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  #2051  
Old October 29th, 2002, 06:23 PM

Val Val is offline
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Default Re: Babylon 5 Mod

Just dupe the extra frames for the beginning or end (or split them up between the two). So, if it is 18 frames, make frame 1-3 the same then start on frame 4.
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  #2052  
Old October 29th, 2002, 07:42 PM

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Default Re: Babylon 5 Mod

SJ
So, since it will be on a planet, which is pretty much central, than it doesn't need a range of more than 30, right?
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  #2053  
Old October 29th, 2002, 10:26 PM
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Default Re: Babylon 5 Mod

Assuming my guess of 50 is about right.
You can just give it a range modifier of +99, and not worry

The accuracy bonus will have to be at least +500, I think.
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  #2054  
Old October 29th, 2002, 11:52 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Val:
IF
Probably has something to do with upper end damage limits. What is the highest value it can get?
It doesn't get a RCE when I large mount it, where it has 50k damage. The upper damage limit is probably 256^2-1.
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  #2055  
Old October 30th, 2002, 12:10 AM

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Default Re: Babylon 5 Mod

Well, do you really need to put a Planet Killer in a Huge mount?

Does SEIV allow you to extend a weapon beyond range 20? I know you cannot create a base level weapon with a range exceeding 20 but will mounts let you break that?

[ October 29, 2002, 22:11: Message edited by: AGoetz ]
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  #2056  
Old October 30th, 2002, 01:17 AM
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Default Re: Babylon 5 Mod

As far as I can tell mounting a range 20 weapon leaves its range at 20.

20 seems to to the max range
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  #2057  
Old October 30th, 2002, 01:45 AM
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Default Re: Babylon 5 Mod

A mount can extend the range beyond 20, and it does work.
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  #2058  
Old October 30th, 2002, 03:30 AM

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Default Re: Babylon 5 Mod

So, if I can keep it at 50k or less... As it is, the Planetary gun does 20,000 at 2k less per 2 hexes. Should kill any ship
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  #2059  
Old October 30th, 2002, 03:30 AM
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Default Re: Babylon 5 Mod

Yep. It just dosen't show up on the component description.
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  #2060  
Old October 30th, 2002, 03:49 AM

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Default Re: Babylon 5 Mod

Put enough Structural Support on and even a Scout could survive that ... but I wouldn't want to see the build time for that Scout.

(Looked it up - 4000 'Structural Supports Class 3Fs' will absord 20000 points of damage - at a cost of 40000 minerals, 16000 organics and 4000 radioactives - never mind the build time, who could afford the maintance?)

So, if you know your foe has the Great Machine, lead all invasions with a wave of cheap sacrifical ships so that the WPs will target them first

Have you decided what size the super WP platform will be Val? I just wondering how many you can fit on a world. If it's greater than the capacity of a non-compatible atmosphere Huge world (ignoring Depots) then we really only need to watch for them on Breathable worlds.

[ October 30, 2002, 01:58: Message edited by: AGoetz ]
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