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  #1991  
Old October 26th, 2002, 02:05 AM
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Default Re: Babylon 5 Mod

How many races are in this mod not including neutrals?

Edit:

Just thought I would make a legimate post to get to 2000.

[ October 26, 2002, 01:07: Message edited by: Captain Kwok ]
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  #1992  
Old October 26th, 2002, 02:14 AM
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Default Re: Babylon 5 Mod

2001th reply. Just had to do it.
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  #1993  
Old October 26th, 2002, 02:39 AM
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Default Re: Babylon 5 Mod

Capt Kwok: 13 if I counted correctly.

LNAW, Raiders, Vree, Vorlons, Shadows, Earth Alliance, Narns, Centauri, Drazi, Pak'Ma'Ra (unless Val makes them neutral), ShagToth (Soulhunters), Minbari. Not sure where Val is going to put technomages, if regular then that makes 14 . The neutrals here generally get their own research and designcreation since they (or most do) have their own tech trees.

Whoooo...Twin arrays in WPs...saved a huge/rock-oxy planet from an attack by ~50 fighters (these had gotten by the orbital defenses)...

[ October 26, 2002, 02:19: Message edited by: pathfinder ]
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  #1994  
Old October 26th, 2002, 04:16 AM
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Default Re: Babylon 5 Mod

[quote]Originally posted by Val:

Lighthorse Real Life always has to come first, otherwise the game will suffer in the long run

Thanks for at least for letting me state my thoughts on WP. If its not in B5 universe then it shouldn't be in the mod.
Are the Nomadic race ready enought to play?

[ October 26, 2002, 03:17: Message edited by: Lighthorse ]
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  #1995  
Old October 26th, 2002, 04:42 AM
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Default Re: Babylon 5 Mod

Pathfinder,

I upload your later AI files.
I received the following errors;
Error Ai Reserach
Unknown valve "Psyco-tech control" for tech area name in record "Psyco-tech control".
Unknown valve "Psyco-tech control" for tech area name in record "Psyco-tech control".
Unknown valve "Psyco-tech control" for tech area name in record "Psyco-tech control".
Unknown valve "ShagToth Shag Toth weapon" for tech area name in record "ShagToth Shag Toth weapon".

Lighthorse
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  #1996  
Old October 26th, 2002, 05:12 AM
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Default Re: Babylon 5 Mod



I'll post the corrected AI later...should be Psyco-Tech not Psyco-tech DOH!

AND need to delete that double shagtoth (they do not have advanced weapons)

Thanks for pointing that out!
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  #1997  
Old October 26th, 2002, 06:38 AM
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Default Re: Babylon 5 Mod

Pathfinder and Val,

I'm play testing the Shadows.
Neat weapons and ships are so cool.
They don't have small or medium satillites in they research areas? If B5 mod have no weapon platforms, and no satillites, that makes to a little hard to defence ones planets?
Also keeping tracked of research for the Shadows.
I will forward it to you later, Val.

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  #1998  
Old October 26th, 2002, 08:37 AM

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Default Re: Babylon 5 Mod

Lighthorse: Would you mind cc the research for the Shadows to me also so i can take a look at it for the game?
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  #1999  
Old October 26th, 2002, 10:14 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Dead Meat:
Lighthorse: Would you mind cc the research for the Shadows to me also so i can take a look at it for the game?
Dead Meat,

I have no problem cc you a copy, unless Val doesn't want us sharing that information. Tell you what, let's share the research on the Shadows. I'm at present at turn 137, with 59 items of research just completed. I plan to stop at turn 250. If you do the same, then we can exchange research notes. I would be very interested in what your researched for the Shadows, since you have been testing them too. So far the Shadows are un-stoppable. They only threat is EA, and that no contest. I'm have backed off the Shadows ( They would have won by turn 150), and just going to wait and watch the other AI empires slowly grow.
Dead Meat, you should have no problems with the Shadows, just remember the Narn Regime are on your side. We're friendly to the Shadows.

Lighthorse

[ October 26, 2002, 09:21: Message edited by: Lighthorse ]
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  #2000  
Old October 26th, 2002, 02:49 PM
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Default Re: Babylon 5 Mod

Lighthorse: Hmm...no satellites? The Shadows SHOULD have them....must me be an oversight on my part... oops....

Edite: They do (currently) have up to level three (of 4 possible) satellite research. level 2 is about half-way down the research tree.

There are WPs but equipped only (in designcreation) with PD...they have proven useful in most of my tests as fighters are (with matter weapons) one of the few things that can destroy a planet without having to invade...

BTW ALL Shadow molecular-tech based weapons, both ship and fighter born can damage planets.

[ October 26, 2002, 16:13: Message edited by: pathfinder ]
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