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  #1611  
Old September 26th, 2002, 05:07 AM

Val Val is offline
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Default Re: Babylon 5 Mod

Excellent! Thanks for tracking 'em down for me!!!!
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  #1612  
Old September 26th, 2002, 07:20 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
The Narns shouldn't have telepaths available. They don't have the necessary genes for telepathy.
Who says that a telepath on a ship is automatically of the same race as the rest of the crew? The Narns could very possibly hire other races' telepaths. Of course, here is where you run into the limitations of modding the game, because you cannot make sure that another race is available to be 'recruited' before allowing them to use telepaths.
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  #1613  
Old September 26th, 2002, 08:08 AM
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Default Re: Babylon 5 Mod

BM: Val already said that. Thanks anyways.
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  #1614  
Old September 26th, 2002, 10:06 PM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by Baron Munchausen:
quote:
Originally posted by Imperator Fyron:
The Narns shouldn't have telepaths available. They don't have the necessary genes for telepathy.
Who says that a telepath on a ship is automatically of the same race as the rest of the crew? The Narns could very possibly hire other races' telepaths. Of course, here is where you run into the limitations of modding the game, because you cannot make sure that another race is available to be 'recruited' before allowing them to use telepaths.
Why don't you have it so another race has to give the narns a tech which in conjunction with a tech narns have allready got, allows them to get telepaths. As EA for instance would not let narn use their races telepaths unless they wanted them to. This means narn can't get any telepaths until it meets another race.
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  #1615  
Old September 26th, 2002, 10:27 PM
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Default Re: Babylon 5 Mod

The government does not have absolute control over every single one of it's citizens.
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  #1616  
Old September 27th, 2002, 01:04 AM
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Default Re: Babylon 5 Mod

Val: Latest AI in your e-mail.
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  #1617  
Old September 27th, 2002, 02:20 AM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Babylon 5 Mod

In the show didn't the Narns try to acquire some genetic samples of telepaths so they could make their own? That could be modded in somehow. They just need to acquire (through trade, theft, or ruins) another race's telepath tech which, when combined with their own, would give them Narn telepaths.
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  #1618  
Old September 27th, 2002, 05:20 AM
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Default Re: Babylon 5 Mod

IF said:
Quote:
JIMBOB: What is your PBW nick? Either tell it to me, or go join the game "Babylon 5 Game" as the Minbari.
my pbw nickname is "Yimbob". Seemed that jimbob was already taken. I'll get around to registering when the "official" Version of the mod is ready for the test game.

Total Aside: IF, any news on the p&n 2.6b pbw game?
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  #1619  
Old September 27th, 2002, 06:32 AM
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Default Re: Babylon 5 Mod

Jimbob: Ok... then I am gonna assign you (and everyone else) to the game then.

And I don't know what's going on with the p&n 2.6 beta test game.

Val: Were the Drakh going to be playable or not? If not, which race should Tesco have instead?

Edit: Aargh! What is Milton's PBW nick? I can't assign him to the game.

[ September 27, 2002, 05:37: Message edited by: Imperator Fyron ]
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  #1620  
Old September 27th, 2002, 03:13 PM
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Default Re: Babylon 5 Mod

The P&N 26 beta game has been uploaded, and we are making sure everybody has the latest files right now.

Once everyone has successfully uploaded their turn, we will know that everybody is up to date on the modfiles.
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