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  #1661  
Old October 2nd, 2002, 06:36 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

Just noticed - a lot (if not all) of the Vorlon weapons require a lot of Organics. Getting enough of those is going to slow how much minerals (and hence how many ships) they can produce.
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  #1662  
Old October 2nd, 2002, 06:52 AM

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Default Re: Babylon 5 Mod

Yeah, tried to balance out the Vorlon's a bit by making them need more organics

Some notes for the game:

1 - I think anyone who has already submitted an .emp file may need to recreate their file as the changes in the RacialText may invalidate it.

2 - Although you can bring Reproduction down VERY low, I only did that for the Ancient races and the odd ball races that have small #'s (ie Technomagi), so Ancient Races can get extra Points to spend on their empires by crippling their reproduction rate (which is fitting as they had an almost non-existant birth rate).

3 - The Shipsets in this update (Vree and Technomage) are incomplete (close to done though). The Vree set is standard, the Technomagi shipset is a bit more.. unusual?

4 - Should we limit WPs to PDF weapons?
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  #1663  
Old October 2nd, 2002, 06:59 AM
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Default Re: Babylon 5 Mod

I created a thread on the Babylon 5 Game on PBW forum in regards to racial points. Please go there and vote on 2000 or 3000 points. I will ignore any votes posted in this thread here on Shrapnel. Thanks.
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  #1664  
Old October 2nd, 2002, 07:02 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Val:
4 - Should we limit WPs to PDF weapons?
PDF weapons?

I think that we should allow any weapons that make sense to be on a weapon platform (from a realistic, not-necessarily-canon perspective) be placed on WPs. This is simply because WPs are pretty necessary for planetary defense in SE4.

[ October 02, 2002, 06:09: Message edited by: Imperator Fyron ]
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  #1665  
Old October 2nd, 2002, 07:10 AM

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Default Re: Babylon 5 Mod

Posted the update to the PBW page as well. Will also send to Rambie (along with my overdue turn).
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  #1666  
Old October 2nd, 2002, 07:51 AM
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Default Re: Babylon 5 Mod

I would like to be able to use WP for any type of weapon.

Lighthorse
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  #1667  
Old October 2nd, 2002, 07:51 AM
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Default Re: Babylon 5 Mod

Any reasonable type of weapon. Shadow planet killers shouldn't be allowed on WPs.
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  #1668  
Old October 2nd, 2002, 08:23 AM

Dead Meat Dead Meat is offline
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Default Re: Babylon 5 Mod

Oh now IF don't go taking away all my fun in life. If I want to wipe out my own plaent I should be able to.
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  #1669  
Old October 2nd, 2002, 12:45 PM
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Default Re: Babylon 5 Mod

I'll add my .emp file after the vote is tallied and results known.
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  #1670  
Old October 2nd, 2002, 02:35 PM
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Default Re: Babylon 5 Mod

I've been digging in to the newest Version of the beloved B5Mod and found some things. Maybe some of them have been noted already. I've only checked with the Vree race.

* Vree ships pics missing (I know Val already said it, I just say it again ):
- Baseship
- Heavy Baseship
- No infantry

* Plasma torpedo:
- Speed (0)

* No pics:
- pulsar mine
- quad pulsar
- molecular disruptor
- molecular pulsar

* No big pics:
- Refractive Armor (Primary)
- Refractive Armor (Alternative)
- Refractive Armor (Additional)

Oh, and a little question. What does ADU mean?

Other than these small thingies, damn good job Val! I'm already looking forward to the next release. But for now, let's enjoy this Version and kick some ancients *** at PBW!
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