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  #191  
Old January 21st, 2002, 10:16 PM

Val Val is offline
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Default Re: Babylon 5 Mod

Ok, here is everything to date (aside from some junk in my wip folders - although I did include some WIP races) - Be warned that these are some big files:

1) This is the Core of the Mod - all the racial pics and the intro page (right now Rambie's) - 7.44 mb

B5Mod-Core.zip


2) This is the Data for the Mod - all AI, data folder, modinfo, emps, design names, readme files - .52 mb

B5Mod-Data.zip


3) This is the Extras/WIP for the Mod - Includes new Event pics, planets (jumpgate and black hole - bh not yet modded in), beams, torps, components. Since these are things that are likely to change in the days to come. They will eventually become part of the core with this third slot becoming updated and new events/components/planets/ships/etc. - 2.16 mb

B5Mod-Extras.zip

I have also included the weapons file (all weapons at level 6 for the example file) as it currently stands.

WeaponExample.zip

Finally, I have included the WIP races, which include a mix of stuff we have found. I would like to start fleshing out some of the LNAW member races (especially the Drazi) for use in the game. Any volunteers? - 3.66 mb

B5Mod-UnfinishedRaces.zip


Some other stuff that we could use:

Anybody up for redoing the following pics:

Centauri:
Troops, Weapon Platform, Drone, Infantry, Sat & Mine

Minbari:
Transport, Infantry & Mines

Narn:
Troops & Infantry

Rambie is working on the newest EA shipset as we speak

Hope y'all enjoy!!!!
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  #192  
Old January 21st, 2002, 10:34 PM
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Default Re: Babylon 5 Mod

I'm about ready to compile the list of population modifiers...
What should the maxed-pop resource production modifier be? 50%?
Once you decide, I can upload the results.

Remember that large planets can make full use of spaceyards, research & intel, even after they have bottomed out on resource production.
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  #193  
Old January 21st, 2002, 11:42 PM
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Default Re: Babylon 5 Mod

All I can say now is bring on the weapons. Will certain weapons be limited to certain races? I hope so. Vorlon and Shadow tech is limited to them only. Each race has a limited group of weapons. They have to trade to get other weapons.
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  #194  
Old January 22nd, 2002, 12:09 AM

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Default Re: Babylon 5 Mod

The very Last column of the excel sheet shows what race the weapon is for, though some weapons will be researchable by other races as they go through that tech to get to theirs.

I'm working on the tech tree (forest would be a better word) right now.

SJ:

So far it looks like 50% is the popular vote. Anybody want higher/lower?
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  #195  
Old January 22nd, 2002, 07:07 AM

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Default Re: Babylon 5 Mod

All weapon display are marked either as beam or torp, only direct fire weapons, no seekers.
Interesting...
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  #196  
Old January 22nd, 2002, 07:09 AM
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Default Re: Babylon 5 Mod

Legend of the Rangers was so sappy. I expected a lot more from the B5 team than that.
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  #197  
Old January 22nd, 2002, 03:58 PM

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Default Re: Babylon 5 Mod

Andres:

Actually, there are seekers, they just haven't been added as I hadn't decided how to do them at the time. SJ had made a good suggestion though so I am working on them now.

I have 12 missile types and 6 different missile mounts to add (or some combo there-of).

I also have 7 more torps to add.

The vast majority of weapons though (as you noticed) are beam. Trying to stay faithful to B5
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  #198  
Old January 22nd, 2002, 04:42 PM
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Default Re: Babylon 5 Mod

Idea:
If the seeker hitpoints are much lower than the ship's hitpoints, you could allow ships to fight Last-stands with pointdefense cannons. Keep the range short, but allow them to target anything.

The PDCs will do only superficial damage, but will help a little bit, maybe even knocking out a critical component.

PS: Val:
If you use the "skips armor" damage type, the shots will not skip the "armor", but they will ignore the emissive ability, and all but the first hit will pierce the grav deflectors.
Quad-to-Shields will reduce the effectiveness of grav deflectors, and emissive armor. (reduces effectiveness to 25%)
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  #199  
Old January 22nd, 2002, 05:23 PM

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Default Re: Babylon 5 Mod

Explain the seeker/pdf thing a little further (gotta run so I won't be replying till way later)
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  #200  
Old January 22nd, 2002, 05:47 PM

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Default Re: Babylon 5 Mod

How do you solve the problem with large engines and AI?
I had to remove the temporary large engine from the sci-fi crossover mod because AI always atempted to use it and coulndn't make coherent small ship designs.
I was thinking of making have a second tech requirement of ship construction or just put them in a second tech and don't make AI research them, making them still able to use many small engines in large ships.
Sorry I didn't check if you have already considered this.
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