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  #2041  
Old October 29th, 2002, 06:19 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

The Last time I started up the Vorlons, I don't think it listed Satellites on their select unit to design screen. Will have to check later.

Q : Will the Unique Techs Great Machine and Unique Ship Class lead to anything in .33?
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  #2042  
Old October 29th, 2002, 09:49 AM
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Default Re: Babylon 5 Mod

A heavy or massive mounted Shadow Planet Killer X gives a RCE.
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  #2043  
Old October 29th, 2002, 01:17 PM

Val Val is offline
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Default Re: Babylon 5 Mod

AGoetz
Great Macnine will give a massive WP and Planetary Gun that will pretty much knock one ship out of existance every 5 turns.
Unique ship type hasn't happened yet, but it will give some new Ships (big surprise there) that will have built in abilities.

PF
I may have taken care of the problem in .33, so give what little hair you have left a rest (reference to you pulling your hair out over AI).

IF
Probably has something to do with upper end damage limits. What is the highest value it can get?

.33 News
Having some trouble with the Nomadic facilities, once it picks what it should at startup I will upload it.

Everything Done so far for .33:

1.49.33 - Made change to settings for combat modifier. Changed all Gas Giants to new size Groups to represent Orbital Colonies (Mid Range, Massive & Enormous), they have smaller facility and population allowances, but are more easy to research. Added Colony Pics for all the various types. Added new ruins tech (Universal Colonizer) and components for the Great Machine (Planetary Gun and WP). Added more Intel and Events. Revised Reactors for all classes. Added new Derelict ships to planet pack. Added updated AI. Added new WPOpen pic. Reworked combat adjustments for ships and fighters, added Vorlon Personal Transport and added Scanner Jammers to Ancient Ships. Added new Raider/Nomad components. Added new Ship Types (Nomadic, Minbari, Markab, Raider). Made some changes in which weapons can be put on WPs. Modified recycle rate and sizes of Fighter mounted ballistics to better represent the limited payloads. Fixed Technomage Centauri Holoimaged Pinnace typo. Added new Nomad components, changed Nomadic ships to have combo LS/CQ - LS requirement now for Resource gathering. Added new Component Pics. Added basic Nomadic, Raider and Ancient Facilities.

[ October 29, 2002, 12:06: Message edited by: Val ]
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  #2044  
Old October 29th, 2002, 03:43 PM
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Default Re: Babylon 5 Mod

How about a conclusion on the Vree shipset? Is it going to be finished any time soon? Just curious.
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  #2045  
Old October 29th, 2002, 04:58 PM

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Default Re: Babylon 5 Mod

Care to remind me what's missing?
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  #2046  
Old October 29th, 2002, 05:07 PM
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Default Re: Babylon 5 Mod

Quote:
Great Macnine will give a massive WP and Planetary Gun that will pretty much knock one ship out of existance every 5 turns.
How much range?
You could give it 20 range, and then add a mount to boost that to whatever the size of the combat map is, along with an accuracy bonus
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  #2047  
Old October 29th, 2002, 05:14 PM

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Default Re: Babylon 5 Mod

It's range 20. What is the limit of the map?
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  #2048  
Old October 29th, 2002, 05:29 PM
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Default Re: Babylon 5 Mod

Okay, here goes, the missing thingies in the Vree shipset.
Baseship-----------------------Heavy Fighter
Battle Station-----------------Heavy Infantry
Destroyer----------------------Heavy Vehicle
Dreadnought--------------------Huge Satellite
Fast Courier-------------------Infantry
Heavy Baseship-----------------Large Satellite
Heavy Destroyer----------------Large WP.
Large Repair Tug---------------Light Infantry
Large Transport----------------Light Vehicle
Planetkiller-------------------Medium Fighter
Relay Station------------------Medium Satellite
Small Repair Tug---------------Medium Vehicle
Small Transport----------------Medium WP.
Space Station------------------Small Satellite
Starbase-----------------------Small WP.
Stellar Manipulator Barge------Super Heavy Vehicle
Super Dreadnought
War Station

Quite a list, don't you think?

[ October 29, 2002, 15:31: Message edited by: Timstone ]
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  #2049  
Old October 29th, 2002, 05:39 PM
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Default Re: Babylon 5 Mod

IIRC, the map is at least 50 squares across. You can test that by starting any simulation, and using the rangefinder on the ship that starts directly across from you.

[ October 29, 2002, 15:39: Message edited by: Suicide Junkie ]
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  #2050  
Old October 29th, 2002, 05:49 PM
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Default Re: Babylon 5 Mod

Val: Can the closing sequence of the Jumpgate contain less than 20 frames?
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