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  #1651  
Old October 1st, 2002, 07:52 AM
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Default Re: Babylon 5 Mod

Nah... the Vorlon side is much better.
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  #1652  
Old October 1st, 2002, 08:16 AM

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Default Re: Babylon 5 Mod

I suppose it all boils down to which philosophy the players Subscribe to (in addition to bribes from the Ancient race players ):-

What do you want?
Who are you?

(I think I'm remebering the Vorlon line correctly - someone tell me if I've gotten it wrong)
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  #1653  
Old October 1st, 2002, 08:17 AM
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Default Re: Babylon 5 Mod

That's right.
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  #1654  
Old October 2nd, 2002, 03:33 AM
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Default Re: Babylon 5 Mod

I'm all for 2000 R.P. Seems the AI is still having some troubles, so we humans shouldn't imbalance things too much on this "maiden voyage".
Besides, higher R.P will mask the uniqueness of each racial tech tree.
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  #1655  
Old October 2nd, 2002, 03:59 AM
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Default Re: Babylon 5 Mod

There are enough players that there won't be any AIs.
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  #1656  
Old October 2nd, 2002, 05:01 AM

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Default Re: Babylon 5 Mod

- Back again, didn't get my promised day off on Saturday, in fact they were talking about firing the project manager so we wound up working harder to make sure everthing he let slip got back on track, so I got to work even more hours

I did not have enough time to finish the Drakh - so maybe put Tesco down for LNAW I did however get something accomplished so we can get our game going - uploading 1.49.31 for us to start the game.

B5ModUpdate149-31.zip

This update includes the AI updates, the Vree and Technomage shipsets (though they still need some additional ships that I will release in 1.49.32 along with the new component pics and some new event and facility pics), Vorlon Weapons (finally) and other EM weapons for the Streib/Minbari/Narn/TechnoMages. Added agile ship enhancements, Centauri House Ships, and some other stuff. Added in Oleg's Vorlon/Minbari shipset updates. The Intel is pretty different. Also fixed some mistakes/typos.

I will continue to work on more improvements, the next batch will be almost entirely Graphic and Sound additions, so we can add it into the ongoing game without much trouble.

I'll also be adding in the special Vorlon/Shadow influenced ships for each race to go with their Vorlon/Shadow influenced weapons.

After a few weeks of testing I'll start making adjustments based on y'all's suggestions.

Edit - Almost forgot, I'm looking for sound wavs for the Vorlon and other EM weapons. Anyone?

Agoetz -
The Gaim have a number of special components that I am still working on to make them rather tough to take out (though they still won't have the hitting power of one of the more major races - assuming they only use their own tech).

[ October 02, 2002, 04:05: Message edited by: Val ]
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  #1657  
Old October 2nd, 2002, 05:31 AM
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Default Re: Babylon 5 Mod

Okey. Tesco will be LNAW then.
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  #1658  
Old October 2nd, 2002, 05:43 AM
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Default Re: Babylon 5 Mod

Looks like I need to read up on PBW, never played that...
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  #1659  
Old October 2nd, 2002, 06:31 AM

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Default Re: Babylon 5 Mod

Just had a look at the Vorlon weapons

A ROF 1, range 8, damage at max range 290 point defense weapon? I would not want to be a fighter pilot going against a Vorlon fleet... (Though given their other weapons, manning a Captial Ship is probably just as unsurvivable).

I'm going to need numbers if either of the Ancients come gunning for me.

I know that the AIs where told to only put point defense weapons on their weapon platforms, will that be a rule we are supposed to conform to in the game?

[ October 02, 2002, 05:33: Message edited by: AGoetz ]
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  #1660  
Old October 2nd, 2002, 06:33 AM
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Default Re: Babylon 5 Mod

Awesome!
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