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  #181  
Old January 20th, 2002, 04:58 AM
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Default Re: Babylon 5 Mod

You know, if negative population growth modifiers on facilities actually worked, then you could have a "population control" facility that could lower the growth rate to a crawl, thereby eliminating the micromanagement for this. Alas, this does not work.

Anyways, I think 10% for the right end of the curve is way too low. I say that the right end should drop to 50%.
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  #182  
Old January 20th, 2002, 06:26 AM

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Default Re: Babylon 5 Mod

So, what did y'all think of Legend of the Rangers?

Also, as to weapons:

I'm still working on tweaks this weekend and should post a better sheet on Monday, then we can talk tonnage and cost. In the updated sheets I'll have tech levels and such to help give an idea of where they fall. What I would like to do is come up with a Base tonnage and costs for each weapon and then adjust by percentages according to what level (I - X) the weapon is. I am also making the ranges change a bit to reflect the increased (and decreased at low end numbers) technology level. I have also gotten rid of a lot of the #DIV/0! errors, there are still some in there for weapons that aren't really weapons (like the Plasma Battery) that I will filter out to be components. I will also add a column for low power - uber power for guidance

One weapon type you may notice is missing are missiles and torpedoes. I am working on those now as well, but I was trying to make it so you research various missile types then use mounts to adjust what type of missile rack it is (Long Range, Quick Fire, etc.).

Any other comments on the Weapon Platforms?


(Edit Note: Added comment on Missiles/Torpedoes)

[ 20 January 2002: Message edited by: Val ]

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  #183  
Old January 20th, 2002, 08:47 AM
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Default Re: Babylon 5 Mod

Val,

I made my comments at the Firstones.com forums. Check 'em out, overall most people there liked it.

But it was basically good... some things I didn't like but overall good. The holographic combat thing was getting old by the end of the show... I'd rather see a CGI of the ship firing it's weapons instead of that... but, I hope Sci-Fi will make a rangers series.

[ 20 January 2002: Message edited by: Rambie ]

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  #184  
Old January 20th, 2002, 05:08 PM
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Default Re: Babylon 5 Mod

Val: Mounts will not let you extend the range properly, and certainly won't do rapid-fire at all.

You should probably go with a 3D tech matrix, with dimensions of: Missile Propulsion, Warheads, and Missile Armor.
Tech Matrices are just cool; its like being able to custom-design your components, not just your ships .
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  #185  
Old January 21st, 2002, 02:21 AM
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Default Re: Babylon 5 Mod

Could you write a program that would allow somebody to make those 3d tech matrices? Coding a tech matrix manually would really, really suck.
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  #186  
Old January 21st, 2002, 04:20 AM
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Default Re: Babylon 5 Mod

By Krsqk:
quote:
Recently, I've been working on developing a program to automate the generation of components, from 1-dimensional research to x-dimensional research. You input tech reqs, a base level for things like tonnage space and structure, cost, supply usage, ability values, etc., and give a rate of increase (or decrease) applied to the component at level up based on the levels of each technology.
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  #187  
Old January 21st, 2002, 05:15 AM
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Default Re: Babylon 5 Mod

Ahh, I hadn't seen that. Thanks!
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  #188  
Old January 21st, 2002, 05:52 PM

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Default Re: Babylon 5 Mod

Thanks from me as well

Rambie: I'll head over to FirstOnes.com to check it out.

Everyone:

Would y'all like me to post the latest mod info?

I could begin posting it in three pieces to avoid confusion:
1) One piece with all the races (neutral included and the intro pic - stuff that is not likely to change)
2) One with the data (AI, data, mod info - stuff that changes often)
3) One with sounds and other pics (components, planets, etc. - stuff that is being updated as we go along).


I spent a bit of time this weekend making beams and torps for the various weapons and doing more work on the weapons (filling them out) and am now working on supply costs. Then I will post for all to view and aid with costs and tonnage.

FYI: here is the most recent modinfo file -

1.49.12 - Added new formations (collected by Fyron). Added more event pics to replace existing SE IV pics. Fixed fision/fusion spelling error. Special thanks to Jay for creating some VB scripting to make the creation of the weapons easier! Added several new race names to EmpireNames.txt and added a Race Info file in the readme section with some details on the races. Eddited IntelProject file. Minor fix on Centauri_Portrait_Battleship.bmp. Added 60 new Beams & 10 new Torps for the new weapons (may need to convert some beams to torps after testing - also Beams 31,34,42,44 & Torp 41 are not yet being used). Added p361.bmp to planets for "Black Hole Star" pic.

1.49.11 - Added new events and event pics. Fixed error in Llort AI. Added Hyach EMP files. Fixed Jump Gate & Generic_TroopInfantry pics.

1.49.10 - Added 5 Neutral Races (Gaim & Llort done - Hurr, Grome & Yolu still being worked on). Rough work begun on Abbai, Brakiri, Drazi & Vree races. Added jump gate image to planets.bmp and changed warp points to refer to jump gate images.

1.49.09 - Changed "Ancients Engine/Tech" to "HyperspaceTap Engine/Tech". Added new Mine Mounts. Added Mine components and tech to appropriate data files. Put Med Bays, Troop cockpit, Sat/WP CPU cores back in (unchanged). Added Mephisto's latest AI changes on the Narn (all files) and EA (Speech file).

1.49.08 - Added Engine components and tech to appropriate data files. Work progressing on Weapons, Troops, Mines, Infantry, and Armor.

1.49.07 - Updated EA ShaipSet with Ramsie's latest and greatest.

1.49.06 - Added Hyach ShipSet. Fixed error in VehicleSize.txt file. Added a sub-folder in the Data folder with both the Q-N style and the normal style of movement (as well as adding the same two files with the neostandard shipset names). Working on Engines, Reactors & Weapons. SJ working on armor and repair factors. {Note: Will up damage to kill 1 point of Pop in settings to 100 to match upgraded damage once weapons are added}

1.49.05 - Added new EmperorNames, EmperorTitles, DefaultColonyTypes, DefaultDesignTypes, EmpireNames. Editted CompEnhancement.txt to give Weapon Platforms and Satellites greater ranges and added several new mounts. Changed VehicleSize.txt to meet new ShipSet standards. Editted TechArea.txt to accomodate editted VehicleSize.txt file. Working on Breaching Pods and Shuttles (Cargo and Boarding Parties for Fighter class ships).

1.49.04 - Fixed some discrepancies in EmpireNames.txt and EmpireType.txt files. Editted EmperorTitles.txt and EmperorNames.txt. Put in updated Vorlon shipset. Added Culture Mod (by Joe Skarupinski, Jourin. v.1.0) to Mod for more balanced cultures.

1.49.03 - Editted Settings.txt : Changed Maximum Number of Systems to 200, Maximum Trade to 40, Nuber of Quick Start Styles to 7. Added in title screen for B5 Project. Still need to change Lose.bmp, HumnDead.bmp, Victory.bmp and add additional races to quick start styles.

1.49.02 - Added a Babylon 5 map. Changed the SystemNames.txt file to have all B5 systems found on Babylon 5 map. Editted EmpireTypes.txt and EmpireNames.txt to include all the B5 empires.

1.49.01 - Compiled all currently available B5 races into a single zip.
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  #189  
Old January 21st, 2002, 06:03 PM
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Default Re: Babylon 5 Mod

Dude, talk about picking up the ball and running with it. Damb good work. I can't wait to see this completed.

Idea: I think the Vorlons and the Shadows should have poor population growth. This way their advanced technology is balanced by slow pop growth.

I say go ahead post what you have. I look forward to seeing all of the neutral races.

[ 21 January 2002: Message edited by: atomannj ]

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  #190  
Old January 21st, 2002, 07:30 PM

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Default Re: Babylon 5 Mod

Funny you should mention the pop growth for the ancients.

My roommate and I were talking about it and came to the same decsision. I would like to bring their growth rate down even below what is typically allowed, which I can do for the AIs, but not sure how to do in EMP files. Maybe make a some new racial traits "Highly Prolific" and "Immortal" - make the immortals immune to plague and give a SLOW rate of growth

I'll try to post all I have this afternoon

Another thing I was thinking about is creating a music CD (using stuff from B5 Music Page ) and matching it up for the game (since we can tell the game what tracks to play). Does this interest anyone? We could zip all the files then Users would have to burn their own CDs.
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