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  #1751  
Old October 8th, 2002, 06:33 PM

Val Val is offline
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Default Re: Babylon 5 Mod

I must be smoking something, I have not yet posted 1.49.32.

But, the adjustments to 1.49.32 will be pretty much graphics, so we should be able to forge ahead without any issues.

[ October 09, 2002, 00:55: Message edited by: Val ]
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  #1752  
Old October 9th, 2002, 12:01 PM
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Default Re: Babylon 5 Mod

Hey, I'm from Holland, I could supply you with some pot if you'd like that.
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  #1753  
Old October 10th, 2002, 03:54 AM
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Default Re: Babylon 5 Mod

Val

Have the infantry and ground support vehicle morale Ratings been changed yet?
If not, wouldn't it be better if morale was researched for each level. Everyone starts with militia grade infantry. Researching (ie training ) can increase infantry morale level, increase type of weapons and armor that could be use for either infantry and ground support. There would be five to six levels of research before one would reach elite grade.

I'm also rechecking the research list for the Narn Regime with 1.49.31/B5 mod, given all the additional research changes, should be done within a week or so.

Lighthorse

[ October 10, 2002, 02:56: Message edited by: Lighthorse ]
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  #1754  
Old October 10th, 2002, 04:00 AM

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Default Re: Babylon 5 Mod

On the subject of Infantry and Vehicles - which are better for various purposes?
Would 75 Infantry equipped with Elite Infantry Matter Guns and Light Armor defeat 6 Heavy Vehicles equipped with Elite Versions of your preferred fighter weapon and armor to fill the gaps (I think I got the total tonnage to match)? Which would improve morale on a planet more?

Under the current system - why would you build anything other than Elite troops?
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  #1755  
Old October 10th, 2002, 04:44 AM
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Default Re: Babylon 5 Mod

AGoetz: IMHO it isn't the morale of the planet so much but the sudden inlux of elite barbarians (ie enemy GROPOS) that is the problem...the ground support vehicles do help with that aspect of the game alot! they seem (not that I looked that hard at it) to be no difference in the planet morale boost part...
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  #1756  
Old October 10th, 2002, 04:53 AM

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Default Re: Babylon 5 Mod

Yeah, I do want to link troop experience/training to research. I thought in Gold there was a way to link Mounts to tech level researched, yes? That was the original goal of that. Plus, the Elites are a bit more on the expensive side, if you want to throw bodies on a backwater world, militia will often do.

All that being said, I do expect infantry / vehicles to be going through a MAJOR overhaul. I just ordered the B5 Gropos (discontinued) game, which has weapons for the major race's ground troops and vehicles. I'll be using that the same way I used AoG's B5 Wars Ship books to make a balanced system of weapons based on their 'cannon' (excuse the pun) material. I will also redo the research (as proposed) so that you will need to research levels of tech for the various areas, not just weapons and armor and vehicle sizes. I will also try to find creative ways to use the current combat system to our advantage. - like, I wonder if I gave certain troop types the 'armor' ability would they be hit first in the group, or does it just apply to the stack or what? Also, maybe give AA guns the 'Damage Engine' (or some other type) ability and make all flyers have their component include the engine statistic. This way AA guns will take out the ground troop's support flyers first. What do y'all think?
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  #1757  
Old October 10th, 2002, 05:48 AM
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Default Re: Babylon 5 Mod

Val: The Pak-redo looks great! As for the infantry rules...better thee than me trying to untangle the abilities and such *shudder*. Would be nice though....
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  #1758  
Old October 10th, 2002, 05:56 AM

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Default Re: Babylon 5 Mod

PF
Glad you like what you see so far, though all I really did was take your DoGA files and do a little recolour job, along with a few perspective changes. Also added those outrider pods to the colony ship (as most other vessels had something of the sort. I never realized how similar their ships are to the Hyach! I'll send the finished products to you for your approval, then do the same with the Abbai. As you already did all the hard work, this is going much quicker Did you get the Gropos stuff in your B5 AoG library?
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  #1759  
Old October 10th, 2002, 06:07 AM

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Default Re: Babylon 5 Mod

The next patch is going to be a bit on the large side, Simon sent me some incredible BMPs fpr various events, intel and facilities. Then there are the new shipsets coming for the Abbai and Pak'ma'ra (thanks to PF), some new components and system graphics (possibly a jumpgate animation that Timstone is working on as well) The facilities will be getting a mini face lift and the Ancients will finally be getting their own! (Technomages and Soul Hunters will have their own special facilities as well, Place of Power and Whisper Gallery - respectively speaking. Simon, got anything good for a Technomage Place of Power?). I am also working on some of the unique tech area components.
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  #1760  
Old October 10th, 2002, 06:32 AM

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Default Re: Babylon 5 Mod

Sorry, Last post for now -

Quick question for everyone, would y'all prefer I just post what I have so far for 1.49.32 before we start the PBW (and hold the extra graphics until the .33 patch) or do you want me to wait to finish with all the graphics and post it together?

The one big advantage of the .32 is that Fyron can use the new B5 Standard quadrant to produce a B5 race friendly galaxy (since almost all races are O2 rock worlders). The other advantage is a few minor changes in the facilities - such as removing the construction ability from the colony and homeworld hubs so the Space Yards work properly (though it is still part of a manufacturing hub). Also fixed a few typos and suchnot.

Let me know
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