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  #1301  
Old September 4th, 2002, 04:52 PM
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Default Re: Babylon 5 Mod

Woops! Thanks for noticing.
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  #1302  
Old September 4th, 2002, 10:02 PM
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Default Re: Babylon 5 Mod

Val,

Weapon platforms for B5mod, there some discussion about removing them from B5 mod. I use them in my game to prevent other races from using my planets as targets. I would prefer to keep the small weapon platform around and do away with the medium and large size weapon platforms. I do use the sat/mines/fighter/bases later in the game, but I find small weapon platforms service well in the first part of each game, protecting new colonies.

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  #1303  
Old September 4th, 2002, 10:22 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Babylon 5 Mod

Bunkers! Everybody needs bunkers! When you have a whole bunch of armor platforms on the surface, your valuable people can survive combat. With the changes to armor & defenses, it is likely that a few ships will manage to limp past your lines and fire some potshots. Get your people underground, and save lives

Just remove most of the weapons from the platform options. Missiles might be OK to leave in (shorter range maybe?), some range-1 PD would be reasonable too.
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  #1304  
Old September 5th, 2002, 12:05 AM
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Default Re: Babylon 5 Mod

SJ: In the designcreation files I have done, PD weapons are the only choice given. not sure if th AI will load other weapons but they are not scripted. not sure how to script an armor requirement...
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  #1305  
Old September 5th, 2002, 07:03 AM

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Default Re: Babylon 5 Mod

Got a range check during the AI's turn Last night (I'm just playing solo). Anyway I can determine what caused that? The game died at that point.

The situation : As the Earth Alliance I'm fairly small (about 12 systems) and have just assimilated one of the neutrals that was near me (the other agreed to a partnership treaty and I'm going to honor it for now). Each of the 6 jump points out of my controlled territory has a fleet containing 1 Medium Repair Tug, 1 Carrier (200 Heavy Fighters - Paired Uni-Pulse guns) and 2 Cruisers (Medium Lasers and Standard Particle Beams). The fighters are the main force, the ships are just for support. None of the AIs have yet tried to expand in my direction (one Shadow Escort paid me a visit but the Destroyer/Corvette fleet I had present at the time didn't even take any damage from that dark foe).
In terms of size the Narn, Centuri, Minbari and League make me look tiny - the League has 200 planets across almost 40 systems and is generating more research points then me.
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  #1306  
Old September 5th, 2002, 10:20 AM
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Default Re: Babylon 5 Mod

When does there come a new dowmnload, a next piece of the puzzle called the B5Mod?
I'm really looking forward to it.
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  #1307  
Old September 5th, 2002, 12:18 PM
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Default Re: Babylon 5 Mod

AGoetz: You may want to change to the offending race for the turn that the RCE showed up (if you have a save game immediately prior to the RCE). My mememory is susoect but IIRC the RCE is usually caused by an AI doing something outside the norm...so if you take over, the AI doesn't do that unusual/forbidden task and the RCE doesn't happen.
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  #1308  
Old September 6th, 2002, 02:39 AM
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Default Re: Babylon 5 Mod

Question: Is there a Facility design option that would allow for the creation of more living space on a planet.

Could we have a facility called, say "Underground Habitat" that when built would increase the population value for a given planet. Or is the only option to convert the atmosphere to one your people can breath.

I'm thinking specifically of None Atmosphere and Alien Atmosphere planets?

I've looked in the facilities files and can't figure out if this would work. I'm using the Non-Gold Version ie 1.49.

Does the Gold Version cater for this type of thing?

Anyone?

[ September 06, 2002, 01:43: Message edited by: Nomor ]
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  #1309  
Old September 6th, 2002, 02:54 AM
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Default Re: Babylon 5 Mod

Not realy Nomor. Val has not implemented the additional levels of HW hub, colony Hub and manufacturing colony. Though I am not certain those will increase population capacity. It dowa thru upgraded hubs allow additional storage, cargo and minerals/radioactives/organics.
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  #1310  
Old September 6th, 2002, 10:54 PM
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Default Re: Babylon 5 Mod

Hey Pathfinder,

What happen to Deeply religious ? I use it for the Narns, and my research only receivies nothing as results. Is organic manipulation water down or has nothing too?
Just wondoring what to used for the Narn, if there isn't religious or organic, maybe Psychic.

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