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  #2081  
Old October 31st, 2002, 01:06 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

Tell you what, The Canuck, the Gaim seem to be a practical species when it comes to politics - if we start close together and you promise to keep you raiding out of my sight (so we can have plausable denability) we may give you a few treaties and maybe let you have some tech. It all depends on your forces being available when we need some cannon fodder .. er .. forward scouts.
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  #2082  
Old October 31st, 2002, 01:24 AM
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Fyron Fyron is offline
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Default Re: Babylon 5 Mod

Hey, thats for the ancients to do, not the Gaim.
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  #2083  
Old October 31st, 2002, 01:39 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

Hmm, true. Possibly too forward looking for a species that only stopped killing themselves because they noticed that there were others around.
Ok then, the Raiders will be exterminated from my sphere of influence unless they can come up with some worthwhile bribe - and even if they do I'll still want my forward scouts
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  #2084  
Old October 31st, 2002, 01:53 AM
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Default Re: Babylon 5 Mod

Quote:
one thing about raiders is that they never really had a "homeworld". they had bases and bought ships and such from the blackmarket and from real empires. so i think to make it fair make the raider homeworld should be invisible or have alot of shields or something so that i, i mean umm... SOMEONE who plays as the raiders doesnt get wiped out too easily. i mean he/she needs to have a chance
The game isn't really set up for blackmarket buy/sell... mainly because the computer isn't smart enough to keep up with that sort of thing, but especially because you have to sell whole ships - now if you could sell individual components for plug and play... <>

Really, whoever plays the raider/nomad race will have to roll play quite well - and they'll never really be a significant contender. They just need to be happy with playing the roll of "annoying jerk". Of course if anyone gets too irrate, it's byebye Nomad. In some ways it's the main players who need to roll-play accurately.

Val, the nomad fac. look good to me. Until the components can support research and intel, the nomads will just have to be underdogs.
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  #2085  
Old October 31st, 2002, 02:05 AM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by Val:
AGoetz
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I'm actually curious to see if a Planet Killer actual makes an appearance in the PBW game...
Well then, just keep looking up.

[ October 31, 2002, 00:06: Message edited by: Dead Meat ]
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  #2086  
Old October 31st, 2002, 03:00 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

Looking.

Looking.

Was that something over there?

Nope, nothing of importance. Just a Shadow fleet that forgot to include mine sweeping components
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  #2087  
Old October 31st, 2002, 05:01 AM

Val Val is offline
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Default Re: Babylon 5 Mod

Nomads will have to rely more on reverse engineering

I will be adding a few other facilities for them (raiders and nomads).

I had thought about making the raider homeworld cloaked, but, it is a planet and if anyone tracked it down they would try to mow it down, then you'd be real raiders So, try to raid a few sectors away from your homeworld and make lots of local friends

I still have other facilities I am working on for the individual races (Psi-Core Base, Centauri Great House, Minbari Temple, Vree Trading Guild and such), I am open to suggestions for more. I would like to have at least 1 unique facility per race that is fitting to their persona, would prefer to have a min of 2 (one that is easy to get and one that requires a bit of research). So, what do y'all got

As to Shadow's without mine sweepers, I had mentioned a while back that I wanted to give all ancient class ships some minesweeping ability built in (based on ship size), what do y'all think of that?

Finally, I wouldn't barter for Gaim scouts, I WOULD barter for some Gaim boarding parties though
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  #2088  
Old October 31st, 2002, 05:16 AM
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Default Re: Babylon 5 Mod

Val,

How about a planetary cloaking device in some of the upper Nomadic techs? Can't be that high up though, or they'd never be able to research it

Do they have access to normal cloaking technology like the other races?
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  #2089  
Old October 31st, 2002, 05:20 AM
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Default Re: Babylon 5 Mod

Val: Re: Raiders Home Worlds - Could you not create tiny/small planets using bmp's of the existing Asteroid Belts (small/large).These would then represent hollowed out Asteroids, or old mined out asteroids. You could then give these "planets" certain abilities that would hide them (occupied status)from other players unless they either visited the asteroid or had the correct scanners.

You would have to give Raider Space Stations a low level cloaking ability if placed in Asteroid belts, maybe even give then a movement option say one per turn.

You could give the raiders a special ability that would enable them to fit more colonist on these "planets". Other players could colonise these planets but would not be able to colonise to the same level.

Because you are using the same bmp's used for regular Asteroid Belts they would appear to be just another Asteroid unless you paid closer inspection.

You could use that Under Ground Refuge City bmp to represent their home base..? (BMP's Oct21st)
You also have mail... ..for .34..is .33 ready?

[ October 31, 2002, 03:24: Message edited by: Nomor ]
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  #2090  
Old October 31st, 2002, 05:24 AM

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Default Re: Babylon 5 Mod

How much for a fully manned Gaim boarding ship? One use only (you can't repair what you can't build). Comes complete with 3 Gaim Class X boarding parties - take a Star Base with ease!

We have a bid from the Drazi of 25000 minerals. Counter bid from the EA of the moon Epsilon V A. And here comes a representive from the Shadows who bids the continued survival of the Gaim species. I think we have a winner here folks.
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