aggressive sexist medieval bunch who shouldn’t fly kites let alone space ships. Unknown Abbai Diplomat"
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[ August 23, 2002, 00:02: Message edited by: Nomorlurk ]
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August 23rd, 2002, 01:44 AM
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Major General
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Re: Babylon 5 Mod
Has there been a spreadsheet of the various weapons and/or components for the races done? I started one but just wondered if there is one that already exists.
Makes it ALOT easier to do the AI_designcreation if ya know the weapon family, pre-requisites, etc and also helps make the AI_research file too. That is without having to stumble around the techarea and component files but one time
[ August 23, 2002, 00:45: Message edited by: pathfinder ]
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August 23rd, 2002, 03:07 AM
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Sergeant
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Join Date: Jul 2000
Location: Centerville, Utah, USA
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Re: Babylon 5 Mod
Quote:
Originally posted by pathfinder:
Nice site Rambie!
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Thanks Pathfinder.
I'm thinking of moving the menu to be border the top picture so there'd be more room on the page. But I start school again soon so I may not have time.
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August 23rd, 2002, 05:12 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
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August 23rd, 2002, 05:25 AM
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Major General
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Join Date: Sep 2000
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Re: Babylon 5 Mod
Hmmmm......fighter bays in LARGE colony ships...sumthing to consider...thanx o' souless Vorlon .....
Da path, the derelict ShagToth
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L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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August 23rd, 2002, 05:47 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Good, go on thinking we are soul-less. That will keep us from having to eliminate you thieves.
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