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  #1321  
Old September 8th, 2002, 12:42 AM
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Default Re: Babylon 5 Mod

Jimbob: In the B5 series fighters needed to transmit a code to activate the jumpgate. You also had to pay to use jumpgates controlled by other races. Once jumpgate tech is researched it could be possible to have some sort of tech or component such as Jumpgate Sequencer to activate the jumpgate. "hyperspace motivator" I like that name; good for Warp points.

I take it that's two votes for Fighters Jumping gates.

[ September 08, 2002, 00:21: Message edited by: Nomor ]
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  #1322  
Old September 8th, 2002, 01:16 AM
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Default Re: Babylon 5 Mod

Han Solo in Star Wars talked about the "hyperspace motivator" if my memory serves.
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  #1323  
Old September 8th, 2002, 03:29 AM
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Default Re: Babylon 5 Mod

Pathfinder,

Please email your spreadsheet of the AI_research and AI_designcreation.txt files.
My email address is res0br0j@verizon.net.
Still can't find anything on religious or organic technologys.

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  #1324  
Old September 8th, 2002, 03:34 AM
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Default Re: Babylon 5 Mod

Nomor,

I checked for those B5 books at Bridgetown Hobby shop today. They weren't there, must where been sold. Try Agenys of gaming, they printed all the B5 books. Looked at some other books, they only the races for which they were written. That should be a heavy invertment to made.

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  #1325  
Old September 8th, 2002, 03:38 AM
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Default Re: Babylon 5 Mod

Lighhthorse: Done. I don't have all races on it but it should help some at least. It is mostly concerned with weapons. Also no organic or psychology tech available atm IIRC. There IS psychic so that the EA can develop Combat psychics (Psy-corps) to combat the Shadows living CPU's.
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  #1326  
Old September 8th, 2002, 08:25 AM
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Default Re: Babylon 5 Mod

Thanks Pathfinder

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  #1327  
Old September 8th, 2002, 12:51 PM
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Default Re: Babylon 5 Mod

ooooopps
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  #1328  
Old September 9th, 2002, 07:15 AM

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Default Re: Babylon 5 Mod

2 Questions :

AI's with either 'Ancient' or 'Nomadic' never seem to get anywhere in the games I've started. Is there anyway of giving them a kick start?

Is there anyway of getting those 'Normal' AI players to build a combat hull larger than a Destroyer? My Heavy Cruisers are getting sick of swatting Corvettes. If giving the AIs both Propulsion and Gravimatric tech will do it, I'll happily comply. I'm already the Mega Evil Empire and haven't expanded my system count for the Last 200+ turns just to try to get some decent assualts out of the AI (The Minbari are trying the hardest, they have their 'Error:Cannot view' guns mounted on their ships and Scattering Armour)
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  #1329  
Old September 9th, 2002, 11:46 AM
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Default Re: Babylon 5 Mod

1-Val coded it so that the Ancients (Vorlons & Shadows) can only colonize by either invasion or having planets gifted to them. Not sure how to give a kick to the Nomads.

2-I been wondering why the AI only builds warships to destroyer size. They will design larger, just won't build them. They will design and build large specialty ships (eg mine layer/sweeper).
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  #1330  
Old September 9th, 2002, 03:39 PM
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Default Re: Babylon 5 Mod

AGoetz:
You are missing the imagemod componentpack.
I have a link to it on my homepage (see top bar in this post; the house icon)
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