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  #1581  
Old September 24th, 2002, 07:47 PM
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Default Re: Babylon 5 Mod

Very cool! How is game play with this so far?
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  #1582  
Old September 24th, 2002, 08:30 PM
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Default Re: Babylon 5 Mod

atomannj: VERY different from the "regular" game. Proportions plus devnull mod and a few twists that Val did Can't say how good the AI is....it always surprises me.....like the EA researching jump engines, didn't see them use them tho'. They (Narn, Shadows and Vorlons) seem to be pretty good at assulting planets with infantry/armor and the AI, especially the Grom, are tough on planet defense..

one potential downside (depends on your own opinion) is that MOD has a rather slow pace for infrastructure. I like it but others may not...

The AI I have done so far are pretty rough. Probably need the hand of a more polished AI maker than me (this is my 1st attempt and me only doing research/designcreation)

[ September 24, 2002, 19:32: Message edited by: pathfinder ]
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  #1583  
Old September 24th, 2002, 08:44 PM
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Default Re: Babylon 5 Mod

I'm sure my butt will be kicked horibily by the AI or by a human player. But, heck it will be a lot of fun.

[ September 24, 2002, 19:45: Message edited by: Timstone ]
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  #1584  
Old September 24th, 2002, 08:47 PM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by Val:
Ok, I'm taking off this Saturday Morning, so I will make a concentrated effort to finish off the Vorlon and Brakiri weapons, plug in all of PF's and my AI, Simon's latest speech and gen files and the new shipsets.

I have the updated Vree info too - including more for the shipset.
Don't forget to lower the Pulse cannons size

Oh and another thing on them, why do u need Phisics 2 and Military science 1 to get them, it seems like an awful lot of research points in getting them. I would suggest Physics 1 and MS 1 as they have less range than lasers which are Physics 2 and probibly are going to be a bit larger (but not as large as they are now ). I think i remember somthing about Earth purchasing pulse weapons off the narns during the Earth-minbari war before they had the Laser and Laser/pulse arrays they have now.

Also i've been looking at the usefulness of Chaff missiles and really there not much use for the amount of space they take up.
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  #1585  
Old September 24th, 2002, 10:23 PM
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Default Re: Babylon 5 Mod

JAM: Re Fighter weapons and equipment:

There is a major rethink on all the current fighter weapons regarding their kT size and Damage resistance, and Weapon Range and damage caused.

However all the races will need to be modified.(Not in 1.49.31)

This will have a knock on effect for point defence and anti fighter missiles, which in turn will have to be modified, so don't be in too much of a hurry to get rid of your chaff just yet, it may well save your bacon.
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  #1586  
Old September 24th, 2002, 10:56 PM
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Default Re: Babylon 5 Mod

NOmor: Yeah, I vividly remember my Shadows (early Version) fighters ripping a LARGE (70+) well equipped Minbari Fleet a new one with NO Shadow losses. Something like 10 Shadow light (or was it medium?) fighters with a moleclar slicer (fighter Version) cannon with range better than the Minbari laser/particle beams (before I did the MInbari designcreation/research files).
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  #1587  
Old September 24th, 2002, 11:42 PM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
NOmor: Yeah, I vividly remember my Shadows (early Version) fighters ripping a LARGE (70+) well equipped Minbari Fleet a new one with NO Shadow losses. Something like 10 Shadow light (or was it medium?) fighters with a moleclar slicer (fighter Version) cannon with range better than the Minbari laser/particle beams (before I did the MInbari designcreation/research files).
-yep they are a bit killy, When you get partical weapons lv 1 as EA all the ship weapons go 1 space where the Uni-pulse cannons for your fighters go 3 spaces !!!

-Anyway, could you please list which of the extra not-finnished-yet races are in the race folder and which are in the neutrals folder, as if i put mostly any of the non-finished races in my race folder it comes up with "cannot load ..... xxx_portrait_battlecruiser" for most of them! Which makes me unhappy as i wanna loads of enemys to fight insted of just 8.

-Also what setting do you lot use for B5 games as i don't really know what to use for a good B5 game.

-Whats going on with the "natural merchants" trait as at the moment it is a BIG advantage to races like EA.

-Pathfinder, did u say you tweeked the narn? As if you did well done, i can see their score right now and each turn it's storming away from me and the rest of the ai's. I havent found them yet but there seems to be alot of damaged ships coming back to the minbari homeworld where 1 of my ships is resting, i guess the narns are the other side of them then

[ September 24, 2002, 22:45: Message edited by: Jamorobo ]
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  #1588  
Old September 24th, 2002, 11:56 PM
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Default Re: Babylon 5 Mod

Abbai and Raiders are not quite done yet...I am simply fiddling with them. Sorry I didn't mention that.

I don't think any of them are neutrals. Unless I am slipping into senility, I haven't messed with the neutrals yet.

Hehe, all I did to the Narn was take the ion torpedo (anti-ship only weapon) away from their troops. Bet they are equipping their frigates/corvettes with ion torpedoes, those things are NASTY!

All the AI had psychology and gas colony stripped out of research, they may still research it but it won't be by design!

I usually set 2000 points, full resources (large homeworlds), no events (don't want the distraction when testing), medium difficulty...usually no bonus but sometimes high, depends...medium galaxy, 1 homeworld to start, basic start (in order to check the research, sometimes the AI does it's own thing!)...

Grom, Hurr, Gaim, Yolu, Llort are neutrals

Raiders are a "main" race but incomplete IIRC. Can't remember what state the Abbai are except mostly incomplete ...

[ September 24, 2002, 23:12: Message edited by: pathfinder ]
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  #1589  
Old September 25th, 2002, 04:35 AM
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Default Re: Babylon 5 Mod

Question on AI_Construction_ships: Why are there 2 entries for fighters. The first (usually entry #5 is planets=2/fighters=0 then entry #11, IIRC, has planets=2/fighters=200? Which does the computer use?

BTW I have deliberately left out anything (AI_research & AI_designcreation) on the LNAW as I do not know how to handle them. They are a mix of several races and could, theoretically have ALL those races techs....

[ September 25, 2002, 03:38: Message edited by: pathfinder ]
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  #1590  
Old September 25th, 2002, 05:24 AM

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Default Re: Babylon 5 Mod

The LNAW could potentially be the most horendous AI, as the racial techs are covered for 6 or so races!

I've updated a few of the Neutral AIs as time went by, also have a slightly diffrent Hyach AI for ship design (geared a bit more towards the laser side of things). I may (with PFs permission) go through some of the other AI weapon choices per size class and tweak a little (but this will be the Last thing on my priority list - first things first on Sat).

I may be moving some of the other incomplete ship sets into the Neutral Category for the time being, use that as our "future growth" races
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