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  #121  
Old January 3rd, 2002, 04:46 AM

tesco samoa tesco samoa is offline
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Default Re: Babylon 5 Mod

http://www.tgu.org.uk/Users/babylon5/B5A2.htm

anyone seen this???

if this link was post before by me or any one else at least it was a year ago.
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  #122  
Old January 3rd, 2002, 03:51 PM

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Default Re: Babylon 5 Mod

Nope, never seen it before, thanks! Looks like they have some good stuff we could also use
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  #123  
Old January 4th, 2002, 03:13 AM

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Default Re: Babylon 5 Mod

Or do a cross game mod. Help each other out. There ships are very cool looking

Now that would be a first.(just a guess)
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  #124  
Old January 4th, 2002, 11:08 PM

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Default Re: Babylon 5 Mod

Not a bad idea.

I just sent him (Wraith) an E*mail letting him know what we were up to and seeing if there were areas where we could use the same art or information on both Mods. I would think the species descriptions and background would be one logical area, and some of the artwork should be usable in both mods as well.

I pointed him over to this thread and hopefully we'll hear back from him.

Thanks for the idea and the tip

[ 04 January 2002: Message edited by: Val ]

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  #125  
Old January 9th, 2002, 11:17 PM
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Default Re: Babylon 5 Mod

I'm back! How are things going with this mod? I haven't had time to work on anything. It looks like it has taken a life of it's own. Very cool. What's the status now? How are the tech trees coming? I don't have time right now to work on AI for Centauri and LoNAW races. So any AI modders feel free to update and change.
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  #126  
Old January 9th, 2002, 11:46 PM
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Default Re: Babylon 5 Mod

Ah, yes, I just remembered:

Who here believes in balancing resource costs?

I believe that the mod will be much more interesting if we can avoid classic SE4's One-Resource thing.
If all three resources are valuable, then real trading & specialization becomes a possibility. It will be entirely possible to become a radioactives specialist, and trade at 1:1:1 with organic/mineral empires.

One obstacle I encountered when trying to do even the costs was justifying the higher organic/rads.
How about:
- Minerals are only required for the physical construction. Mineral cost should be proportional to the mass of a component.
- Organics include not only construction, but labour costs as well.
- Radioactives include the cost for power use, especially components that don't use supplies, and for high-energy construction methods.

As an added enhancement for specialization, many more levels in resource extraction could be added.
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  #127  
Old January 10th, 2002, 12:44 AM

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Default Re: Babylon 5 Mod

that is a good idea. And no resource converters.
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  #128  
Old January 10th, 2002, 12:54 AM

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Default Re: Babylon 5 Mod

As of right now SJ & I are working on the components and techs.

Rambie is revamping te EA shipset and may work on victory/defeat/hum dead bitmaps for flavor.

Finished some neutral races (posted below)

Actually, read down a few and you can see all the updates that have been posted up to now.
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  #129  
Old January 10th, 2002, 12:56 AM
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Default Re: Babylon 5 Mod

At least no 90% efficiency converters.
20-40% would be OK, so that you would be able to survive if your trading partners cut you off, but there is still a 70-90% profit margin when trading.

Monoliths are the items we'll have to restrict, but then again, monoliths aren't really B5ish tech.
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  #130  
Old January 10th, 2002, 01:08 AM

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Default Re: Babylon 5 Mod

Sounds like a good idea (resource talk below). I know the engine stats that I have I used Radioactives for all of them the represent power sources/conduits/etc., and even more for the reactors. I also agree with no resource converters, to a degree... I think we should restrict them to Ancient Races only. Another little edge
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