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  #1411  
Old September 15th, 2002, 06:46 AM

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Default Re: Babylon 5 Mod

I'm Valll on PBW.

The Vree have unique weapons and shipset. The Gaim are pretty good, and usable. The Belt Allaince and the Raiders also have unique techs, and could use the EA shipset. The Drazi have a lot of unique weapons, partial shipset.

I'm thinking about testing the technomages, fly around and observe the universe, act all mysterious and all, see if their cloaks work

The Third Space Aliens are not playable yet, I haven't added in anything for them yet, so they would just be an expensive handicap for anyone taking them. I'm thinking they will get the Allegiance Subverters
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  #1412  
Old September 15th, 2002, 06:58 AM
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Default Re: Babylon 5 Mod

New list time:

Assuming we use the idea for player order that Val just proposed, we have:

Technomages - Valll (maybe)
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - Pathfinder
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
Belt Alliance -
Raiders -
Abbai -
Drazi -
Vree -
Gaim -

These players are either undecided or haven't picked yet (or there were conflicts of interest ):
Gandalf
Simon
Tesco Samoa
Stargazer (?)
AGoetz

I stuck the Technomages as #1, cause they always seem to be able to show up and leave whenever they want, before anyone else has a chance to act. The Last (unassigned) races are just in their in a random order.

IMHO, the AS given to the Third Space Aliens should have damage something like this (assuming 5 levels):
Level 1 - 40 10 0 0
Level 2 - 50 12 0 0
Level 3 - 60 15 0 0
Level 4 - 70 17 0 0
Level 5 - 80 20 0 0

Btw... what is the Belt Alliance?

[ September 15, 2002, 06:19: Message edited by: Imperator Fyron ]
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  #1413  
Old September 15th, 2002, 12:43 PM
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Default Re: Babylon 5 Mod

IF: If IIRC, Belt Alliance is sorta like the Raiders but good guys.

gregbowman: Two things you could do is 1-go to the shipset forum here and pick-up the B5 Gold done by PDF (June timeframe). This one is very old Version but could be updated with the AI I have posted. 2-wait until after Val Posts the next Version, then convert the AI_Fleet files (add the lines for drones) for all the AI and the line about defense in AI_Settings for all of them. B5 is very playable either way. Just depends on how much fiddling around you want to do. The AI I have been posting are not optimized, just the AI_designcreation and AI_research files so that the AI can get some level of their own race-specific weapons and other components (stealth coating, psychic units [EA psi corps], etc) unique to the races. It got a bit boring playing against the races which had all the same, limited techs.

[ September 15, 2002, 11:56: Message edited by: pathfinder ]
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  #1414  
Old September 15th, 2002, 04:18 PM

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Default Re: Babylon 5 Mod

no Drakh ...??

Tesco would love to play the Drakh...

If not then Tesco will play what ever race no one wants to play...

and if there is only one race left... Tesco will take it..

But if the Drakh show up... thats it for me.
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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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  #1415  
Old September 15th, 2002, 07:15 PM

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Default Re: Babylon 5 Mod

Drakh are another oddball race that will probably get special treatment. I do have a few ships for them and I also have weapons mapped out. I'll see if I can compete by Version 31
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  #1416  
Old September 15th, 2002, 09:05 PM
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Default Re: Babylon 5 Mod

New list time:

Assuming we use the idea for player order that Val just proposed, we have:

Technomages - Valll (maybe)
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - Pathfinder
Drakh - Tesco Samoa
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
Belt Alliance -
Raiders -
Abbai -
Drazi -
Vree -
Gaim -

These players are either undecided or haven't picked yet (or there were conflicts of interest ):
Gandalf
Simon
Stargazer (?)
AGoetz
Timstone

Are the Drakh in a good place in the list?
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  #1417  
Old September 15th, 2002, 09:40 PM
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Default Re: Babylon 5 Mod

Oy...learned something about the Narn. Their fighter light ion torpedo is great against ships but ain't meant to be used against fighters. 10 EA Matter Gun III equipped Light Fighters ripped 60+ Narn light fighters equipped with 2 X light ion Torps...designcreation called for 1 with a particle gun as secondary....maybe I don't understand secondary...??
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  #1418  
Old September 15th, 2002, 09:45 PM
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Default Re: Babylon 5 Mod

Or you put too many primaries in the design.
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  #1419  
Old September 15th, 2002, 10:21 PM

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Default Re: Babylon 5 Mod

There are a lot of fighter weapons like that, kind of forces you to take a mix. That's also why I have several 'fighter types' in the generic AI.

I'd say the Drakh are in a good spot, but put Tesco's name by the Vree too - in case I don't get enough done for them. My priority is on the existing races and Vorlons right now.

[ September 15, 2002, 21:22: Message edited by: Val ]
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  #1420  
Old September 15th, 2002, 10:21 PM
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Default Re: Babylon 5 Mod

Hmmm..I'll have to fiddle a bit with that. Thankee...

those fighter battles can be kinda tense/kewl

[ September 15, 2002, 23:22: Message edited by: pathfinder ]
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