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  #1431  
Old September 16th, 2002, 02:19 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

I've been thinking about some of the attributes that you can take when you're creating a race and I've come to suspect that Natural Merchants (That's the one where you don't need Space Ports, isn't it?) could be under priced. As I understand it, only Homeworld Hubs, Colony Hubs and Manufacturing Hubs (?) count as Space Ports and these all take a long time to build, much longer than single purpose structures such as Space Yards and Mines.
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  #1432  
Old September 16th, 2002, 02:25 AM

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Default Re: Babylon 5 Mod

Good call, never thought about that one!

Either we should up the cost, or make a smaller 'space port' only facility that could be built (as already exists in standard SE IV). Opinions?

Hey Fyron -
Did you ever get in touch with Rambie about the CD?

Path
I will be getting the CD out to you this week!

[ September 16, 2002, 01:27: Message edited by: Val ]
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  #1433  
Old September 16th, 2002, 03:11 AM
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Default Re: Babylon 5 Mod

Hmmm...small space port only facility similar to stad SEIV. Might work...but can't put on same planet as the other space-port with colony facilities. Just like the space yard. gives one options. me likes the big facilities due to the added storage but would be handy to get stuff/goods quicker if not EA...
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  #1434  
Old September 16th, 2002, 03:55 AM
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Default Re: Babylon 5 Mod

I just downloaded the B5 Mod and may I say nice job. My hat is off to all of you who worked on it. I was taking a good long look at the external components and I see that you came to the same conclusion I did. I decided to toss mine out the window as they aren’t really external, just small internal. I still wonder if there isn’t a way around this?
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  #1435  
Old September 16th, 2002, 04:42 AM

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Default Re: Babylon 5 Mod

Shang's post reminded of something that happened - I had a Medium Transport filled with External Cargo Spaces, loaded with Infantry and Ground Support Units. My fleet hit an unmapped minefield. None of the combat vessel capabilities were seriously impaired, but every single ground pounder got a lesson in vacuum breathing. It took my Homeworld and attendent Base Yards close to a year to build all of those units
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  #1436  
Old September 16th, 2002, 07:39 AM
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Default Re: Babylon 5 Mod

New list time:

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 - Tesco (if Drakh unavailable)
Gaim - AGoetz

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

Hey Fyron -
Did you ever get in touch with Rambie about the CD?

Yeah.

And I still need everyone's proper PBW name, exactly as it appears there (including capotals and all, for insurance).
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  #1437  
Old September 16th, 2002, 10:49 AM
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Default Re: Babylon 5 Mod

Say, I asked if I could play the Vree! If Tesco gets to play the Drakh then I want to play the Vree (just as I asked). If Tesco is going to play the Vree, then you're free to place me at any race you want.

[ September 16, 2002, 09:50: Message edited by: Timstone ]
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  #1438  
Old September 16th, 2002, 12:26 PM
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Default Re: Babylon 5 Mod

IF: my pbw nic: pathfinder (notice... NO caps, )

[ September 16, 2002, 11:27: Message edited by: pathfinder ]
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  #1439  
Old September 16th, 2002, 03:02 PM
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Default Re: Babylon 5 Mod

I would reccommend starting at 30%/30%/30% (10% miscellaneous devices)
Do a bunch of simulations with varying amounts of each, and see what a good balance is for your tech level.

Once you meet some aliens, try to have +1 speed over thier ships. When ship speeds get too high, switch back to the slow, heavy ships which can swat the flies.
A mix would be good: fast interceptors, and heavy assault ships.
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  #1440  
Old September 16th, 2002, 03:16 PM
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Default Re: Babylon 5 Mod

Thanks for the advise SJ.
But what about the building queue of a new colony?

[ September 16, 2002, 14:16: Message edited by: Timstone ]
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