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August 24th, 2002, 12:06 PM
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Major General
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Re: Babylon 5 Mod
Oleg: the AGOG rules books have both background materials on the various races but also .pdf of the ships with what weapons/components and how many. It would help to know the prefferred weapons/components since I didn't get to see much of B5
Lighthorse: Thanks, I'll check locally and if I can't find anything I'll get a couple from AGOG.
[ August 24, 2002, 11:37: Message edited by: pathfinder ]
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August 24th, 2002, 07:34 PM
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Corporal
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Re: Babylon 5 Mod
Quote:
Originally posted by pathfinder:
Stumped at the moment. Trying to do decent AI_desgncreation but no guidance except for the Agents of Gaming (AGOG) B5 Fleet Action materials. .
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pathfinder:
I don't know if this is what you're looking for, but this site has a lot of work put into it regarding various race ships and weapons. Try the Centauri as an example using the following links. You'll find that the tables print up nicely.
http://www.datasync.com/~mtg02/ ;then look under Centauri Republic, then under Weapons (and try under ships). There is a lot of description and stats.
I think he has used (AGOG).
e.g. Twin Array-The current standard tertiary weapon of the Centauri, this is one of the more potent of its class. Lacking the range and hitting power of its closest competitors, it compensates with an incredible rate of fire. Centauri ships bristle with Twin Array mounts with typically excellent arcs of fire. These are one of the great strengths of the Centauri fleet.
[ August 24, 2002, 18:43: Message edited by: Nomor ]
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August 24th, 2002, 08:30 PM
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Re: Babylon 5 Mod
Nomor: Yup, that is what me looking for. Atleast the races depicted can get the "prefferred" weapons thanks!
Centauri AI_designcreation done, now for the hard one---AI_research..
[ August 24, 2002, 20:58: Message edited by: pathfinder ]
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August 25th, 2002, 12:07 AM
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Corporal
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Re: Babylon 5 Mod
Re: PBW; If we* take 1 turn every 2 days that's 8 per week.
(*That the you "we", not the me "we" .)
And we want to build a Manufacturing Colony on a Tiny (500m) planet @ 6.7 yrs game time or 67 moves that would take how long real time? 8 point 3 weeks....
And if we want to build a Home world Hub on a Tiny planet @25.3 yrs game time or 253 moves that would take...? 31 and a bit weeks...!
I'm suddenly.... very.. very.... tired
Anyone heard from Val?
[ August 24, 2002, 23:15: Message edited by: Nomor ]
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August 25th, 2002, 12:37 AM
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Re: Babylon 5 Mod
OK, some basic Race AI for the B5 MOD. Compatible with both 1.49 and Gold (only did AI_designcreation and AI_research files).
They are in the AI/shipset forum:
http://www.shrapnelgames.com/cgi-bin...;f=50;t=000001
Nomor: Nope haven't heard from Val in 2-3 weeks. Hehe, it does take awhile for a game to get going
[ August 24, 2002, 23:39: Message edited by: pathfinder ]
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August 25th, 2002, 02:29 AM
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Major General
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Re: Babylon 5 Mod
Weapon Platforms: Comments? IIRC Val wantes to do away with them OR make them PD only. Me...prefer and way I play it is as PD/Anti-fighter defense for planets. re-doing generic AI and wondering if to bother having more that one level (small) of weapon platform...
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August 25th, 2002, 03:07 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Maybe they could be allowed to have armor on them too, to increase the amount of damage necessary to destroy the planet.
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August 25th, 2002, 03:26 AM
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Re: Babylon 5 Mod
IF: I always, if available, put heaviest armor that will fit on them; so that sounds good to me
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August 25th, 2002, 03:28 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
I don't build many weapon platforms. But when I do, the first couple have 2 PDCs and the rest armor comps. Increases the planet's survivability.
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August 25th, 2002, 03:43 AM
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Re: Babylon 5 Mod
One other thing, IIRC, is Val wants to add an ability to wp's of anti-infantry.
Hehe, maybe a good thing to do that. I have seen the Narn land 300+ Elite infantry on a planet to take it.
[ August 25, 2002, 02:43: Message edited by: pathfinder ]
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