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  #2441  
Old December 19th, 2002, 01:14 AM
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Default Re: Babylon 5 Mod

Grumbler: Yeah, the Ancients (so far Shadows and Vorlons) don't colonize except by gifts or invasion.

also the Technomage techs are not complete so they can cause , uhmmmm...some "unique" situation

[ December 18, 2002, 23:55: Message edited by: pathfinder ]
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  #2442  
Old December 19th, 2002, 01:55 AM
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Default Re: Babylon 5 Mod

PH: then I will try a 100+ turn game and see what comes up. Thanks for the clarifications.

It is exciting just to be able to play the "real thing" after so many cluges I had to do in the past.

I may want to revist the "dozens of little engines" design decision, though. In my mods of the old "Proportions" game I came to find small numbers of powerful engines seemed to work better, both in terms of designs and in terms of combat's decisiveness.

[ December 18, 2002, 23:59: Message edited by: grumbler ]
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  #2443  
Old December 19th, 2002, 03:03 PM
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Default Re: Babylon 5 Mod

Johoo! Is there a program to make thise new weapons of mine in an easy less irritateable way?! I'm getting really sick of typing all thise little numbers in a text program.
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  #2444  
Old December 20th, 2002, 03:23 AM
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Default Re: Babylon 5 Mod

Timstone - I don't know of any. Can you create the weapons in the HTML component editer, save them, and then paste them into the components file? If so, is that really any easier?
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  #2445  
Old December 20th, 2002, 03:26 AM
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Default Re: Babylon 5 Mod

Was it intentional that only PD weapons could go on weapons platforms? That's the way the current components file seems to read.

I have made a "rough and ready" mod to the weapons file to allow missiles, matter cannons, and non-particle beams to be added, but not torpedoes or particle beams (figuring an atmosphere might make them null and void). OTOH, are weapons platforms even "canon?" Should they be done away with?
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  #2446  
Old December 20th, 2002, 03:42 AM
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Default Re: Babylon 5 Mod

Val intended for the WP to be anti-fighters only. As for "canon" there was only one true wp and that was the great machine on the planet that B5 was near. We had a bit of a debate over this awhile back and the PD-only WP was the compromise.
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  #2447  
Old December 20th, 2002, 04:00 AM
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Default Re: Babylon 5 Mod

PF: Thanks, That's a decision I can live with.

The only other WP we saw was on Mars in the "Endgame" ep, and that was pretty clearly fighting only in the atmosphere.

Space-based weaponry seemed the rule, and that's all to the good!
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  #2448  
Old December 20th, 2002, 05:39 AM
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Default Re: Babylon 5 Mod

grumbler: next test ya do, take a look at space stations. with the station-keeping engine?/reactor? they move a bit, so they can get themselves into range of a target ship/fleet, unlike "normal" SEIV; plus the sats have special sat mounts of the direct fire weapons. This helps them be a bit more effective (added range)
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  #2449  
Old December 20th, 2002, 01:22 PM
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Default Re: Babylon 5 Mod

On the SE IV Gold disk I found the component modder program. Is there a higher Version of the program (current: v1.0.14)?
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  #2450  
Old December 20th, 2002, 01:26 PM
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Default Re: Babylon 5 Mod

Timstone: DavidG has one or at least somewhere in this thread there is one:

http://www.shrapnelgames.com/cgi-bin...;f=23;t=006349
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