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  #3101  
Old May 24th, 2003, 12:52 AM
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Default Re: Babylon 5 Mod

IF: will do
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  #3102  
Old May 24th, 2003, 01:03 AM

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Default Re: Babylon 5 Mod

Btw PF is there any chance the new changes and additions can come out as an addon to the existing mod? Since I added the breach pods, assault shuttles, a few bmps here and there, etc. I'd really appreciate it if I could just add it into my currently existing mod so I wouldn't lose any changes or have to do them again. If you can that is, if not, I'll make do
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  #3103  
Old May 24th, 2003, 01:21 AM
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Default Re: Babylon 5 Mod

Updated armor names & descriptions.1053731983.zip

Primary, secondary and grid.
The descriptions in secondary and grid armors mention the fact that they are addons, and that the secondary armor has a limit of one per ship, while the grid does not.
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  #3104  
Old May 24th, 2003, 01:53 AM
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Default Re: Babylon 5 Mod

Not sure that I can since I do not know specifically what was done..

You could unzip to a dummy area/folder then pick-and choose..

[ May 24, 2003, 00:53: Message edited by: pathfinder ]
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  #3105  
Old May 24th, 2003, 03:11 AM

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Default Re: Babylon 5 Mod

I can do that, all I need to know is what files I have to add to get the new Plasma and Molecular weapons ingame. Because right now I don't know which files you altered to make them work
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  #3106  
Old May 24th, 2003, 03:41 AM
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Default Re: Babylon 5 Mod

I think we should work towards speeding up game play a bit. It takes too long to get anything done, esp. in PBW games...
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  #3107  
Old May 24th, 2003, 03:44 AM
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Default Re: Babylon 5 Mod

My hands are full doing what I am doing...no time to figger that out IF.

Someone else what to take on research and build times (cost)?

[ May 24, 2003, 02:51: Message edited by: pathfinder ]
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  #3108  
Old May 24th, 2003, 03:54 AM
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Default Re: Babylon 5 Mod

Just halving the costs of most facilities is a good start. 5.5 years for a Spaceport-type facility is just excessive...
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  #3109  
Old May 24th, 2003, 02:01 PM

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Default Re: Babylon 5 Mod

Geryon: to get Path's weapons when he gives them out, just unzip the files in to a different folder then look through the component text where the new weapons will be and copy them in to the same place in you component text. The n just do the same with the tech area text i'm path has made and changes to it.

THEN post up the new combined comp text so we will all have it therefore making it the latest Version of the text we can build on. (i just like the sound of assault ships )

IF: The main thing about construction speed is it is based aLOT on population amount therefore in a new colony with few population construction will take longer, basicly u need to shift loads of population from your homeworld to colonys to get a decient production rate out of them, i can get Shipyards down to 1.6 years on my first non homeworld colony.
I do agree however that this can be slow at times, The main problem with the system at the mo is that the ai can't handle it very well as they rarely move population around so their colonys take a good 70 turns to get anything close to what i get in 30 turns. And since the ai relys on being able to expand and produce quicker that you to make the game a chalange, they ain't pulling it off, Computer on hard with medium bonus and 3 starting planets is still quite easy.
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  #3110  
Old May 24th, 2003, 02:29 PM
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Default Re: Babylon 5 Mod

assault ships are already made by the AI(breach pods researched, uses heavy destroyer thru cruiser hulls, capture ship strategy.

[ May 24, 2003, 14:53: Message edited by: pathfinder ]
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