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October 24th, 2002, 11:37 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
Val: for whatever reason my hotmail is hosed, so me asking this here: any preference as to what ship size has allegiance converter (technomage)?
AI_research drafted and AI_designcreation done for Technomages except for AC ships They just need some playtesting
Also, shouldn't the AC III be available after psyco-tech III not II?
[ October 24, 2002, 12:13: Message edited by: pathfinder ]
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October 24th, 2002, 05:42 PM
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Major
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Re: Babylon 5 Mod
PF
Not a problem I brobably made a typo, I'll check it. I wouldn't put the allegiance subverter on any particular ship yet, I'm going to put it on the Kamakazi (sp?) ship and just tell it to make a few of them, else the AI will go a bit crazy using them.
IF
The derelict ships (which I would still like to get a better pic for - maybe the derelict ship they found in that episode of Crusades) have 0 pop 0 facil, but some will have special techs on board. I basicly added a ship pic to the Planets.bmp and made it a rock planet (so it could be 'colonized'). A few show up here and there in the various systems, but with no techs. Then I added a few to other systems (including Hyperspace) that have ruins. In my test games I have seen (on average) 6 derelicts, 2 with tech on them. Never made it to settle one though, so it is still untested.
Too bad I can't make it generate a ship you can repair and tow back to base, then reverse engineer.
AGoetz
The Ancients can afford quite a bit in the way of ships, especially if they get a few treaties going.
The Universal Colonizer is more expensive, but hey, you don't have to worry about planet type when you go to colonize
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October 24th, 2002, 07:04 PM
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Corporal
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Join Date: Aug 2002
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Re: Babylon 5 Mod
Val: The pic from crusade of the derelict ship is very dark but I'll send shortly. (sorry.. you mentioned it before) The other pic is of the Drakh ship that crashed on a planet, but you have that already.
Sent just prior to this edit... should be there now.
[ October 24, 2002, 18:57: Message edited by: Nomor ]
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October 24th, 2002, 08:25 PM
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Major
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Re: Babylon 5 Mod
As always Master Librarian Nomor, thank you
And thank you to PF for the technomage AI hint pickup as well
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October 25th, 2002, 01:15 AM
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Corporal
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Re: Babylon 5 Mod
Quote:
2 shadow ships (esp. carriers) is a formidable force.
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I can just picture it now - 2 Shadow Carriers loaded to the spines with Heavy Shadow Fighters with their long range and damage weapons orbiting the Gaim Homeworld - whose Racial Point Defence weapon has a range of 1 ...
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October 25th, 2002, 02:15 AM
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Corporal
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Re: Babylon 5 Mod
Quote:
2 Shadow Carriers loaded to the spines with Heavy Shadow Fighters with their long range and damage weapons orbiting the Gaim Homeworld - whose Racial Point Defence weapon has a range of 1 ...
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Hmm well if thats the case then I'll save my self some time and just have one carrier with light fighters. Hows that?
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October 25th, 2002, 02:34 AM
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Corporal
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Re: Babylon 5 Mod
Could I have a look at the design specs for those fighters please. I want to see if I can design anti-fighter ships with at least twice the combat speed so that I can get them into range. After all if you're just going to use Light Fighters, there isn't a lot of room left for engines.
Should throw together a high tech start and see how many Shadow Fighters 60 PDF-Scattergun only Gaim Frigates can defeat ... Surely it's at least 5 What size Carriers will those be?
[ October 25, 2002, 01:36: Message edited by: AGoetz ]
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October 25th, 2002, 07:36 AM
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Major
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Re: Babylon 5 Mod
Y'all are too funny!
Anyway - opinion time:
I'm thinking of the following ship types for the mod:
Civilian (B5 Standard Race) -80% Maint, -60% Combat
Corporate (B5 Standard Race) -65% Maint, -30% Combat
Military (B5 Standard Race) -50% Maint, 0% Combat
House (Centauri) -70% Maint, -15% Combat
Ancient (B5 Ancient Race) -75% Maint, +5% Combat
Tender (B5 Nomadic Race) -90% Maint, -30% Combat
Mercenary/Privateer (B5 Nomadic Race) -80% Maint, -15% Combat
Military (B5 Nomadic Race) -70% Maint, 0% Combat
Independent (Raiders) -75% Maint, -5% Combat
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October 25th, 2002, 09:29 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
What's the reasoning behind this one:
House (Centauri) -70% Maint, -15% Combat
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October 25th, 2002, 04:08 PM
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Major
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Re: Babylon 5 Mod
Ships are sponsored by one of the great Centauri Houses, where there are trained and outfitted, obviously their training isn't as good as standard military.
I was also thinking of adding the 3 Minbari Castes as different ship types mirroring the Civilian, Corporate and Military.
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