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  #2371  
Old December 8th, 2002, 06:46 AM
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Default Re: Babylon 5 Mod

You know what would be cool for the B5 Mod? Using all those neat planets in the Image Mod.
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  #2372  
Old December 8th, 2002, 08:03 AM

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Default Re: Babylon 5 Mod

I'm continuing to try to find (and fix) RCE causes, here's the latest two :
Cascor AI researched Boarding Parties - RCE. I dropped the max size of an Assualt Ship down to 500 and that seemed to work.
Cascor AI research Fighter 3 - which gives Heavy and Super Carrier. One (or both) of these, combined with Propulsion 10 (Ultra-Efficient Fusion and Prototype Gravimetric are the highest engines the AI has) causes an RCE - havn't pinned it down further yet.
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  #2373  
Old December 8th, 2002, 06:14 PM
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Default Re: Babylon 5 Mod

Heavy Interceptors mounted in planet-side weapons platforms were a very nasty surprise for the ShagToth fleet in the Maroth (colonized by the Narn Regime) system earlier today. They had hoped to grab the system easily as there appeared to be no defenses.

Side note: The ShagToth intelligence minister has suddenly "retired" due to terminal health problems

[ December 08, 2002, 16:15: Message edited by: pathfinder ]
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  #2374  
Old December 8th, 2002, 08:34 PM
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Default Re: Babylon 5 Mod

AAHHHHH!!! This rendering is giving ME health problems!

The making of 3D models is going great, but producing a nice image is hell. Does anyone has any bright ideas about rendering a nice Ipsha model? Especially the globe in the middle is very sucky sucky to do. Advise, please.
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  #2375  
Old December 8th, 2002, 10:35 PM
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Default Re: Babylon 5 Mod

Timstone; Wish I could help but rendering is a bit out of my league (unless it is in DOGA).

All: RCE with Gaim: Heavy Cruiser (either assult ship or shipbuilder) plus LvL 8 (advanced fusion I) engine resulted in an rce. So there is something amiss with Lvl 8 ship size & that engine (possibly similar to the LvL six fusion engine (standard?) and Light Cruiser this past summer (or so it looks to me).
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  #2376  
Old December 8th, 2002, 10:50 PM
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Default Re: Babylon 5 Mod

Timstone, I'm not familiar with your modelling software. Is it possible to save the model in another 3D format? If it is, then you could load that image into another 3D or modelling program. Texture and render with it. Our even a Paint program, might work. Just a thought.

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  #2377  
Old December 10th, 2002, 04:17 AM
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Default Re: Babylon 5 Mod

"Master of Orion III is in final regression testing, and will be released very soon. Date to be announced shortly."
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  #2378  
Old December 10th, 2002, 10:41 AM
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Default Re: Babylon 5 Mod

Numor, I have high hopes, about that!

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  #2379  
Old December 10th, 2002, 11:13 AM
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Default Re: Babylon 5 Mod

Okay, I seems I have placed my hopes on a nice rendered model was a bit too high. I have to scale down my expectations. I'll try and keep it simple this time. btw. The texture of the ships isn't a problem, it is that damn globe in the middel that gives me nightmares.
Later on the day I'll post my thoughts on the ancients (some techs, descriptions and maybe even a roster for making new shipsets). You'll read from me soon!
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  #2380  
Old December 10th, 2002, 03:14 PM
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Default Re: Babylon 5 Mod

Last night I’ve been through the AoG book “Wars of the Ancients”. That’s a great piece of book! Now I really like those ancients. They are very different and yet they’re all the same. Nice and complex, just the way I like it. Here are some thoughts about those freaks. The suggestions I give here aren’t that well worked out. I don’t know if the proposed weapons and stuff are possible or already in the Mod. The Shadows and the Vorlons aren’t here, because they’re pretty much done.

Ehh… a question. What are the options for the “Vehicle types” and “Can target” rules for weapons?

The Walkers of Sigma 957
Great dudes! I like them a lot! Scientists and wanderers.

Tiny Weapons: Chromatic Pulse Driver
Light Weapons: Sensor Charge Receiver
Medium Weapons: Energy Draining Torpedo
Heavy Weapons: Light Chromatic Pulsar
Mega Weapons: Medium Lightning Array
Ultra Weapons: Lightning Array
1st special building: Massive Databank. Increases all research within a system with 15%.
2nd special building: Walker Outpost. Allows scanning of ships within the system, can perform ALL scans at level 3.

The Kirishiac Lords
The biggest warriors in our galaxy. They kick ***!

Tiny Weapons: Antigravity Beam
Light Weapons: Medium Antigravity Beam
Medium Weapons: Phased Gravitic Torpedo
Heavy Weapons: Ultra Matter Cannon
Mega Weapons: Hypergraviton Beam
Ultra Weapons: Hypergraviton BLaster
1st special building: Lords Fortress. Trains fleets and ships each turn 3% up a maximum of 10%.
2nd special building: ??

The Torvalus Speculators
Okay, they’re great guys, but I’ve never liked that sneaking around stuff.

Tiny Weapons: Ultra Light Laser
Light Weapons: Volley Laser
Medium Weapons: Transverse Torpedo
Heavy Weapons: Medium Power Laser
Mega Weapons: Power Laser
Ultra Weapons: Heavy Power Laser
1st special building: Torvalus Listening Post. Allows scanning of ships within the system, can perform ALL scans at level 5.
2nd special building: Planetary Cloaking System. Cloaks an entire planet.

The Mindriders
Well here’s a race with cool thoughts, hehe. Don’t make them laugh, they might as well vaporise you just for the fun of it.

Tiny Weapons: Minor Thought Pulsar
Light Weapons: Trioptic Pulsar
Medium Weapons: Warp of Mind
Heavy Weapons: Ultra Pulse Cannon
Mega Weapons: Thought Wave
Ultra Weapons: Telekinetic Cutter
1st special building: Thinking Spire. The Mindriders can detect all races, even the ones they never actually met.
2nd special building: Congregation Site. Raises happiness, reproduction rates, decreases chance on deadly events in the system and cures a level 4 desease.

The Triad
Alrighty then! These are they guys I really like. However I feel that they must be divided into the three aspecs and the combined Version of their race.

The Triad Chaos
Let there be chaos! The most atractive aspect of the Triad IMO.

Tiny Weapons: Hyperplasma Matrix
Light Weapons: Plasma Driver
Medium Weapons: Singularity Torpedo
Heavy Weapons: Antimatter Slicer
Mega Weapons: Solar BLaster
Ultra Weapons: Spatial Cutter
1st special building: ??
2nd special building: ??

The Triad Order
The wussies of the Triad IMO. None the less a bit of divine power is something to hold into account.

Tiny Weapons: Light Prism Beam
Light Weapons: Flare Generator
Medium Weapons: Solarflare
Heavy Weapons: Photonic Prism Beam
Mega Weapons: Stellar Lens
Ultra Weapons: Pure Focus
1st special building: ??
2nd special building: ??

The Triad Neutrality
Throw some mighty matter based weapons at your opponents and get rid of them quick.

Tiny Weapons: Matter Bolt
Light Weapons: Advanced Particle BLast Gun
Medium Weapons: Triad Missile Rack
Heavy Weapons: Fuser Array
Mega Weapons: Neutron Burst
Ultra Weapons: Asteroid Salvo
1st special building: ??
2nd special building: ??

The Triad Combined Aspects
The most powerfull combination of the Triad. This way they can obliterate almost everything and everyone on their path.

Tiny Weapons: Shredder Particles
Light Weapons: Antimatter Wave
Medium Weapons: Triad Torpedo Rack
Heavy Weapons: Hyperplasma Stream
Mega Weapons: Doom Bolt
Ultra Weapons: Hyperplasma Cutter
1st special building: ??
2nd special building: ??

[ December 10, 2002, 19:08: Message edited by: Timstone ]
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