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  #1451  
Old September 17th, 2002, 03:18 AM
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Default Re: Babylon 5 Mod

New list time:

Technomages - Valll
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - pathfinder
Drakh - tescosamoa
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
Belt Alliance -
Raiders -
Abbai - Nomorlurk (Simon)
Drazi - Stargrazer
Vree - Timstone
Gaim - AGoetz
Pakmara (maybe) -

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

Ok... someone get in contact with Gandalf and see what race he wants to play.

[ September 17, 2002, 03:29: Message edited by: Imperator Fyron ]
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  #1452  
Old September 17th, 2002, 03:21 AM
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Default Re: Babylon 5 Mod

How many ships can be in a single area...like parked in orbit around a planet? Narn have 238 atm around one planet with 3 fleets of 20+ enroute to it in same sector....would having those 60+ more ships cause an RCE?

Hmmmm...seems the Narn-induced RCE is that idiot design minister agin....not sure what blooper he/she is making...

Oh and pic #594 (pulsar mines) seems to be a missin'

[ September 17, 2002, 02:49: Message edited by: pathfinder ]
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  #1453  
Old September 17th, 2002, 04:01 AM

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Default Re: Babylon 5 Mod

So the Range Check Errors that have killed every game I've let go long enough could be caused by too many ships in the one location? No idea on how to prevent the AI doing that, especially as it continues to build hundreds of Scouts even when it has the tech for Battleships. Guess I'll have to declare war on everyone and send a fleet of Battleships/Carriers through all the empires looking for large concentrations. (Currently giving the Vorlons a try, bulding no colony ships and I've only taken planets in my starting sector that were colonized by AIs that declared war on me - only the Narn and EA have done so. I'm generating ~12000 research natively and I'm getting ~100000 from my treaties )

Each of my planets are protected by 100 mines, 100 Light Fighters, 50 Super Heavy Fighters, 500 Infantry and several War Stations equipped with 10 Heavy Improved Neutron Laser X each. Is that enough for a game against human opponents?

[ September 17, 2002, 03:09: Message edited by: AGoetz ]
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  #1454  
Old September 17th, 2002, 04:11 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
IF: 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.
I couldn't find that earlier Version of the B5 mod through the forum, but it looks like I downloaded some form of the B5 mod back in July. Among the authors listed in the readme file are Val and PDF. I'll have to look at it and see if I need to download those files. But I may just wait until Val releases the v1.78 mod. I usually don't have that much time to get on the computer, and my time is divided between wanting to play the game or getting on the internet and download a new race or mod.
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  #1455  
Old September 17th, 2002, 04:56 AM
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Default Re: Babylon 5 Mod

AGoetz: Trust me, your planets, once they get to that level are gonna be P.I.T.A. to invade

I set the AI to just PD in their WP...the Narn use the heavy interceptor which is also capable of taking on ships. The Last planet I tried to invade had maybe 5 or so WP with those.....ripped by planet buster fleet to heck and gone...

not to mention it took 400 garrison rated troops to take out 1 defender plus militia on a Vree planet (200 were stalemated so I had to reinforce).

Seems to me that planet busting gonna be darn difficult once a game gets going, especially mid to late game.

gregebowman: Yeah, may be best to wait a bit. Hopefully it won't be TOO long before the basic Gold Version is done.

[ September 17, 2002, 03:57: Message edited by: pathfinder ]
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  #1456  
Old September 17th, 2002, 05:18 AM

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Default Re: Babylon 5 Mod

jimbob

You could use the LNAW set with the Pakmara Main.bmp They have a LOT of plasma based weapons. Devestating stuff at close range!

Gregbowman
It may be a bit, if I have some extra time after the next patch (or two) I will update it for Gold 1.78 so it is playable.

Path
As for planet busting, well, the Vorlon's and Shadows have the ultimate in those departments You could also research those evil biotechs and plague a planet. I am trying to add a plague Intel op that will cost quite a hefty amount.
Thank the Great Maker that you are here to remind me of all the missing pic files I checked the other pics, I think your Version may have the misnumbered components before SJ had adjusted them for me. You may need to reload the Core part of the mod Or just reload/renumber those offendeding pics.

Has anyone had a chance to look at the new intel op stuff yet? Very interested in feedback. We are using Intel for the PBW, yes? (Oh, I am going to miss rollplaying the Cnetauri, yes, they were not doing so well, but in our glory days we covered more sectors than all three of the other major races combined! Our ships - though a bit outclassed by the Minbari I admit - filled the voids of space. Yes, I shall miss the Centauri. Now I have to roll play all solemn and mystic like and disapear for weeks at a time... wait, this should be a cake walk for me )

[ September 17, 2002, 04:27: Message edited by: Val ]
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  #1457  
Old September 17th, 2002, 05:45 AM
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Default Re: Babylon 5 Mod

Val: I'll reload the core again....and no problem, t'is the life of a beta-tester

OH Yeah....coupla weeks ago the Narn got VERY ill

I was using the intel.....The EA (me) seem to be messing up the Narn with it...they ended up only doing counter-intel. Can't remember what I set them (Narn) to research though...

I seem to use (via Intel Minister) a lot of minor bombs

I checked the tiny fission engine pic and all seems to match bUT it doesn't show in the menu where you design a fighter. also doesn't show if you click on a fighter (to check components) in a planet or carrier. Dunno, beats me one day there gone the next.... Me using B5Core V 30

[ September 17, 2002, 05:05: Message edited by: pathfinder ]
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  #1458  
Old September 17th, 2002, 05:56 AM

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Default Re: Babylon 5 Mod

Sounds like I should get around to researching those medical facilites - of course in about a third of the games I tried I've found Medibay 5 tech in ruins (Cure for Nano-Plague).
Several of the ruin techs I've found don't seem to lead to anything, like Ancient Machine and Ship Automation.
As for the actual planet glassing, is there any in-game penalty for using Mass Drivers? They are short range but they do a lot of damage - the Mark X Version does almost 3000 a shot, skips shields and has a reload of 1.
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  #1459  
Old September 17th, 2002, 05:59 AM
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Default Re: Babylon 5 Mod

AGoetz: Only penalty I know of, IIRC, is that use of mass drivers will make you "Evil Empire" with all races you are in contact with...
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  #1460  
Old September 17th, 2002, 06:05 AM
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Default Re: Babylon 5 Mod

Val

I send you a private message, please reply.

Thanks
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