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  #1671  
Old October 2nd, 2002, 02:55 PM
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Default Re: Babylon 5 Mod

ADU Stands for "Arbitrary Damage Unit"

It makes more sense than measuring damage in KT
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  #1672  
Old October 2nd, 2002, 03:34 PM
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Default Re: Babylon 5 Mod

And that means?
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  #1673  
Old October 2nd, 2002, 04:52 PM
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Default Re: Babylon 5 Mod

A measurement of weapon and defense effectiveness,
determined by chance, whim, or impulse, and not by necessity, reason, or principle.

The first hitpoint value or damage strength was picked essentially randomly, and everything else was set to be balanced with it.
Thus we have Arbitrary Damage Units
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  #1674  
Old October 2nd, 2002, 05:55 PM

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Default Re: Babylon 5 Mod

Timstone -
Yeah, those extra pics will be in 1.49.32, just haven't had the time to polish them up.

The 'big pics' should have been in previous releases, is anyone is having that issue? If so, I will include them, else I will just send you those files.

The Plasma Torpedo... I obviously forgot to type in the description that it is one of the earliest developed torpedoes, and ships firing them had to rely on their opponents running into them I'll fix the speed in 1.49.32 - but if y'all want to make the adjustment yourselves, it should be Speed 5.

Edit - How do you delete dupe Posts in the PBW forum? I somehow posted the Intel thing 3 times!

Just in case y'all missed it, I'll post it here as well

One thing to Note - Intel is not the same as it is in regular SE IV. There are 4 subcategories of Intel research after researching Applied Intelligence. Each of those 4 subcategories has anywhere from 4 to 6 levels. If a race wants, it can focus purely on CounterIntel Ops and not waste research on the others.

Most races can't even subvert an opposing race's ships until they reach level 5 in Black Ops (after getting Level 1 in Applied Intellegence), and only the Shadows are able to subvert planets.

There are also escalating levels of the original projects.

Y'all may want to look at them.

[ October 02, 2002, 17:59: Message edited by: Val ]
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  #1675  
Old October 2nd, 2002, 07:01 PM

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Default Re: Babylon 5 Mod

Timstone-

Dude! Where did you get the Jumpgate animation? Do you have a better quality one? I've been looking for one for EVER to add to the mod in place of the create wormhole animation.

Please E*Mail me whatever you have at b5mod@yahoo.com

Yay!
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  #1676  
Old October 2nd, 2002, 07:14 PM
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Default Re: Babylon 5 Mod

I made the animation myself.
I dug up my B5 (The official guide to...) cd and made an avatar out of the animation on the disc.
I'm planning to remake it, but this time with a 3D model of the jumpgate. I will take time and that is something I don't have at the moment.

Let's make ad eal here, I'll give you all I have of my avatar and you will give me solid information about the dimensions of a Jumpgate (if you have such info). That way I can fairly accurately make a 3D model of it. I'll mail the stuff to you.
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  #1677  
Old October 3rd, 2002, 01:04 AM
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Default Re: Babylon 5 Mod

Val: uhm...uh....* * why do the B5 Standard and Nomadic race trait say they are for the Ancients? Both racial trait file and techarea files say this Sorry, should have seen/reported this lng time ago.....

Nomadic.....Resource ship requires colony module but no colony module found in component list???

Also, do you want Shag'Toth to play as Nomads in the PBW game? I have both Standard and Nomadic .emp files (2000 & 3000 point) ready to go.

[ October 03, 2002, 00:12: Message edited by: pathfinder ]
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  #1678  
Old October 3rd, 2002, 02:39 PM

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Default Re: Babylon 5 Mod

149-31a.zip

There you go, fixed those two mistakes

For the test you should probably be a standard race, I'll work on the Nomad stuff as we go along, so if you want to take both you can.

The Plasma Torp thing - I checked the file I have and it is a speed of 5. Are you sure it was 0 in yours?
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  #1679  
Old October 3rd, 2002, 02:47 PM
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Default Re: Babylon 5 Mod

Yeah, I checked the thingie too, but I also said Speed :=5 with me. I don't understand. Must be me.
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  #1680  
Old October 3rd, 2002, 05:23 PM
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Default Re: Babylon 5 Mod

Val: okies, will do. I'll load .emp tonite.
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