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  #131  
Old January 10th, 2002, 01:12 AM

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Default Re: Babylon 5 Mod

We could make monoliths a "Unique" tech that would have to be discovered in ruins. A legacy of a long dead race.
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  #132  
Old January 13th, 2002, 10:35 AM
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Default Re: Babylon 5 Mod

Do you guys need any help making this mod?
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  #133  
Old January 14th, 2002, 03:15 PM

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Default Re: Babylon 5 Mod

Sort of like their own tech. resource converters.

5% conVersion and 5% for each additional level up to 25% percent.

Expensive to research and expensive to build.

Perhaps have the monoliths max out at 300 a turn for players

I could see the vorlons and/or shadows using them (say at the current real levels or greater)since their economy engines are unlimitied. And they should start with them at the beginning of the game.

Just some ideas
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #134  
Old January 14th, 2002, 04:37 PM

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Default Re: Babylon 5 Mod

Worked on some of the events (changing pics and added a few new ones). Also fixed a prob on the JumpGate pic and Llort AI. Added Hyach .emp files as well.

Bab5Mod14911Update.zip

I'm still looking for some pics for events and suggestions for more random events. So, suggestions for both are welcome!

Imperator Fyron :

Can definately use some assistance What are you up for?


Tesco Samoa :

I agree with giving it to the Vorlons and Shadows as an Ancient's 'perk'. I also like the idea of limited conVersion for the other races, making a player spend the extra research and time to make it sounds like a good trade off!
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  #135  
Old January 14th, 2002, 06:50 PM

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Default Re: Babylon 5 Mod

I am looking forward to playing the game when it is complete. How is the map coming along ???
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  #136  
Old January 14th, 2002, 07:08 PM
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Default Re: Babylon 5 Mod

I can help with making components and such. Where exactly could I be of most assistance?

"Name := Light Fussion Engine I"

Technically, fusion only has 1 "s" in it.


In B5, making colonies is a very expensive process. We should make the colony components and the colony ships larger, increasing their structure by 400 or 500, so that only colony ships can have them (and possibly large transports). That way, you couldn't put a colony module, which should take a lot of space, onto a small war ship such as a light cruiser. Also, the colony modules shoud be very expensive, so that it takes about 7 or 8 turns to make one colony ship at a homeworld planet. IMO, colonization should be very expensive and be a major undertaking. According to B5Tech.com, the Earth Alliance has "sixteen colonies, eight major military outPosts and eleven research stations," which took them nearly a century to acquire. So, the colonization rates in standard SEIV seem way to high for B5.

Also, the portrait for the Vorlon Space Station has a line across the bottom of it. Here is a fixed Version of it:

vorlon_portrait_spacestation.bmp

We should include a lot of fleet formations in the mod, because the standard ones suck. Here is my compilation of all the formations I could find in the various mods:

formations.txt

[ 14 January 2002: Message edited by: Imperator Fyron ]

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  #137  
Old January 14th, 2002, 08:23 PM
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Default Re: Babylon 5 Mod

We should also use a heavily population-dependant build rate.
Say, -90% for 1M people, +1% for every 5M people added after that.
Maxed out, giant planets would get +400% production, while the new colonies would only be good for research & resource extraction.

(And, yes, I am willing to generate the 500+ lines in settings.txt to make this work )

Also, what would you guys think about having the resource extraction rate of the planet go DOWN when the population gets high (and full of planet-wide cities)?
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  #138  
Old January 14th, 2002, 09:34 PM

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Default Re: Babylon 5 Mod

Fyron:

Heh, maybe we should give you the job of proof reader

I could use some help with the weapon systems, been trying to make them fair and figure out the research criteria. I'm also looking for some help with re-doing the quadrants (adding new ones and modding the current ones to include 'invisible' stars in black hole systems to power the reactors).

Colony restrictions - is there anyway to restrict a component type to a ship type? Or can we build in the Colony component to the ship? (prefabbed colony ships)

If we kept to B5 standards in the game for the colonies we could run into logistics problems for creating fleets and such. I actually played a games with the new engines (Q-N ships) and started with Fision engines and it took me quite some time to become 'established' in the game.

Formations - I agree with that. Care to design some new ones? I've added your formation list to my "master" B5Mod.

Tesco:

The map is a headache, all the jump points are set, and many systems have been created. Just getting eye strain trying to make all 200+ systems. Plus, if we modify and add quadrant types to be more "B5 friendly", then you can play a pickup game in a universe with all the same names, but not a set map.

The main purpose of the map is so we can setup a scenario (or four) that matches the B5 universe at given time periods.

SJ:

I like that idea, makes it more realistic (if such a word can be applied to a sci-fi game).

What's the reasoning for prod rate going down? Out of curriosity.

Everyone:

Any volunteers for anything else, other comments?

has anyone tried playing the mod (such as it is). Any comments on anything?

I added some new events and am looking for sounds for the weapons. Anyone have weapon sound clips?

Thanks!
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  #139  
Old January 14th, 2002, 10:18 PM
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Default Re: Babylon 5 Mod

quote:
What's the reasoning for prod rate going down? Out of curriosity.
The production would be going down as the planet gets paved over to support those 8 billion people.

I imagine resource extraction would rapidly rise until you hit 500-1500 million, then start to go back down again, in a lopsided wave shape when graphed vs population.

Notes:
(on planets with max pop close to optimum production pop)
-domed planets. The pop is concentrated in the domes, so most of the land is unspoiled.
-tiny breathable worlds. Low gravity would allow easy construction of tall buildings, so you don't waste as much surface area.
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  #140  
Old January 14th, 2002, 10:24 PM

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Default Re: Babylon 5 Mod

Well argued and agreed!
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